//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.132 on Mon Mar 20 19:09:20 2023
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// t110                              texture   float          2d  110        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   x           0   TARGET   float   x
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_resource_texture2d (float,float,float,float) t110
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.x
dcl_temps 3
mov r0.zw, l(0,0,0,0)
add r1.xy, v0.xyxx, v0.xyxx
ftoi r0.xy, r1.xyxx
ld_indexable(texture2d)(float,float,float,float) r0.x, r0.xyzw, t110.xyzw
ftoi r2.y, r1.y
ftoi r1.x, r1.x
mov r2.zw, l(0,0,0,0)
mad r0.yz, v0.xxyx, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, 1.000000, 1.000000, 0.000000)
ftoi r2.x, r0.y
ld_indexable(texture2d)(float,float,float,float) r0.w, r2.xyzw, t110.yzwx
max r0.x, r0.x, r0.w
ftoi r1.y, r0.z
ftoi r2.xy, r0.yzyy
mov r1.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.y, r1.xyzw, t110.yxzw
max r0.x, r0.x, r0.y
mov r2.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.y, r2.xyzw, t110.yxzw
max o0.x, r0.x, r0.y
ret
// Approximately 20 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.132 on Mon Mar 20 19:09:20 2023
//
// Texture2D<float> t110 : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   out float o0 : SV_Target0)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.zw = float2(0,0);
//   r1.xy = v0.xy + v0.xy;
//   r0.xy = (int2)r1.xy;
//   r0.x = t110.Load(r0.xyz).x;
//   r2.y = (int)r1.y;
//   r1.x = (int)r1.x;
//   r2.zw = float2(0,0);
//   r0.yz = v0.xy * float2(2,2) + float2(1,1);
//   r2.x = (int)r0.y;
//   r0.w = t110.Load(r2.xyz).x;
//   r0.x = max(r0.w, r0.x);
//   r1.y = (int)r0.z;
//   r2.xy = (int2)r0.yz;
//   r1.zw = float2(0,0);
//   r0.y = t110.Load(r1.xyz).x;
//   r0.x = max(r0.y, r0.x);
//   r2.zw = float2(0,0);
//   r0.y = t110.Load(r2.xyz).x;
//   o0.x = max(r0.y, r0.x);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
