// ---- Created with 3Dmigoto v1.3.10 on Sun Aug 26 10:39:01 2018

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

SamplerState _tex0_s : register(s0);
Texture2D<float4> _tex0 : 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 float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7;
  uint4 bitmask, uiDest;
  float4 fDest;


float DISGLOWWHILERAIN = IniParams.Load(int2(2,0)).z;
if (DISGLOWWHILERAIN == 1)
  {
discard;
}
else
{

  r0.xy = PS_ScreenSize.xy + PS_ScreenSize.xy;
  r0.xy = float2(1,1) / r0.xy;
  r1.xyzw = r0.xyxy * float4(-2,-2,0,-2) + v1.xyxy;
  r2.xyz = _tex0.Sample(_tex0_s, r1.xy).xyz;
  r1.xyz = _tex0.Sample(_tex0_s, r1.zw).xyz;
  r0.z = dot(r2.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.z = 1 + r0.z;
  r2.xyz = r2.xyz / r0.zzz;
  r0.z = dot(r1.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.z = 1 + r0.z;
  r1.xyz = r1.xyz / r0.zzz;
  r2.xyz = r2.xyz + r1.xyz;
  r3.xyzw = r0.xyxy * float4(2,-2,-2,0) + v1.xyxy;
  r4.xyz = _tex0.Sample(_tex0_s, r3.zw).xyz;
  r3.xyz = _tex0.Sample(_tex0_s, r3.xy).xyz;
  r0.z = dot(r4.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.z = 1 + r0.z;
  r4.xyz = r4.xyz / r0.zzz;
  r2.xyz = r4.xyz + r2.xyz;
  r5.xyz = _tex0.Sample(_tex0_s, v1.xy).xyz;
  r0.z = dot(r5.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.z = 1 + r0.z;
  r5.xyz = r5.xyz / r0.zzz;
  r2.xyz = r5.xyz + r2.xyz;
  r2.xyz = float3(0.25,0.25,0.25) * r2.xyz;
  r0.z = dot(r2.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.z = 1 + -r0.z;
  r2.xyz = r2.xyz / r0.zzz;
  r0.z = dot(r3.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.z = 1 + r0.z;
  r3.xyz = r3.xyz / r0.zzz;
  r1.xyz = r3.xyz + r1.xyz;
  r1.xyz = r1.xyz + r5.xyz;
  r3.xyzw = r0.xyxy * float4(2,0,-2,2) + v1.xyxy;
  r6.xyz = _tex0.Sample(_tex0_s, r3.xy).xyz;
  r3.xyz = _tex0.Sample(_tex0_s, r3.zw).xyz;
  r0.z = dot(r6.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.z = 1 + r0.z;
  r6.xyz = r6.xyz / r0.zzz;
  r1.xyz = r6.xyz + r1.xyz;
  r6.xyz = r6.xyz + r5.xyz;
  r4.xyz = r5.xyz + r4.xyz;
  r1.xyz = float3(0.25,0.25,0.25) * r1.xyz;
  r0.z = dot(r1.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.z = 1 + -r0.z;
  r1.xyz = r1.xyz / r0.zzz;
  r1.xyz = r2.xyz + r1.xyz;
  r2.xyzw = r0.xyxy * float4(0,2,1,-1) + v1.xyxy;
  r5.xyz = _tex0.Sample(_tex0_s, r2.xy).xyz;
  r2.xyz = _tex0.Sample(_tex0_s, r2.zw).xyz;
  r0.z = dot(r5.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.z = 1 + r0.z;
  r5.xyz = r5.xyz / r0.zzz;
  r6.xyz = r6.xyz + r5.xyz;
  r0.zw = r0.xy * float2(2,2) + v1.xy;
  r7.xyz = _tex0.Sample(_tex0_s, r0.zw).xyz;
  r0.z = dot(r7.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.z = 1 + r0.z;
  r7.xyz = r7.xyz / r0.zzz;
  r6.xyz = r7.xyz + r6.xyz;
  r6.xyz = float3(0.25,0.25,0.25) * r6.xyz;
  r0.z = dot(r6.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.z = 1 + -r0.z;
  r6.xyz = r6.xyz / r0.zzz;
  r1.xyz = r6.xyz + r1.xyz;
  r0.z = dot(r3.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.z = 1 + r0.z;
  r3.xyz = r3.xyz / r0.zzz;
  r3.xyz = r4.xyz + r3.xyz;
  r3.xyz = r3.xyz + r5.xyz;
  r3.xyz = float3(0.25,0.25,0.25) * r3.xyz;
