
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 13:24:53 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
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
// TEXCOORD                 6   xyzw        7     NONE   float   xyzw
// TEXCOORD                 7   xyzw        8     NONE   float   xyzw
// TEXCOORD                 8   xyzw        9     NONE   float   xyzw
// TEXCOORD                 9   xyzw       10     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_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_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v6.xyzw
dcl_input_ps linear v7.xyzw
dcl_input_ps linear v8.xyzw
dcl_input_ps linear v9.xyzw
dcl_input_ps linear v10.xyzw
dcl_output o0.xyzw
dcl_temps 3
dcl_indexrange v1.xyzw 10
mov r0.xyzw, l(0,0,0,0)
loop
  ige r1.x, r0.w, l(10)
  breakc_nz r1.x
  sample_indexable(texture2d)(float,float,float,float) r1.xyz, v[r0.w + 1].xyxx, t0.xyzw, s0
  mad r1.xyz, r1.xyzx, l(0.050000, 0.050000, 0.050000, 0.000000), r0.xyzx
  sample_indexable(texture2d)(float,float,float,float) r2.xyz, v[r0.w + 1].zwzz, t0.xyzw, s0
  mad r0.xyz, r2.xyzx, l(0.050000, 0.050000, 0.050000, 0.000000), r1.xyzx
  iadd r0.w, r0.w, l(1)
endloop
mov o0.xyz, r0.xyzx
mov o0.w, l(0)
ret
// Approximately 0 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 13:24:53 2023
// Texture2D<float4> t0 : register(t0);
//
// SamplerState s0_s : register(s0);
//
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : TEXCOORD0,
//   float4 v2 : TEXCOORD1,
//   float4 v3 : TEXCOORD2,
//   float4 v4 : TEXCOORD3,
//   float4 v5 : TEXCOORD4,
//   float4 v6 : TEXCOORD5,
//   float4 v7 : TEXCOORD6,
//   float4 v8 : TEXCOORD7,
//   float4 v9 : TEXCOORD8,
//   float4 v10 : TEXCOORD9,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   float4 v[10] = { v0,v1,v2,v3,v4,v5,v6,v7,v8,v9 };
//   r0.xyzw = float4(0,0,0,0);
//   while (true) {
//     r1.x = cmp((int)r0.w >= 10);
//     if (r1.x != 0) break;
//     r1.xyz = t0.Sample(s0_s, v[r0.w+1].xy).xyz;
//     r1.xyz = r1.xyz * float3(0.0500000007,0.0500000007,0.0500000007) + r0.xyz;
//     r2.xyz = t0.Sample(s0_s, v[r0.w+1].zw).xyz;
//     r0.xyz = r2.xyz * float3(0.0500000007,0.0500000007,0.0500000007) + r1.xyz;
//     r0.w = (int)r0.w + 1;
//   }
//   o0.xyz = r0.xyz;
//   o0.w = 0;
//   return;
// }
//////////////////////////////// HLSL Errors ////////////////////////////////
// E:\GOG\Dying Light\ShaderFixes\1a583a24272e36e8-ps_replace.txt(40,30-38): error X3504: literal loop terminated early due to out of bounds array access
/////////////////////////////////////////////////////////////////////////////
