// Depth of Field

cbuffer PER_BATCH : register(b0)
{
  float4 vDofParamsFocus1 : packoffset(c0);
  float4 vDofParamsFocus0 : packoffset(c1);
  float4 PS_NearFarClipDist : packoffset(c2);
  float4 PS_ScreenSize : packoffset(c3);
}

SamplerState _tex0_s : register(s0);
SamplerState _tex1_s : register(s1);
SamplerState _tex2_s : register(s2);
SamplerState _tex4_s : register(s4);
Texture2D<float4> _tex0 : register(t0);
Texture2D<float4> _tex1 : register(t1);
Texture2D<float4> _tex2 : register(t2);
Texture2D<float4> _tex4 : register(t4);


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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = _tex0.Sample(_tex0_s, v1.xy).x;
  r0.x = PS_NearFarClipDist.y * r0.x;
  r0.x = saturate(r0.x * vDofParamsFocus0.x + vDofParamsFocus0.y);
  r0.x = r0.x * r0.x;
  r0.x = vDofParamsFocus1.w * r0.x;
  r0.x = max(9.99999975e-006, r0.x);
  r0.w = min(0.7, r0.x);
  r1.xy = float2(0.5,0.5) * PS_ScreenSize.xy;
  r1.zw = v1.xy * r1.xy + float2(0.5,0.5);
  r2.xy = frac(r1.zw);
  r1.zw = floor(r1.zw);
  r2.zw = float2(3,3) + -r2.xy;
  r2.zw = r2.xy * r2.zw + float2(-3,-3);
  r2.zw = r2.xy * r2.zw + float2(1,1);
  r3.xy = r2.xy * r2.xy;
  r4.xyzw = r2.xxyy * float4(3,-3,3,-3) + float4(-6,3,-6,3);
  r3.zw = r3.xy * r4.xz + float2(4,4);
  r3.xy = r3.xy * r2.xy;
  r3.xy = float2(0.166666672,0.166666672) * r3.xy;
  r4.xy = r2.xy * r4.yw + float2(3,3);
  r2.xy = r2.xy * r4.xy + float2(1,1);
  r2.xy = r2.xy * float2(0.166666672,0.166666672) + r3.xy;
  r3.xy = r3.xy / r2.xy;
  r4.xy = r3.xy + r1.zw;
  r3.xy = float2(0.166666672,0.166666672) * r3.zw;
  r2.zw = r2.zw * float2(0.166666672,0.166666672) + r3.xy;
  r3.xy = r3.xy / r2.zw;
  r4.zw = r3.xy + r1.zw;
  r3.xyzw = float4(-1.5,0.5,0.5,0.5) + r4.zyxy;
  r4.xyzw = float4(-1.5,-1.5,0.5,-1.5) + r4.zwxw;
  r4.xyzw = r4.xyzw / r1.xyxy;
  r1.xyzw = r3.xyzw / r1.xyxy;
  r3.xyzw = _tex2.Sample(_tex2_s, r1.zw).xyzw;
  r3.xyzw = r3.xyzw * r2.xxxx;
  r5.xyzw = _tex2.Sample(_tex2_s, r1.xy).xyzw;
  r3.xyzw = r2.zzzz * r5.xyzw + r3.xyzw;
  r3.xyzw = r3.xyzw * r2.yyyy;
  r5.xyzw = _tex2.Sample(_tex2_s, r4.zw).xyzw;
  r5.xyzw = r5.xyzw * r2.xxxx;
  r6.xyzw = _tex2.Sample(_tex2_s, r4.xy).xyzw;
  r5.xyzw = r2.zzzz * r6.xyzw + r5.xyzw;
  r3.xyzw = r2.wwww * r5.xyzw + r3.xyzw;
  r5.x = cmp(0 < r3.w);
  r3.w = r5.x ? r3.w : 1;
  r0.xyz = r3.xyz / r3.www;
  r3.xyzw = _tex4.Sample(_tex4_s, v1.xy).xyzw;
  r5.xyzw = -r3.xyzw + r0.xyzw;
  r0.xyzw = r0.wwww * r5.xyzw + r3.xyzw;
  r3.xyzw = _tex1.Sample(_tex1_s, r1.zw).xyzw;
  r1.xyzw = _tex1.Sample(_tex1_s, r1.xy).xyzw;
  r3.xyzw = r3.xyzw * r2.xxxx;
  r1.xyzw = r2.zzzz * r1.xyzw + r3.xyzw;
  r1.xyzw = r2.yyyy * r1.xyzw;
  r3.xyzw = _tex1.Sample(_tex1_s, r4.zw).xyzw;
  r4.xyzw = _tex1.Sample(_tex1_s, r4.xy).xyzw;
  r3.xyzw = r3.xyzw * r2.xxxx;
  r3.xyzw = r2.zzzz * r4.xyzw + r3.xyzw;
  r1.xyzw = r2.wwww * r3.xyzw + r1.xyzw;
  r2.x = cmp(0 < r1.w);
  r2.x = r2.x ? r1.w : 1;
  r1.xyz = r1.xyz / r2.xxx;
  r1.w = saturate(r1.w);
  r2.xyzw = r1.xyzw + -r0.xyzw;
  o0.xyzw = r1.wwww * r2.xyzw + r0.xyzw;

