// ---- Created with 3Dmigoto v1.3.11 on Sat Jul 28 15:16:02 2018
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[125];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[26];
}




// 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,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[1].zwzw * float4(-0.5,-0.5,0.5,-0.5) + v0.xyxy;
  r1.xyz = t0.SampleLevel(s0_s, r0.xy, 0).xyz;
  r1.xyz = r1.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r1.w = dot(r1.xyz, r1.xyz);
  r1.w = rsqrt(r1.w);
  r1.xyz = r1.xyz * r1.www;
  r1.xyz = r1.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
  r0.x = t1.SampleLevel(s1_s, r0.xy, 0).x;
  r0.yz = min(cb1[124].zw, r0.zw);
  r0.w = r0.x * cb1[57].z + -cb1[57].w;
  r0.x = r0.x * cb1[57].x + cb1[57].y;
  r0.w = 1 / r0.w;
  r0.x = r0.x + r0.w;
  r0.w = t1.SampleLevel(s1_s, r0.yz, 0).x;
  r2.xyz = t0.SampleLevel(s0_s, r0.yz, 0).xyz;
  r2.xyz = r2.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r0.y = r0.w * cb1[57].z + -cb1[57].w;
  r0.z = r0.w * cb1[57].x + cb1[57].y;
  r0.y = 1 / r0.y;
  r0.y = r0.z + r0.y;
  r0.z = max(r0.x, r0.y);
  r3.xyzw = cb0[1].zwzw * float4(-0.5,0.5,0.5,0.5) + v0.xyxy;
  r3.xyzw = min(cb1[124].zwzw, r3.xyzw);
  r0.w = t1.SampleLevel(s1_s, r3.xy, 0).x;
  r2.w = r0.w * cb1[57].z + -cb1[57].w;
  r0.w = r0.w * cb1[57].x + cb1[57].y;
  r2.w = 1 / r2.w;
  r0.w = r2.w + r0.w;
  r2.w = t1.SampleLevel(s1_s, r3.zw, 0).x;
  r4.x = r2.w * cb1[57].z + -cb1[57].w;
  r2.w = r2.w * cb1[57].x + cb1[57].y;
  r4.x = 1 / r4.x;
  r2.w = r4.x + r2.w;
  r4.x = max(r2.w, r0.w);
  r0.z = max(r4.x, r0.z);
  r0.x = r0.x + -r0.z;
  r0.x = saturate(-abs(r0.x) * cb0[25].y + 1);
  r1.w = 1;
  r1.xyzw = r1.xyzw * r0.xxxx + float4(9.99999975e-005,9.99999975e-005,9.99999975e-005,9.99999975e-005);
  r0.x = r0.y + -r0.z;
  r0.x = saturate(-abs(r0.x) * cb0[25].y + 1);
  r0.y = dot(r2.xyz, r2.xyz);
  r0.y = rsqrt(r0.y);
  r2.xyz = r2.xyz * r0.yyy;
  r4.xyz = r2.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
  r4.w = 1;
  r1.xyzw = r4.xyzw * r0.xxxx + r1.xyzw;
  r0.x = r0.w + -r0.z;
  r0.x = saturate(-abs(r0.x) * cb0[25].y + 1);
  r2.xyz = t0.SampleLevel(s0_s, r3.xy, 0).xyz;
  r3.xyz = t0.SampleLevel(s0_s, r3.zw, 0).xyz;
  r3.xyz = r3.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r2.xyz = r2.xyz * float3(2,2,2) + float3(-1,-1,-1);
  r0.y = dot(r2.xyz, r2.xyz);
  r0.y = rsqrt(r0.y);
  r2.xyz = r2.xyz * r0.yyy;
  r4.xyz = r2.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
  r4.w = 1;
  r1.xyzw = r4.xyzw * r0.xxxx + r1.xyzw;
  r0.x = r2.w + -r0.z;
  o0.w = 7.62939453e-006 * r0.z;
  r0.x = saturate(-abs(r0.x) * cb0[25].y + 1);
  r0.y = dot(r3.xyz, r3.xyz);
  r0.y = rsqrt(r0.y);
  r0.yzw = r3.xyz * r0.yyy;
  r2.xyz = r0.yzw * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
  r2.w = 1;
  r0.xyzw = r2.xyzw * r0.xxxx + r1.xyzw;
  o0.xyz = r0.xyz / r0.www;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Sat Jul 28 15:16:02 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[26], immediateIndexed