  r0.z = dot(r3.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.z = 1 + -r0.z;
  r3.xyz = r3.xyz / r0.zzz;
  r1.xyz = r3.xyz + r1.xyz;
  r1.xyz = float3(0.125,0.125,0.125) * r1.xyz;
  r0.zw = v1.xy + -r0.xy;
  r3.xyz = _tex0.Sample(_tex0_s, r0.zw).xyz;
  r0.z = dot(r3.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.z = 1 + r0.z;
  r3.xyz = r3.xyz / r0.zzz;
  r0.z = dot(r2.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.z = 1 + r0.z;
  r2.xyz = r2.xyz / r0.zzz;
  r2.xyz = r3.xyz + r2.xyz;
  r0.zw = v1.xy + r0.xy;
  r0.xy = r0.xy * float2(-1,1) + v1.xy;
  r3.xyz = _tex0.Sample(_tex0_s, r0.xy).xyz;
  r0.xyz = _tex0.Sample(_tex0_s, r0.zw).xyz;
  r0.w = dot(r0.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.w = 1 + r0.w;
  r0.xyz = r0.xyz / r0.www;
  r0.xyz = r2.xyz + r0.xyz;
  r0.w = dot(r3.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.w = 1 + r0.w;
  r2.xyz = r3.xyz / r0.www;
  r0.xyz = r2.xyz + r0.xyz;
  r0.xyz = float3(0.25,0.25,0.25) * r0.xyz;
  r0.w = dot(r0.xyz, float3(0.212599993,0.715200007,0.0722000003));
  r0.w = 1 + -r0.w;
  r0.xyz = r0.xyz / r0.www;
  o0.xyz = r0.xyz * float3(0.5,0.5,0.5) + r1.xyz;
  o0.w = 0;
}
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
//   using 3Dmigoto v1.3.10 on Sun Aug 26 10:39:01 2018
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 PS_ScreenSize;              // Offset:    0 Size:    16
//
// }
//
//
// 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[1], 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 8
add r0.xy, cb0[0].xyxx, cb0[0].xyxx
div r0.xy, l(1.000000, 1.000000, 1.000000, 1.000000), r0.xyxx
mad r1.xyzw, r0.xyxy, l(-2.000000, -2.000000, 0.000000, -2.000000), v1.xyxy
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r1.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.zwzz, t0.xyzw, s0
dp3 r0.z, r2.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.z, r0.z, l(1.000000)
div r2.xyz, r2.xyzx, r0.zzzz
dp3 r0.z, r1.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.z, r0.z, l(1.000000)
div r1.xyz, r1.xyzx, r0.zzzz
add r2.xyz, r1.xyzx, r2.xyzx
mad r3.xyzw, r0.xyxy, l(2.000000, -2.000000, -2.000000, 0.000000), v1.xyxy
sample_indexable(texture2d)(float,float,float,float) r4.xyz, r3.zwzz, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r3.xyxx, t0.xyzw, s0
dp3 r0.z, r4.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.z, r0.z, l(1.000000)
div r4.xyz, r4.xyzx, r0.zzzz
add r2.xyz, r2.xyzx, r4.xyzx
sample_indexable(texture2d)(float,float,float,float) r5.xyz, v1.xyxx, t0.xyzw, s0
dp3 r0.z, r5.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.z, r0.z, l(1.000000)
div r5.xyz, r5.xyzx, r0.zzzz
add r2.xyz, r2.xyzx, r5.xyzx
mul r2.xyz, r2.xyzx, l(0.250000, 0.250000, 0.250000, 0.000000)
dp3 r0.z, r2.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.z, -r0.z, l(1.000000)
div r2.xyz, r2.xyzx, r0.zzzz
dp3 r0.z, r3.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.z, r0.z, l(1.000000)
div r3.xyz, r3.xyzx, r0.zzzz
add r1.xyz, r1.xyzx, r3.xyzx
add r1.xyz, r5.xyzx, r1.xyzx
mad r3.xyzw, r0.xyxy, l(2.000000, 0.000000, -2.000000, 2.000000), v1.xyxy
