//blood splatter o fix ehre
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.11 on Sun Nov 18 17:39:34 2018
//
//
// Buffer Definitions:
//
// Resource bind info for tiles_to_execute
// {
//
//   struct tTileLocation
//   {
//
//       uint x_y_packed;               // Offset:    0
//
//   } $Element;                        // Offset:    0 Size:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// tiles_to_execute                  texture  struct         r/o    0        1
// GBuffer0TexInput                  texture   uint4          2d    1        1
// GBuffer1TexInput                  texture   uint4          2d    2        1
// GBuffer0Tex                           UAV   uint4          2d    0        1
// GBuffer1Tex                           UAV   uint4          2d    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Input
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Output
cs_5_0
dcl_globalFlags refactoringAllowed
dcl_resource_structured t0, 4
dcl_resource_texture2d (uint,uint,uint,uint) t1
dcl_resource_texture2d (uint,uint,uint,uint) t2
dcl_uav_typed_texture2d (uint,uint,uint,uint) u0
dcl_uav_typed_texture2d (uint,uint,uint,uint) u1
dcl_input vThreadGroupID.xyz
dcl_input vThreadIDInGroup.xy
dcl_temps 3
dcl_thread_group 8, 8, 1
ld_structured_indexable(structured_buffer, stride=4)(mixed,mixed,mixed,mixed) r0.x, vThreadGroupID.x, l(0), t0.xxxx
ushr r1.x, r0.x, l(16)
and r1.y, r0.x, l(0x0000ffff)
ishl r0.xy, r1.xyxx, l(4, 4, 0, 0)
ishl r0.zw, vThreadGroupID.yyyz, l(0, 0, 3, 3)
iadd r0.xy, r0.zwzz, r0.xyxx
iadd r0.xy, r0.xyxx, vThreadIDInGroup.xyxx
mov r0.zw, l(0,0,0,0)
ld_indexable(texture2d)(uint,uint,uint,uint) r1.xyzw, r0.xyww, t1.xyzw
ld_indexable(texture2d)(uint,uint,uint,uint) r2.xyzw, r0.xyzw, t2.xyzw
store_uav_typed u1.xyzw, r0.xyyy, r2.xyzw
store_uav_typed u0.xyzw, r0.xyyy, r1.xyzw
ret
// Approximately 13 instruction slots used
