//some reflection one eye WO


//NEW
cbuffer PER_FRAME : register(b13)
{
  row_major float4x4 g_VS_ViewProjMatr : packoffset(c0);
  float4 g_VS_ScreenSize : packoffset(c7);
  float4 g_VS_NearFarClipDist : packoffset(c9);
}


cbuffer PER_BATCH : register(b0)
{
  float4 texToTexParams0 : packoffset(c0);
  float4 texToTexParams1 : packoffset(c1);
  float4 PS_ScreenSize : packoffset(c2);
}

SamplerState _tex0_s : register(s0);
Texture2D<float4> _tex0 : register(t0);


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

void main(
  float4 v0 : SV_Position0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

r0.xyzw = _tex0.Sample(_tex0_s, v1.xy).xyzw;
  r1.xyzw = texToTexParams0.xyzw + v1.xyxy;
  r2.xyzw = _tex0.Sample(_tex0_s, r1.xy).xyzw;
  r1.xyzw = _tex0.Sample(_tex0_s, r1.zw).xyzw;
  r0.xyzw = r2.xyzw + r0.xyzw;
  r0.xyzw = r0.xyzw + r1.xyzw;
  r1.xyzw = texToTexParams1.xyzw + v1.xyxy;
  r2.xyzw = _tex0.Sample(_tex0_s, r1.xy).xyzw;
  r1.xyzw = _tex0.Sample(_tex0_s, r1.zw).xyzw;
  r0.xyzw = r2.xyzw + r0.xyzw;
  r0.xyzw = r0.xyzw + r1.xyzw;

  //changed to 0.00 inst of 0.2
  o0.xyzw = float4(0.00200000003,0.00200000003,0.00200000003,0.00200000003) * r0.xyzw;


  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
//   using 3Dmigoto v1.3.6 on Tue Mar 27 19:00:31 2018
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 texToTexParams0;            // Offset:    0 Size:    16
//   float4 texToTexParams1;            // Offset:   16 Size:    16
//   float4 PS_ScreenSize;              // Offset:   32 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// _tex0                             sampler      NA          NA    0        1
// _tex0                             texture  float4          2d    0        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   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[2], 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 3
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v1.xyxx, t0.xyzw, s0
add r1.xyzw, v1.xyxy, cb0[0].xyzw
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r1.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.zwzz, t0.xyzw, s0
add r0.xyzw, r0.xyzw, r2.xyzw
add r0.xyzw, r1.xyzw, r0.xyzw
add r1.xyzw, v1.xyxy, cb0[1].xyzw
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r1.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.zwzz, t0.xyzw, s0
add r0.xyzw, r0.xyzw, r2.xyzw
add r0.xyzw, r1.xyzw, r0.xyzw
mul o0.xyzw, r0.xyzw, l(0.200000, 0.200000, 0.200000, 0.200000)
ret
// Approximately 13 instruction slots used

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