sample_indexable(texture2d)(float,float,float,float) r6.xyz, r3.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r3.zwzz, t0.xyzw, s0
dp3 r0.z, r6.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.z, r0.z, l(1.000000)
div r6.xyz, r6.xyzx, r0.zzzz
add r1.xyz, r1.xyzx, r6.xyzx
add r6.xyz, r5.xyzx, r6.xyzx
add r4.xyz, r4.xyzx, r5.xyzx
mul r1.xyz, r1.xyzx, l(0.250000, 0.250000, 0.250000, 0.000000)
dp3 r0.z, r1.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.z, -r0.z, l(1.000000)
div r1.xyz, r1.xyzx, r0.zzzz
add r1.xyz, r1.xyzx, r2.xyzx
mad r2.xyzw, r0.xyxy, l(0.000000, 2.000000, 1.000000, -1.000000), v1.xyxy
sample_indexable(texture2d)(float,float,float,float) r5.xyz, r2.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.zwzz, t0.xyzw, s0
dp3 r0.z, r5.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.z, r0.z, l(1.000000)
div r5.xyz, r5.xyzx, r0.zzzz
add r6.xyz, r5.xyzx, r6.xyzx
mad r0.zw, r0.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), v1.xxxy
sample_indexable(texture2d)(float,float,float,float) r7.xyz, r0.zwzz, t0.xyzw, s0
dp3 r0.z, r7.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.z, r0.z, l(1.000000)
div r7.xyz, r7.xyzx, r0.zzzz
add r6.xyz, r6.xyzx, r7.xyzx
mul r6.xyz, r6.xyzx, l(0.250000, 0.250000, 0.250000, 0.000000)
dp3 r0.z, r6.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.z, -r0.z, l(1.000000)
div r6.xyz, r6.xyzx, r0.zzzz
add r1.xyz, r1.xyzx, r6.xyzx
dp3 r0.z, r3.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.z, r0.z, l(1.000000)
div r3.xyz, r3.xyzx, r0.zzzz
add r3.xyz, r3.xyzx, r4.xyzx
add r3.xyz, r5.xyzx, r3.xyzx
mul r3.xyz, r3.xyzx, l(0.250000, 0.250000, 0.250000, 0.000000)
dp3 r0.z, r3.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.z, -r0.z, l(1.000000)
div r3.xyz, r3.xyzx, r0.zzzz
add r1.xyz, r1.xyzx, r3.xyzx
mul r1.xyz, r1.xyzx, l(0.125000, 0.125000, 0.125000, 0.000000)
add r0.zw, -r0.xxxy, v1.xxxy
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r0.zwzz, t0.xyzw, s0
dp3 r0.z, r3.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.z, r0.z, l(1.000000)
div r3.xyz, r3.xyzx, r0.zzzz
dp3 r0.z, r2.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.z, r0.z, l(1.000000)
div r2.xyz, r2.xyzx, r0.zzzz
add r2.xyz, r2.xyzx, r3.xyzx
add r0.zw, r0.xxxy, v1.xxxy
mad r0.xy, r0.xyxx, l(-1.000000, 1.000000, 0.000000, 0.000000), v1.xyxx
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r0.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.zwzz, t0.xyzw, s0
dp3 r0.w, r0.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.w, r0.w, l(1.000000)
div r0.xyz, r0.xyzx, r0.wwww
add r0.xyz, r0.xyzx, r2.xyzx
dp3 r0.w, r3.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.w, r0.w, l(1.000000)
div r2.xyz, r3.xyzx, r0.wwww
add r0.xyz, r0.xyzx, r2.xyzx
mul r0.xyz, r0.xyzx, l(0.250000, 0.250000, 0.250000, 0.000000)
dp3 r0.w, r0.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
add r0.w, -r0.w, l(1.000000)
div r0.xyz, r0.xyzx, r0.wwww
mad o0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r1.xyzx
mov o0.w, l(0)
ret
// Approximately 104 instruction slots used

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