// ---- Created with 3Dmigoto v1.3.11 on Sat Jul 28 15:10:16 2018
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[23];
}




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


void main(
  linear noperspective float4 v0 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = t0.SampleLevel(s0_s, v0.xy, 0).w;
  r0.x = 255 * r0.x;
  r0.x = round(r0.x);
  r0.x = (uint)r0.x;
  r0.x = (int)r0.x & 15;
  r0.x = r0.x ? cb0[22].z : 0;
  r0.y = t1.SampleLevel(s1_s, v0.xy, 0).x;
  r0.y = -1 + r0.y;
  o0.xyzw = r0.xxxx * r0.yyyy + float4(1,1,1,1);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Sat Jul 28 15:10:16 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     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[23], 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 noperspective v0.xy
dcl_output o0.xyzw
dcl_temps 1
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v0.xyxx, t0.wxyz, s0, l(0.000000)
mul r0.x, r0.x, l(255.000000)
round_ne r0.x, r0.x
ftou r0.x, r0.x
and r0.x, r0.x, l(15)
movc r0.x, r0.x, cb0[22].z, l(0)
sample_l_indexable(texture2d)(float,float,float,float) r0.y, v0.xyxx, t1.yxzw, s1, l(0.000000)
add r0.y, r0.y, l(-1.000000)
mad o0.xyzw, r0.xxxx, r0.yyyy, l(1.000000, 1.000000, 1.000000, 1.000000)
ret
// Approximately 0 instruction slots used

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