// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sun Dec 31 16:25:53 2023
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s1_s                              sampler      NA          NA    1        1
// s2_s                              sampler      NA          NA    2        1
// s3_s                              sampler      NA          NA    3        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        1
// t3                                texture  float4          2d    3        1
//
//
//
// 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 12 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Dec 31 16:25:53 2023
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// SamplerState s2_s_s : register(s2);
// SamplerState s3_s_s : register(s3);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
// Texture2D<float4> t3 : register(t3);
//
//
// // 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,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyz = t3.SampleLevel(s3_s_s, v1.xy, 0).xyz;
//   r1.xyz = t2.SampleLevel(s2_s_s, v1.xy, 0).xyz;
//   r2.xyz = t1.SampleLevel(s1_s_s, v1.xy, 0).xyz;
//   r1.xyz = -r2.xyz + r1.xyz;
//   r0.w = t0.SampleLevel(s0_s_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;
// }
/////////////////////////////////////////////////////////////////////////////
