//Bloom

cbuffer PER_BATCH : register(b0)
{
  float4 HDRParams0 : packoffset(c0);
}

SamplerState baseMap_s : register(s0);
SamplerState bloomMap_s : register(s1);
Texture2D<float4> baseMap : register(t0);
Texture2D<float4> bloomMap : register(t1);


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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  float4 v3 : TEXCOORD2,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = -HDRParams0.xy * float2(7,7) + v1.xy;
  r0.zw = HDRParams0.xy + r0.xy;
  r1.xyz = baseMap.Sample(baseMap_s, r0.xy).xyz;
  r2.xyz = baseMap.Sample(baseMap_s, r0.zw).xyz;
  r0.xy = HDRParams0.xy + r0.zw;
  r2.xyz = float3(0.00311324419,0.00311324419,0.00311324419) * r2.xyz;
  r1.xyz = r1.xyz * float3(0.000583733316,0.000583733316,0.000583733316) + r2.xyz;
  r2.xyz = baseMap.Sample(baseMap_s, r0.xy).xyz;
  r0.xy = HDRParams0.xy + r0.xy;
  r1.xyz = r2.xyz * float3(0.0116746658,0.0116746658,0.0116746658) + r1.xyz;
  r2.xyz = baseMap.Sample(baseMap_s, r0.xy).xyz;
  r0.xy = HDRParams0.xy + r0.xy;
  r1.xyz = r2.xyz * float3(0.0326890647,0.0326890647,0.0326890647) + r1.xyz;
  r2.xyz = baseMap.Sample(baseMap_s, r0.xy).xyz;
  r0.xy = HDRParams0.xy + r0.xy;
  r1.xyz = r2.xyz * float3(0.0708263069,0.0708263069,0.0708263069) + r1.xyz;
  r2.xyz = baseMap.Sample(baseMap_s, r0.xy).xyz;
  r0.xy = HDRParams0.xy + r0.xy;
  r1.xyz = r2.xyz * float3(0.121416524,0.121416524,0.121416524) + r1.xyz;
  r2.xyz = baseMap.Sample(baseMap_s, r0.xy).xyz;
  r0.xy = HDRParams0.xy + r0.xy;
  r1.xyz = r2.xyz * float3(0.166947722,0.166947722,0.166947722) + r1.xyz;
  r2.xyz = baseMap.Sample(baseMap_s, r0.xy).xyz;
  r0.xy = HDRParams0.xy + r0.xy;
  r1.xyz = r2.xyz * float3(0.185497478,0.185497478,0.185497478) + r1.xyz;
  r2.xyz = baseMap.Sample(baseMap_s, r0.xy).xyz;
  r0.xy = HDRParams0.xy + r0.xy;
  r1.xyz = r2.xyz * float3(0.166947722,0.166947722,0.166947722) + r1.xyz;
  r2.xyz = baseMap.Sample(baseMap_s, r0.xy).xyz;
  r0.xy = HDRParams0.xy + r0.xy;
  r1.xyz = r2.xyz * float3(0.121416524,0.121416524,0.121416524) + r1.xyz;
  r2.xyz = baseMap.Sample(baseMap_s, r0.xy).xyz;
  r0.xy = HDRParams0.xy + r0.xy;
  r1.xyz = r2.xyz * float3(0.0708263069,0.0708263069,0.0708263069) + r1.xyz;
  r2.xyz = baseMap.Sample(baseMap_s, r0.xy).xyz;
  r0.xy = HDRParams0.xy + r0.xy;
  r1.xyz = r2.xyz * float3(0.0326890647,0.0326890647,0.0326890647) + r1.xyz;
  r2.xyz = baseMap.Sample(baseMap_s, r0.xy).xyz;
  r0.xy = HDRParams0.xy + r0.xy;
  r1.xyz = r2.xyz * float3(0.0116746658,0.0116746658,0.0116746658) + r1.xyz;
  r2.xyz = baseMap.Sample(baseMap_s, r0.xy).xyz;
  r0.xy = HDRParams0.xy + r0.xy;
  r0.xyz = baseMap.Sample(baseMap_s, r0.xy).xyz;
  r1.xyz = r2.xyz * float3(0.00311324419,0.00311324419,0.00311324419) + r1.xyz;
  r0.xyz = r0.xyz * float3(0.000583733316,0.000583733316,0.000583733316) + r1.xyz;
  r0.xyz = float3(0.192000002,0.192000002,0.192000002) * r0.xyz;
  r1.xyz = bloomMap.Sample(bloomMap_s, v1.xy).xyz;
  r0.xyz = r1.xyz * float3(0.0174000002,0.0174000002,0.0174000002) + r0.xyz;

