//Sun lens flares VS.
// ---- Created with 3Dmigoto v1.3.16 on Sat Jun 05 19:10:54 2021
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[2];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float2 v0 : ATTRIBUTE0,
  float2 v1 : ATTRIBUTE1,
  uint v2 : SV_InstanceID0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float2 o2 : TEXCOORD1)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = 0.5 + cb0[1].x;
  r0.x = r0.x / cb0[1].y;
  r0.y = 0.5;
  r0.x = t0.SampleLevel(s0_s, r0.xy, 3).w;
  r0.x = cmp(0 < r0.x);
  r0.x = r0.x ? 1.000000 : 0;
  r0.y = dot(cb0[0].xy, cb0[0].xy);
  r0.y = r0.y * 0.300000012 + 1;
  r1.x = v1.x;
  r1.y = cb0[1].z * v1.y;
  r0.yz = r1.xy * r0.yy + cb0[0].xy;
  o0.xy = r0.yz * r0.xx;
  o0.zw = float2(0,1);
  o1.xy = v1.xy;
  o2.xy = cb0[0].xy;
  o0.x+=stereo.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sat Jun 05 19:10:54 2021
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xy          0     NONE   float
// ATTRIBUTE                1   xy          1     NONE   float   xy
// SV_InstanceID            0   x           2   INSTID    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xy          2     NONE   float   xy
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xy
dcl_temps 2
add r0.x, cb0[1].x, l(0.500000)
div r0.x, r0.x, cb0[1].y
mov r0.y, l(0.500000)
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.wxyz, s0, l(3.000000)
lt r0.x, l(0.000000), r0.x
and r0.x, r0.x, l(0x3f800000)
dp2 r0.y, cb0[0].xyxx, cb0[0].xyxx
mad r0.y, r0.y, l(0.300000), l(1.000000)
mov r1.x, v1.x
mul r1.y, v1.y, cb0[1].z
mad r0.yz, r1.xxyx, r0.yyyy, cb0[0].xxyx
mul o0.xy, r0.xxxx, r0.yzyy
mov o0.zw, l(0,0,0,1.000000)
mov o1.xy, v1.xyxx
mov o2.xy, cb0[0].xyxx
ret
// Approximately 0 instruction slots used

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
