//Blurriness disable 2.
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 19:05:54 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     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[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_output o0.xyzw
dcl_temps 3
dcl_indexrange v1.xyzw 2
mov r0.xyzw, l(0,0,0,0)
mov r1.x, l(0)
loop
  ige r1.y, r1.x, l(2)
  breakc_nz r1.y
  sample_indexable(texture2d)(float,float,float,float) r1.yzw, v[r1.x + 1].xyxx, t0.wxyz, s0
  mad r2.xyzw, r1.yzww, cb0[0].zzzz, r0.xyzw
  sample_indexable(texture2d)(float,float,float,float) r1.yzw, v[r1.x + 1].zwzz, t0.wxyz, s0
  mad r0.xyzw, r1.yzww, cb0[0].zzzz, r2.xyzw
  iadd r1.x, r1.x, l(1)
endloop
//discard_nz r0.x
mov o0.xyzw, r0.xyzw
ret
// Approximately 0 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 19:05:54 2023
// Texture2D<float4> t0 : register(t0);
//
// SamplerState s0_s : register(s0);
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[1];
// }
//
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Texture2D<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : TEXCOORD0,
//   float4 v2 : TEXCOORD1,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   float4 v[2] = { v0,v1 };
//   r0.xyzw = float4(0,0,0,0);
//   r1.x = 0;
//   while (true) {
//     r1.y = cmp((int)r1.x >= 2);
//     if (r1.y != 0) break;
//     r1.yzw = t0.Sample(s0_s, v[r1.x+1].xy).xyz;
//     r2.xyzw = r1.yzww * cb0[0].zzzz + r0.xyzw;
//     r1.yzw = t0.Sample(s0_s, v[r1.x+1].zw).xyz;
//     r0.xyzw = r1.yzww * cb0[0].zzzz + r2.xyzw;
//     r1.x = (int)r1.x + 1;
//   }
//   o0.xyzw = r0.xyzw;
//   return;
// }
//////////////////////////////// HLSL Errors ////////////////////////////////
// E:\GOG\Dying Light\ShaderFixes\36e0dcf63f48d441-ps_replace.txt(38,30-38): error X3504: literal loop terminated early due to out of bounds array access
// E:\GOG\Dying Light\ShaderFixes\36e0dcf63f48d441-ps_replace.txt(33,3-14): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll
/////////////////////////////////////////////////////////////////////////////