  //bloom correction (3 inst 4)
  o0.xyz = float3(3.77554941,3.77554941,3.77554941) * r0.xyz;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
//   using 3Dmigoto v1.3.6 on Sat Mar 31 10:10:43 2018
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 HDRParams0;                 // Offset:    0 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// baseMap                           sampler      NA          NA    0        1
// bloomMap                          sampler      NA          NA    1        1
// baseMap                           texture  float4          2d    0        1
// bloomMap                          texture  float4          2d    1        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
// TEXCOORD                 1   xyz         2     NONE   float
// TEXCOORD                 2   xyzw        3     NONE   float
//
//
// 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_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
mad r0.xy, -cb0[0].xyxx, l(7.000000, 7.000000, 0.000000, 0.000000), v1.xyxx
add r0.zw, r0.xxxy, cb0[0].xxxy
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r0.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.zwzz, t0.xyzw, s0
add r0.xy, r0.zwzz, cb0[0].xyxx
mul r2.xyz, r2.xyzx, l(0.00311324419, 0.00311324419, 0.00311324419, 0.000000)
mad r1.xyz, r1.xyzx, l(0.000583733316, 0.000583733316, 0.000583733316, 0.000000), r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
add r0.xy, r0.xyxx, cb0[0].xyxx
mad r1.xyz, r2.xyzx, l(0.0116746658, 0.0116746658, 0.0116746658, 0.000000), r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
add r0.xy, r0.xyxx, cb0[0].xyxx
mad r1.xyz, r2.xyzx, l(0.0326890647, 0.0326890647, 0.0326890647, 0.000000), r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
add r0.xy, r0.xyxx, cb0[0].xyxx
mad r1.xyz, r2.xyzx, l(0.0708263069, 0.0708263069, 0.0708263069, 0.000000), r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
add r0.xy, r0.xyxx, cb0[0].xyxx
mad r1.xyz, r2.xyzx, l(0.121416524, 0.121416524, 0.121416524, 0.000000), r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
add r0.xy, r0.xyxx, cb0[0].xyxx
mad r1.xyz, r2.xyzx, l(0.166947722, 0.166947722, 0.166947722, 0.000000), r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
add r0.xy, r0.xyxx, cb0[0].xyxx
mad r1.xyz, r2.xyzx, l(0.185497478, 0.185497478, 0.185497478, 0.000000), r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
add r0.xy, r0.xyxx, cb0[0].xyxx
mad r1.xyz, r2.xyzx, l(0.166947722, 0.166947722, 0.166947722, 0.000000), r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
add r0.xy, r0.xyxx, cb0[0].xyxx
mad r1.xyz, r2.xyzx, l(0.121416524, 0.121416524, 0.121416524, 0.000000), r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
add r0.xy, r0.xyxx, cb0[0].xyxx
mad r1.xyz, r2.xyzx, l(0.0708263069, 0.0708263069, 0.0708263069, 0.000000), r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
add r0.xy, r0.xyxx, cb0[0].xyxx
mad r1.xyz, r2.xyzx, l(0.0326890647, 0.0326890647, 0.0326890647, 0.000000), r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
add r0.xy, r0.xyxx, cb0[0].xyxx
mad r1.xyz, r2.xyzx, l(0.0116746658, 0.0116746658, 0.0116746658, 0.000000), r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
add r0.xy, r0.xyxx, cb0[0].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
mad r1.xyz, r2.xyzx, l(0.00311324419, 0.00311324419, 0.00311324419, 0.000000), r1.xyzx
mad r0.xyz, r0.xyzx, l(0.000583733316, 0.000583733316, 0.000583733316, 0.000000), r1.xyzx
mul r0.xyz, r0.xyzx, l(0.192000, 0.192000, 0.192000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t1.xyzw, s1
mad r0.xyz, r1.xyzx, l(0.017400, 0.017400, 0.017400, 0.000000), r0.xyzx
mul o0.xyz, r0.xyzx, l(4.77554941, 4.77554941, 4.77554941, 0.000000)
mov o0.w, l(0)
ret
// Approximately 51 instruction slots used

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