// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.193 on Sun Jun  2 18:59:49 2024
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 SSAO_BlurKernel;            // Index:    0.xyzw           Components:     4
//   float4 BlurOffset;                 // Index:    1.xyzw           Components:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ssSource_s                        sampler      NA          NA    0        1
// ssDepth_s                         sampler      NA          NA    1        1
// sourceTex                         texture  float4          2d    0        1
// depthTex                          texture  float4          2d    1        1
// PER_BATCH                         cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
//
//
// 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 CB0[2], 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.xyzw
dcl_output o0.xyzw
dcl_temps 7
sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t1.xyzw, s1
round_ni r0.yz, v1.zzwz
mad r1.xy, r0.yzyy, cb0[1].zwzz, -cb0[1].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t1.xyzw, s1
mad r2.xyzw, r0.yzyz, cb0[1].zwzw, cb0[0].xyyz
mul r0.yz, r0.yyzy, cb0[1].zzwz
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, r0.yzyy, t0.xyzw, s0
add r0.yz, r2.zzwz, cb0[0].xxyx
add r4.xy, r0.yzyy, cb0[1].xyxx
sample_indexable(texture2d)(float,float,float,float) r5.xyzw, r0.yzyy, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r1.w, r4.xyxx, t1.yzwx, s1
mad r4.xyzw, cb0[1].xyxy, l(1.000000, -1.000000, -1.000000, 1.000000), r2.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.y, r4.xyxx, t1.yxzw, s1
sample_indexable(texture2d)(float,float,float,float) r1.z, r4.zwzz, t1.yzxw, s1
div r0.xyzw, r1.xyzw, r0.xxxx
add r0.xyzw, r0.xyzw, l(-1.000000, -1.000000, -1.000000, -1.000000)
mad r0.xyzw, |r0.xyzw|, l(-35.000000, -35.000000, -35.000000, -35.000000), l(1.000000, 1.000000, 1.000000, 1.000000)
max r0.xyzw, r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
dp4 r1.x, r0.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
div r0.xyzw, r0.xyzw, r1.xxxx
lt r1.x, l(0.010000), r1.x
sample_indexable(texture2d)(float,float,float,float) r4.xyzw, r2.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r2.zwzz, t0.xyzw, s0
mul r6.xyzw, r0.yyyy, r4.xyzw
add r4.xyzw, r3.xyzw, r4.xyzw
mad r3.xyzw, r0.xxxx, r3.xyzw, r6.xyzw
mad r3.xyzw, r0.zzzz, r2.xyzw, r3.xyzw
mad r0.xyzw, r0.wwww, r5.xyzw, r3.xyzw
add r2.xyzw, r2.xyzw, r4.xyzw
add r2.xyzw, r5.xyzw, r2.xyzw
mul r2.xyzw, r2.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
movc o0.xyzw, r1.xxxx, r0.xyzw, r2.xyzw
ret
// Approximately 33 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.193 on Sun Jun  2 18:59:49 2024
//
// cbuffer PER_BATCH : register(b0)
// {
//   float4 SSAO_BlurKernel : packoffset(c0);
//   float4 BlurOffset : packoffset(c1);
// }
//
// SamplerState ssSource_s_s : register(s0);
// SamplerState ssDepth_s_s : register(s1);
// Texture2D<float4> sourceTex : register(t0);
// Texture2D<float4> depthTex : register(t1);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   float4 v1 : TEXCOORD0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = depthTex.Sample(ssDepth_s_s, v1.xy).x;
//   r0.yz = floor(v1.zw);
//   r1.xy = r0.yz * BlurOffset.zw + -BlurOffset.xy;
//   r1.x = depthTex.Sample(ssDepth_s_s, r1.xy).x;
//   r2.xyzw = r0.yzyz * BlurOffset.zwzw + SSAO_BlurKernel.xyyz;
//   r0.yz = BlurOffset.zw * r0.yz;
//   r3.xyzw = sourceTex.Sample(ssSource_s_s, r0.yz).xyzw;
//   r0.yz = SSAO_BlurKernel.xy + r2.zw;
//   r4.xy = BlurOffset.xy + r0.yz;
//   r5.xyzw = sourceTex.Sample(ssSource_s_s, r0.yz).xyzw;
//   r1.w = depthTex.Sample(ssDepth_s_s, r4.xy).x;
//   r4.xyzw = BlurOffset.xyxy * float4(1,-1,-1,1) + r2.xyzw;
//   r1.y = depthTex.Sample(ssDepth_s_s, r4.xy).x;
//   r1.z = depthTex.Sample(ssDepth_s_s, r4.zw).x;
//   r0.xyzw = r1.xyzw / r0.xxxx;
//   r0.xyzw = float4(-1,-1,-1,-1) + r0.xyzw;
//   r0.xyzw = abs(r0.xyzw) * float4(-35,-35,-35,-35) + float4(1,1,1,1);
//   r0.xyzw = max(float4(0,0,0,0), r0.xyzw);
//   r1.x = dot(r0.xyzw, float4(1,1,1,1));
//   r0.xyzw = r0.xyzw / r1.xxxx;
//   r1.x = cmp(0.00999999978 < r1.x);
//   r4.xyzw = sourceTex.Sample(ssSource_s_s, r2.xy).xyzw;
//   r2.xyzw = sourceTex.Sample(ssSource_s_s, r2.zw).xyzw;
//   r6.xyzw = r4.xyzw * r0.yyyy;
//   r4.xyzw = r4.xyzw + r3.xyzw;
//   r3.xyzw = r0.xxxx * r3.xyzw + r6.xyzw;
//   r3.xyzw = r0.zzzz * r2.xyzw + r3.xyzw;
//   r0.xyzw = r0.wwww * r5.xyzw + r3.xyzw;
//   r2.xyzw = r4.xyzw + r2.xyzw;
//   r2.xyzw = r2.xyzw + r5.xyzw;
//   r2.xyzw = float4(0.25,0.25,0.25,0.25) * r2.xyzw;
//   o0.xyzw = r1.xxxx ? r0.xyzw : r2.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