float4 params = IniParams.Load(0);
if(params.x==1)
	discard;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
//   using 3Dmigoto v1.3.3 on Sat Feb 17 02:33:41 2018
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 vDofParamsFocus1;           // Offset:    0 Size:    16
//   float4 vDofParamsFocus0;           // Offset:   16 Size:    16
//   float4 PS_NearFarClipDist;         // Offset:   32 Size:    16
//   float4 PS_ScreenSize;              // Offset:   48 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// _tex0                             sampler      NA          NA    0        1
// _tex1                             sampler      NA          NA    1        1
// _tex2                             sampler      NA          NA    2        1
// _tex4                             sampler      NA          NA    4        1
// _tex0                             texture  float4          2d    0        1
// _tex1                             texture  float4          2d    1        1
// _tex2                             texture  float4          2d    2        1
// _tex4                             texture  float4          2d    4        1
// PER_BATCH                         cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        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[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s4, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t4
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 7
sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t0.xyzw, s0
mul r0.x, r0.x, cb0[2].y
mad_sat r0.x, r0.x, cb0[1].x, cb0[1].y
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, cb0[0].w
max r0.x, r0.x, l(0.000010)
min r0.w, r0.x, l(1.000000)
mul r1.xy, cb0[3].xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r1.zw, v1.xxxy, r1.xxxy, l(0.000000, 0.000000, 0.500000, 0.500000)
frc r2.xy, r1.zwzz
round_ni r1.zw, r1.zzzw
add r2.zw, -r2.xxxy, l(0.000000, 0.000000, 3.000000, 3.000000)
mad r2.zw, r2.xxxy, r2.zzzw, l(0.000000, 0.000000, -3.000000, -3.000000)
mad r2.zw, r2.xxxy, r2.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000)
mul r3.xy, r2.xyxx, r2.xyxx
mad r4.xyzw, r2.xxyy, l(3.000000, -3.000000, 3.000000, -3.000000), l(-6.000000, 3.000000, -6.000000, 3.000000)
mad r3.zw, r3.xxxy, r4.xxxz, l(0.000000, 0.000000, 4.000000, 4.000000)
mul r3.xy, r2.xyxx, r3.xyxx
mul r3.xy, r3.xyxx, l(0.166666672, 0.166666672, 0.000000, 0.000000)
mad r4.xy, r2.xyxx, r4.ywyy, l(3.000000, 3.000000, 0.000000, 0.000000)
mad r2.xy, r2.xyxx, r4.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
mad r2.xy, r2.xyxx, l(0.166666672, 0.166666672, 0.000000, 0.000000), r3.xyxx
div r3.xy, r3.xyxx, r2.xyxx
add r4.xy, r1.zwzz, r3.xyxx
mul r3.xy, r3.zwzz, l(0.166666672, 0.166666672, 0.000000, 0.000000)
mad r2.zw, r2.zzzw, l(0.000000, 0.000000, 0.166666672, 0.166666672), r3.xxxy
div r3.xy, r3.xyxx, r2.zwzz
add r4.zw, r1.zzzw, r3.xxxy
add r3.xyzw, r4.zyxy, l(-1.500000, 0.500000, 0.500000, 0.500000)
add r4.xyzw, r4.zwxw, l(-1.500000, -1.500000, 0.500000, -1.500000)
div r4.xyzw, r4.xyzw, r1.xyxy
div r1.xyzw, r3.xyzw, r1.xyxy
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, r1.zwzz, t2.xyzw, s2
mul r3.xyzw, r2.xxxx, r3.xyzw
sample_indexable(texture2d)(float,float,float,float) r5.xyzw, r1.xyxx, t2.xyzw, s2
mad r3.xyzw, r2.zzzz, r5.xyzw, r3.xyzw
mul r3.xyzw, r2.yyyy, r3.xyzw
sample_indexable(texture2d)(float,float,float,float) r5.xyzw, r4.zwzz, t2.xyzw, s2
mul r5.xyzw, r2.xxxx, r5.xyzw
sample_indexable(texture2d)(float,float,float,float) r6.xyzw, r4.xyxx, t2.xyzw, s2
mad r5.xyzw, r2.zzzz, r6.xyzw, r5.xyzw
mad r3.xyzw, r2.wwww, r5.xyzw, r3.xyzw
lt r5.x, l(0.000000), r3.w
movc r3.w, r5.x, r3.w, l(1.000000)
div r0.xyz, r3.xyzx, r3.wwww
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, v1.xyxx, t4.xyzw, s4
add r5.xyzw, r0.xyzw, -r3.xyzw
mad r0.xyzw, r0.wwww, r5.xyzw, r3.xyzw
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, r1.zwzz, t1.xyzw, s1
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.xyxx, t1.xyzw, s1
mul r3.xyzw, r2.xxxx, r3.xyzw
mad r1.xyzw, r2.zzzz, r1.xyzw, r3.xyzw
mul r1.xyzw, r1.xyzw, r2.yyyy
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, r4.zwzz, t1.xyzw, s1
sample_indexable(texture2d)(float,float,float,float) r4.xyzw, r4.xyxx, t1.xyzw, s1
mul r3.xyzw, r2.xxxx, r3.xyzw
mad r3.xyzw, r2.zzzz, r4.xyzw, r3.xyzw
mad r1.xyzw, r2.wwww, r3.xyzw, r1.xyzw
lt r2.x, l(0.000000), r1.w
movc r2.x, r2.x, r1.w, l(1.000000)
div r1.xyz, r1.xyzx, r2.xxxx
mov_sat r1.w, r1.w
add r2.xyzw, -r0.xyzw, r1.xyzw
mad o0.xyzw, r1.wwww, r2.xyzw, r0.xyzw
ret
// Approximately 65 instruction slots used

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