//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sat Dec 23 19:38:38 2023
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// font                              texture   float          2d  100        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float     zw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed | skipOptimization
dcl_resource_texture2d (float,float,float,float) t100
dcl_input_ps_siv linear noperspective v0.zw, position
dcl_output o0.xyzw
dcl_temps 2
itof r0.x, l(1)
mov r0.yz, l(0,0.500000,0.250000,0)
mov r1.xy, v0.zwzz
mov r1.z, l(-4096.000000)
add r1.y, r1.z, r1.y
mov r1.x, r1.x
ftoi r1.xy, r1.xyxx
mov r1.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.x, r1.xyzw, t100.xyzw
itof r0.w, l(1)
mul o0.xyzw, r0.xyzw, r1.xxxx
ret
// Approximately 12 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sat Dec 23 19:38:38 2023
//
// Texture2D<float> font : register(t100);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = 1;
//   r0.yz = float2(0.5,0.25);
//   r1.xy = v0.zw;
//   r1.z = -4096;
//   r1.y = r1.y + r1.z;
//   r1.x = r1.x;
//   r1.xy = (int2)r1.xy;
//   r1.zw = float2(0,0);
//   r1.x = font.Load(r1.xyz).x;
//   r0.w = 1;
//   o0.xyzw = r1.xxxx * r0.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
