//HBAO+ addition 2.
// ---- Created with 3Dmigoto v0.6.181 on Sun Dec 31 12:33:36 2023
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[2];
}

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,
  float2 v1 : TEXCOORD0,
  out float o0 : SV_Target0,
  out float o1 : SV_Target1,
  out float o2 : SV_Target2,
  out float o3 : SV_Target3,
  out float o4 : SV_Target4,
  out float o5 : SV_Target5,
  out float o6 : SV_Target6,
  out float o7 : SV_Target7)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xy = floor(v0.xy);
  r0.xy = r0.xy * float2(4,4) + cb2[1].xy;
  r0.xy = float2(0.5,0.5) + r0.xy;
  r0.xy = cb0[0].zw * r0.xy;
  
  r0.x-=stereo.x*0.5;
  if (r0.x<0.0 || r0.x>=1.0) {
    o0.x=0;
	o1.x=0;
	o2.x=0;
	o3.x=0;
	o4.x=0;
	o5.x=0;
	o6.x=0;
	o7.x=0;
	return;
  }
  
  r1.xyzw = t0.Gather(s0_s, r0.xy).xyzw;
  r0.xyzw = t0.Gather(s0_s, r0.xy, int2(2, 0)).xyzw;
  o0.x = r1.w;
  o1.x = r1.z;
  o2.x = r0.w;
  o3.x = r0.z;
  o4.x = r1.x;
  o5.x = r1.y;
  o6.x = r0.x;
  o7.x = r0.y;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sun Dec 31 12:33:36 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xy          1     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   x           0   TARGET   float   x
// SV_Target                1   x           1   TARGET   float   x
// SV_Target                2   x           2   TARGET   float   x
// SV_Target                3   x           3   TARGET   float   x
// SV_Target                4   x           4   TARGET   float   x
// SV_Target                5   x           5   TARGET   float   x
// SV_Target                6   x           6   TARGET   float   x
// SV_Target                7   x           7   TARGET   float   x
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[1], immediateIndexed
dcl_constantbuffer CB2[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.x
dcl_output o1.x
dcl_output o2.x
dcl_output o3.x
dcl_output o4.x
dcl_output o5.x
dcl_output o6.x
dcl_output o7.x
dcl_temps 2
round_ni r0.xy, v0.xyxx
mad r0.xy, r0.xyxx, l(4.000000, 4.000000, 0.000000, 0.000000), cb2[1].xyxx
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, cb0[0].zwzz
gather4_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.xyxx, t0.xyzw, s0.x
gather4_aoffimmi_indexable(2,0,0)(texture2d)(float,float,float,float) r0.xyzw, r0.xyxx, t0.xyzw, s0.x
mov o0.x, r1.w
mov o1.x, r1.z
mov o2.x, r0.w
mov o3.x, r0.z
mov o4.x, r1.x
mov o5.x, r1.y
mov o6.x, r0.x
mov o7.x, r0.y
ret
// Approximately 0 instruction slots used

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