//Shader for black frame insertion.
// ---- Created with 3Dmigoto v1.3.16 on Thu Nov 18 19:40:55 2021

SamplerState samp0_ss_s : register(s0);
Texture2D<float4> samp0 : register(t0);


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


void main(
  float2 v0 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 iniparams10 = IniParams.Load(int2(10,0));
  if ((iniparams10.w==1 && iniparams10.z==0) || (iniparams10.w==2 && iniparams10.z==1)) {
    discard;
  }
  
  r0.xyzw = samp0.Sample(samp0_ss_s, v0.xy).xyzw;
  o0.xyz = r0.xyz;
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v1.3.16 on Thu Nov 18 19:40:55 2021
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samp0_ss                          sampler      NA          NA    0        1
// samp0                             texture  float4          2d    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v0.xy
dcl_output o0.xyzw
dcl_temps 1
sample r0.xyzw, v0.xyxx, t0.xyzw, s0
mov o0.xyz, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 4 instruction slots used

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