
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 19:09:22 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_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t1.xyzw, s1, l(0.000000)
mul_sat o0.w, r0.x, l(4.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.xyz, v1.xyxx, t0.xyzw, s0, l(0.000000)
mov o0.xyz, r0.xyzx
ret
// Approximately 0 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 19:09:22 2023
// Texture2D<float4> t1 : register(t1);
//
// Texture2D<float4> t0 : register(t0);
//
// SamplerState s1_s : register(s1);
//
// 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,
//   float2 v1 : TEXCOORD0,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = t1.SampleLevel(s1_s, v1.xy, 0).x;
//   o0.w = saturate(4 * r0.x);
//   r0.xyz = t0.SampleLevel(s0_s, v1.xy, 0).xyz;
//   o0.xyz = r0.xyz;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
