//Castlevania Dracula X haloing PS.
// ---- Created with 3Dmigoto v1.3.11 on Sat Sep 01 17:51:35 2018

cbuffer base : register(b0)
{
  float4x4 u_proj : packoffset(c0);
  float4x4 u_proj_through : packoffset(c4);
  float4x3 u_view : packoffset(c8);
  float4x3 u_world : packoffset(c11);
  float4x3 u_tex : packoffset(c14);
  float4 u_uvscaleoffset : packoffset(c17);
  float4 u_depthRange : packoffset(c18);
  float2 u_fogcoef : packoffset(c19);
  float u_stencilReplaceValue : packoffset(c19.z);
  float4 u_matambientalpha : packoffset(c20);
  uint u_spline_counts : packoffset(c21);
  uint u_depal_mask_shift_off_fmt : packoffset(c21.y);
  int pad2 : packoffset(c21.z);
  int pad3 : packoffset(c21.w);
  float3 u_fogcolor : packoffset(c22);
  float3 u_texenv : packoffset(c23);
  uint4 u_alphacolorref : packoffset(c24);
  uint4 u_alphacolormask : packoffset(c25);
  float3 u_blendFixA : packoffset(c26);
  float3 u_blendFixB : packoffset(c27);
  float4 u_texclamp : packoffset(c28);
  float2 u_texclampoff : packoffset(c29);
}

SamplerState samp_s : register(s0);
Texture2D<float4> tex : register(t0);


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


void main(
  float3 v0 : TEXCOORD0,
  float4 v1 : COLOR0,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = u_texclamp.xy + -u_texclamp.zw;
  r0.zw = max(u_texclamp.zw, v0.xy);
  r0.xy = min(r0.zw, r0.xy);
  r0.xyzw = tex.Sample(samp_s, r0.xy).xyzw;
  o0.xyz = v1.xyz * r0.xyz;
  o0.w = v1.w;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v1.3.11 on Sat Sep 01 17:51:35 2018
//
//
// Buffer Definitions:
//
// cbuffer base
// {
//
//   float4x4 u_proj;                   // Offset:    0 Size:    64 [unused]
//   float4x4 u_proj_through;           // Offset:   64 Size:    64 [unused]
//   float4x3 u_view;                   // Offset:  128 Size:    48 [unused]
//   float4x3 u_world;                  // Offset:  176 Size:    48 [unused]
//   float4x3 u_tex;                    // Offset:  224 Size:    48 [unused]
//   float4 u_uvscaleoffset;            // Offset:  272 Size:    16 [unused]
//   float4 u_depthRange;               // Offset:  288 Size:    16 [unused]
//   float2 u_fogcoef;                  // Offset:  304 Size:     8 [unused]
//   float u_stencilReplaceValue;       // Offset:  312 Size:     4 [unused]
//   float4 u_matambientalpha;          // Offset:  320 Size:    16 [unused]
//   uint u_spline_counts;              // Offset:  336 Size:     4 [unused]
//   uint u_depal_mask_shift_off_fmt;   // Offset:  340 Size:     4 [unused]
//   int pad2;                          // Offset:  344 Size:     4 [unused]
//   int pad3;                          // Offset:  348 Size:     4 [unused]
//   float3 u_fogcolor;                 // Offset:  352 Size:    12 [unused]
//   float3 u_texenv;                   // Offset:  368 Size:    12 [unused]
//   uint4 u_alphacolorref;             // Offset:  384 Size:    16 [unused]
//   uint4 u_alphacolormask;            // Offset:  400 Size:    16 [unused]
//   float3 u_blendFixA;                // Offset:  416 Size:    12 [unused]
//   float3 u_blendFixB;                // Offset:  432 Size:    12 [unused]
//   float4 u_texclamp;                 // Offset:  448 Size:    16
//   float2 u_texclampoff;              // Offset:  464 Size:     8 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samp                              sampler      NA          NA    0        1
// tex                               texture  float4          2d    0        1
// base                              cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyz         0     NONE   float   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[29], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v0.xy
dcl_input_ps linear v1.xyzw
dcl_output o0.xyzw
dcl_temps 1
add r0.xy, -cb0[28].zwzz, cb0[28].xyxx
max r0.zw, v0.xxxy, cb0[28].zzzw
min r0.xy, r0.xyxx, r0.zwzz
sample r0.xyzw, r0.xyxx, t0.xyzw, s0
mul o0.xyz, r0.xyzx, v1.xyzx
mov o0.w, v1.w
ret
// Approximately 7 instruction slots used

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