// ---- Created with 3Dmigoto v1.3.10 on Sun May 06 09:04:37 2018

cbuffer CBStaticPerInst : register(b8)
{

  struct
  {
    row_major float3x4 SPIObjWorldMat;
    float4 SPIBendInfo;
    float4 SPIRainLayerParams;
    float4 SPIVertexAO;
    float4 SPIAlphaTest;
  } SPI[128] : packoffset(c0);

}

SamplerState DownscaleShadowMapSampler_s : register(s0);
Texture2D<float4> depthMapSampler0 : 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 float oDepth : SV_Depth)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = depthMapSampler0.Gather(DownscaleShadowMapSampler_s, v1.xy, int2(0, 0)).xyzw;
  r1.xyzw = depthMapSampler0.Gather(DownscaleShadowMapSampler_s, v1.xy, int2(2, 0)).xyzw;
  r0.xyzw = min(r1.xyzw, r0.xyzw);
  r1.xyzw = depthMapSampler0.Gather(DownscaleShadowMapSampler_s, v1.xy, int2(0, 2)).xyzw;
  r0.xyzw = min(r1.xyzw, r0.xyzw);
  r1.xyzw = depthMapSampler0.Gather(DownscaleShadowMapSampler_s, v1.xy, int2(2, 2)).xyzw;
  r0.xyzw = min(r1.xyzw, r0.xyzw);
  r0.x = min(r0.x, r0.y);
  r0.x = min(r0.x, r0.z);
  oDepth = min(r0.x, r0.w);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
//   using 3Dmigoto v1.3.10 on Sun May 06 09:04:37 2018
//
//
// Buffer Definitions:
//
// cbuffer CBStaticPerInst
// {
//
//   struct <unnamed>
//   {
//
//       row_major float3x4 SPIObjWorldMat;// Offset:    0
//       float4 SPIBendInfo;            // Offset:   48
//       float4 SPIRainLayerParams;     // Offset:   64
//       float4 SPIVertexAO;            // Offset:   80
//       float4 SPIAlphaTest;           // Offset:   96
//
//   } SPI[128];                        // Offset:    0 Size: 14336 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DownscaleShadowMapSampler         sampler      NA          NA    0        1
// depthMapSampler0                  texture  float4          2d    0        1
// CBStaticPerInst                   cbuffer      NA          NA    8        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_Depth                 0    N/A   oDepth    DEPTH   float    YES
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb8[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output oDepth
dcl_temps 2
gather4_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r0.xyzw, v1.xyxx, t0.xyzw, s0.x
gather4_aoffimmi_indexable(2,0,0)(texture2d)(float,float,float,float) r1.xyzw, v1.xyxx, t0.xyzw, s0.x
min r0.xyzw, r0.xyzw, r1.xyzw
gather4_aoffimmi_indexable(0,2,0)(texture2d)(float,float,float,float) r1.xyzw, v1.xyxx, t0.xyzw, s0.x
min r0.xyzw, r0.xyzw, r1.xyzw
gather4_aoffimmi_indexable(2,2,0)(texture2d)(float,float,float,float) r1.xyzw, v1.xyxx, t0.xyzw, s0.x
min r0.xyzw, r0.xyzw, r1.xyzw
min r0.x, r0.y, r0.x
min r0.x, r0.z, r0.x
min oDepth, r0.w, r0.x
ret
// Approximately 11 instruction slots used

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