//Sharpening PS 1.
// ---- Created with 3Dmigoto v1.3.16 on Sun Dec 18 19:06:54 2022
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
  float4 cb3[4];
}




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


void main(
  float4 v0 : SV_Position0,
  float2 v1 : TEXCOORD0,
  float2 w1 : TEXCOORD1,
  float2 v2 : TEXCOORD2,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  //float4 iniparams11 = IniParams.Load(int2(11,0));
  //if (iniparams11.x==1) {
  //  discard;
  //}
  
  r0.xyz = t1.Sample(s1_s, w1.xy).xyz;
  r0.w = dot(r0.xyz, float3(0.300000012,0.589999974,0.109999999));
  r0.xyz = float3(1,1,1) + -r0.xyz;
  r0.w = -3 * r0.w;
  r0.w = exp2(r0.w);
  r0.w = saturate(cb3[2].w * r0.w);
  r0.w = -1 + r0.w;
  r0.w = cb3[3].x * r0.w + 1;
  r1.xyz = t0.Sample(s0_s, v1.xy).xyz;
  r1.xyz = cb3[2].xyz * r1.xyz;
  r1.xyz = saturate(r1.xyz * r0.www);
  r1.xyz = float3(1,1,1) + -r1.xyz;
  o0.xyz = -r0.xyz * r1.xyz + float3(1,1,1);
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sun Dec 18 19:06:54 2022
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1     zw        1     NONE   float     zw
// TEXCOORD                 2   xy          2     NONE   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_constantbuffer CB3[4], 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 v1.xy
dcl_input_ps linear v1.zw
dcl_output o0.xyzw
dcl_temps 2
sample_indexable(texture2d)(float,float,float,float) r0.xyz, v1.zwzz, t1.xyzw, s1
dp3 r0.w, r0.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000)
add r0.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r0.w, r0.w, l(-3.000000)
exp r0.w, r0.w
mul_sat r0.w, r0.w, cb3[2].w
add r0.w, r0.w, l(-1.000000)
mad r0.w, cb3[3].x, r0.w, l(1.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t0.xyzw, s0
mul r1.xyz, r1.xyzx, cb3[2].xyzx
mul_sat r1.xyz, r0.wwww, r1.xyzx
add r1.xyz, -r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad o0.xyz, -r0.xyzx, r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used

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