// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 13:31:31 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[8];                     // Index:    0-7              Components:    32
//
// }
//
//
// 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
// cb2                               cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xy          2     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_constantbuffer CB2[8], immediateIndexed
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_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 1
mad r0.xy, v0.xyxx, cb2[7].xyxx, cb2[7].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.xy, r0.xyxx, t1.zwxy, s1, l(0.000000)
mad_sat r0.x, v1.w, r0.x, r0.y
mul o0.xyz, r0.xxxx, v1.xyzx
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v2.xyxx, t0.xyzw, s0, l(0.000000)
mov o0.w, r0.x
ret
// Approximately 7 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 13:31:31 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[8] : packoffset(c0);
// }
//
// 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,
//   float2 v2 : TEXCOORD1,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = v0.xy * cb2[7].xy + cb2[7].zw;
//   r0.xy = t1.SampleLevel(s1_s_s, r0.xy, 0).zw;
//   r0.x = saturate(v1.w * r0.x + r0.y);
//   o0.xyz = v1.xyz * r0.xxx;
//   r0.x = t0.SampleLevel(s0_s_s, v2.xy, 0).x;
//   o0.w = r0.x;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
