//Triangle Strategy menu depth of field.
// ---- Created with 3Dmigoto v0.6.89 on Wed Dec 28 17:23:34 2022
Texture2D<float4> t0 : register(t0);
Texture2D<float4> t9 : register(t9);
Texture2D<float4> t23 : register(t23);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[50];
}


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


void main(
  linear noperspective float2 v0 : TEXCOORD0,
  float4 v1 : SV_POSITION0,
  out float4 o0 : SV_Target0)
{
  float4 iniparams3 = IniParams.Load(int2(3,0));
  float4 iniparams20 = IniParams.Load(int2(20,0));
  float4 iniparams90 = IniParams.Load(int2(90,0));
  
  uint width, height;
  t9.GetDimensions(width, height);
  uint width1, height1;
  t23.GetDimensions(width1, height1);
  
  //if ((iniparams90.z==1 || iniparams20.x>0.02 || iniparams20.x<-0.02) && (cb0[28].x==width || (cb0[39].x*2)==width || cb0[28].x==width1 || (cb0[39].x*2)==width1)) {
  if ((iniparams90.z>0 || iniparams20.x>0.02 || iniparams20.x<-0.02)) {
    discard;
  }
  o0.xyzw = t0.Sample(s0_s, v0.xy).xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.89 on Wed Dec 28 17:23:34 2022
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// SV_POSITION              0   xyzw        1      POS   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear noperspective v0.xy
dcl_output o0.xyzw
sample_indexable(texture2d)(float,float,float,float) o0.xyzw, v0.xyxx, t0.xyzw, s0
ret
// Approximately 0 instruction slots used

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