//portraits
// ---- Created with 3Dmigoto v1.3.11 on Mon Sep 10 10:57:07 2018

cbuffer _Globals : register(b0)
{
  float _OpacityFade : packoffset(c0);
  float FloatParameter_Saturation : packoffset(c0.y);
}

cbuffer PerFrame : register(b13)
{
  float4x4 global_LightPropertyMatrix : packoffset(c0);
  float4x3 global_FogPropertyMatrix : packoffset(c4);
  float4 global_Data : packoffset(c7);
  float4 global_Data2 : packoffset(c8);
}

SamplerState _DefaultWrapSampler_s : register(s0);
Texture2D<float4> Texture2DParameter_DM_DefaultWrapSampler : register(t0);


// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : SV_Position0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = cmp(0 != global_Data.y);
  r0.x = r0.x ? 0 : 1;
  r1.xyzw = Texture2DParameter_DM_DefaultWrapSampler.Sample(_DefaultWrapSampler_s, v1.xy).xyzw;
  r0.y = dot(r1.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r1.xyz = r1.xyz + -r0.yyy;
  r0.yzw = FloatParameter_Saturation * r1.xyz + r0.yyy;
  r0.xyz = r0.yzw * r0.xxx;
  r0.w = _OpacityFade * r1.w;
  o0.xyzw = max(float4(0,0,0,0), r0.xyzw);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//   using 3Dmigoto v1.3.11 on Mon Sep 10 10:57:07 2018
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float _OpacityFade;                // Offset:    0 Size:     4
//   float FloatParameter_Saturation;   // Offset:    4 Size:     4
//
// }
//
// cbuffer PerFrame
// {
//
//   float4x4 global_LightPropertyMatrix;// Offset:    0 Size:    64 [unused]
//   float4x3 global_FogPropertyMatrix; // Offset:   64 Size:    48 [unused]
//   float4 global_Data;                // Offset:  112 Size:    16
//   float4 global_Data2;               // Offset:  128 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// _DefaultWrapSampler               sampler      NA          NA    0        1
// Texture2DParameter_DM_DefaultWrapSampler    texture  float4          2d    0        1
// $Globals                          cbuffer      NA          NA    0        1
// PerFrame                          cbuffer      NA          NA   13        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[1], immediateIndexed
dcl_constantbuffer cb13[8], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 2
ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb13[7].y
movc r0.x, r0.x, l(0), l(1.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.xyxx, t0.xyzw, s0
dp3 r0.y, r1.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r1.xyz, -r0.yyyy, r1.xyzx
mad r0.yzw, cb0[0].yyyy, r1.xxyz, r0.yyyy
mul r0.xyz, r0.xxxx, r0.yzwy
mul r0.w, r1.w, cb0[0].x
max o0.xyzw, r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
ret
// Approximately 10 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