dcl_constantbuffer cb1[125], 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 5
mad r0.xyzw, cb0[1].zwzw, l(-0.500000, -0.500000, 0.500000, -0.500000), v0.xyxy
sample_l_indexable(texture2d)(float,float,float,float) r1.xyz, r0.xyxx, t0.xyzw, s0, l(0.000000)
mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
mad r1.xyz, r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1, l(0.000000)
min r0.yz, r0.zzwz, cb1[124].zzwz
mad r0.w, r0.x, cb1[57].z, -cb1[57].w
mad r0.x, r0.x, cb1[57].x, cb1[57].y
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
add r0.x, r0.w, r0.x
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r0.yzyy, t1.yzwx, s1, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, r0.yzyy, t0.xyzw, s0, l(0.000000)
mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r0.y, r0.w, cb1[57].z, -cb1[57].w
mad r0.z, r0.w, cb1[57].x, cb1[57].y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
add r0.y, r0.y, r0.z
max r0.z, r0.y, r0.x
mad r3.xyzw, cb0[1].zwzw, l(-0.500000, 0.500000, 0.500000, 0.500000), v0.xyxy
min r3.xyzw, r3.xyzw, cb1[124].zwzw
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r3.xyxx, t1.yzwx, s1, l(0.000000)
mad r2.w, r0.w, cb1[57].z, -cb1[57].w
mad r0.w, r0.w, cb1[57].x, cb1[57].y
div r2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r2.w
add r0.w, r0.w, r2.w
sample_l_indexable(texture2d)(float,float,float,float) r2.w, r3.zwzz, t1.yzwx, s1, l(0.000000)
mad r4.x, r2.w, cb1[57].z, -cb1[57].w
mad r2.w, r2.w, cb1[57].x, cb1[57].y
div r4.x, l(1.000000, 1.000000, 1.000000, 1.000000), r4.x
add r2.w, r2.w, r4.x
max r4.x, r0.w, r2.w
max r0.z, r0.z, r4.x
add r0.x, -r0.z, r0.x
mad_sat r0.x, -|r0.x|, cb0[25].y, l(1.000000)
mov r1.w, l(1.000000)
mad r1.xyzw, r1.xyzw, r0.xxxx, l(0.000100, 0.000100, 0.000100, 0.000100)
add r0.x, -r0.z, r0.y
mad_sat r0.x, -|r0.x|, cb0[25].y, l(1.000000)
dp3 r0.y, r2.xyzx, r2.xyzx
rsq r0.y, r0.y
mul r2.xyz, r0.yyyy, r2.xyzx
mad r4.xyz, r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mov r4.w, l(1.000000)
mad r1.xyzw, r4.xyzw, r0.xxxx, r1.xyzw
add r0.x, -r0.z, r0.w
mad_sat r0.x, -|r0.x|, cb0[25].y, l(1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, r3.xyxx, t0.xyzw, s0, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r3.xyz, r3.zwzz, t0.xyzw, s0, l(0.000000)
mad r3.xyz, r3.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.y, r2.xyzx, r2.xyzx
rsq r0.y, r0.y
mul r2.xyz, r0.yyyy, r2.xyzx
mad r4.xyz, r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mov r4.w, l(1.000000)
mad r1.xyzw, r4.xyzw, r0.xxxx, r1.xyzw
add r0.x, -r0.z, r2.w
mul o0.w, r0.z, l(0.00000762939453)
mad_sat r0.x, -|r0.x|, cb0[25].y, l(1.000000)
dp3 r0.y, r3.xyzx, r3.xyzx
rsq r0.y, r0.y
mul r0.yzw, r0.yyyy, r3.xxyz
mad r2.xyz, r0.yzwy, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mov r2.w, l(1.000000)
mad r0.xyzw, r2.xyzw, r0.xxxx, r1.xyzw
div o0.xyz, r0.xyzx, r0.wwww
ret
// Approximately 0 instruction slots used

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