//Blurriness disable 1.
// ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 19:07:38 2023
Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);




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


void main(
  float4 v0 : SV_POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;
//discard;
  r0.xyz = t3.SampleLevel(s3_s, v1.xy, 0).xyz;
  r1.xyz = t2.SampleLevel(s2_s, v1.xy, 0).xyz;
  r2.xyz = t1.SampleLevel(s1_s, v1.xy, 0).xyz;
  r1.xyz = -r2.xyz + r1.xyz;
  r0.w = t0.SampleLevel(s0_s, v1.xy, 0).x;
  r0.w = saturate(r0.w);
  r3.xyz = saturate(r0.www * float3(4,4,4) + float3(-1,-2,-3));
  r1.xyz = r3.yyy * r1.xyz + r2.xyz;
  r0.xyz = -r1.xyz + r0.xyz;
  o0.xyz = r3.zzz * r0.xyz + r1.xyz;
  o0.w = r3.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 19:07:38 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 4
sample_l_indexable(texture2d)(float,float,float,float) r0.xyz, v1.xyxx, t3.xyzw, s3, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t2.xyzw, s2, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, v1.xyxx, t1.xyzw, s1, l(0.000000)
add r1.xyz, r1.xyzx, -r2.xyzx
sample_l_indexable(texture2d)(float,float,float,float) r0.w, v1.xyxx, t0.yzwx, s0, l(0.000000)
mov_sat r0.w, r0.w
mad_sat r3.xyz, r0.wwww, l(4.000000, 4.000000, 4.000000, 0.000000), l(-1.000000, -2.000000, -3.000000, 0.000000)
mad r1.xyz, r3.yyyy, r1.xyzx, r2.xyzx
add r0.xyz, r0.xyzx, -r1.xyzx
mad o0.xyz, r3.zzzz, r0.xyzx, r1.xyzx
mov o0.w, r3.x
ret
// Approximately 0 instruction slots used

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