// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 18:31:26 2023
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s1_s                              sampler      NA          NA    1        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     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_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.xyzw
dcl_output o0.xyzw
dcl_temps 2
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t1.xyzw, s1, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.y, v1.zyzz, t1.yxzw, s1, l(0.000000)
max r0.x, r0.y, r0.x
sample_l_indexable(texture2d)(float,float,float,float) r0.y, v1.xwxx, t1.yxzw, s1, l(0.000000)
max r0.x, r0.y, r0.x
sample_l_indexable(texture2d)(float,float,float,float) r0.y, v1.zwzz, t1.yxzw, s1, l(0.000000)
max r0.x, r0.y, r0.x
min r0.x, r0.x, l(65535.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.w, v1.xyxx, t0.yzwx, s0, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.x, v1.zyzz, t0.xyzw, s0, l(0.000000)
min r0.w, r0.w, r1.x
sample_l_indexable(texture2d)(float,float,float,float) r1.x, v1.xwxx, t0.xyzw, s0, l(0.000000)
min r0.w, r0.w, r1.x
sample_l_indexable(texture2d)(float,float,float,float) r1.x, v1.zwzz, t0.xyzw, s0, l(0.000000)
min r0.y, r0.w, r1.x
add r0.w, -r0.y, r0.x
max r0.w, r0.w, l(0.010000)
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mov o0.xyz, r0.xyzx
mul o0.w, r0.z, -r0.y
ret
// Approximately 21 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 18:31:26 2023
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : TEXCOORD0,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = t1.SampleLevel(s1_s_s, v1.xy, 0).x;
//   r0.y = t1.SampleLevel(s1_s_s, v1.zy, 0).x;
//   r0.x = max(r0.x, r0.y);
//   r0.y = t1.SampleLevel(s1_s_s, v1.xw, 0).x;
//   r0.x = max(r0.x, r0.y);
//   r0.y = t1.SampleLevel(s1_s_s, v1.zw, 0).x;
//   r0.x = max(r0.x, r0.y);
//   r0.x = min(65535, r0.x);
//   r0.w = t0.SampleLevel(s0_s_s, v1.xy, 0).x;
//   r1.x = t0.SampleLevel(s0_s_s, v1.zy, 0).x;
//   r0.w = min(r1.x, r0.w);
//   r1.x = t0.SampleLevel(s0_s_s, v1.xw, 0).x;
//   r0.w = min(r1.x, r0.w);
//   r1.x = t0.SampleLevel(s0_s_s, v1.zw, 0).x;
//   r0.y = min(r1.x, r0.w);
//   r0.w = r0.x + -r0.y;
//   r0.w = max(0.00999999978, r0.w);
//   r0.z = 1 / r0.w;
//   o0.xyz = r0.xyz;
//   o0.w = -r0.y * r0.z;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
