//HUD PS
// ---- Created with 3Dmigoto v0.6.164 on Fri Aug 15 08:37:29 2025

cbuffer _Globals : register(b0)
{
  float4 c130_GlobalSceneParams : packoffset(c15);
  float2 D013_SpecularPowerAndLevel : packoffset(c64);
  float D350_ForcedWorldNormalZ : packoffset(c65);
  float4 c025_VisualColorModulator : packoffset(c99);
}

SamplerState S000_DiffuseTexture_sampler_s : register(s8);
Texture2D<float4> S000_DiffuseTexture : register(t8);


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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = S000_DiffuseTexture.Sample(S000_DiffuseTexture_sampler_s, v1.xy).xyzw;
  r0.xyzw = v2.xyzw * r0.xyzw;
  r0.xyzw = c025_VisualColorModulator.xyzw * r0.xyzw;
  r0.xyzw = max(float4(0,0,0,0), r0.xyzw);
  o0.w = min(1, r0.w);
  o0.xyz = r0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Fri Aug 15 08:37:29 2025
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4 c130_GlobalSceneParams;     // Offset:  240 Size:    16 [unused]
//   float2 D013_SpecularPowerAndLevel; // Offset: 1024 Size:     8 [unused]
//   float D350_ForcedWorldNormalZ;     // Offset: 1040 Size:     4 [unused]
//   float4 c025_VisualColorModulator;  // Offset: 1584 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// S000_DiffuseTexture_sampler       sampler      NA          NA    8        1
// S000_DiffuseTexture               texture  float4          2d    8        1
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xyzw        2     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_constantbuffer CB0[100], immediateIndexed
dcl_sampler s8, mode_default
dcl_resource_texture2d (float,float,float,float) t8
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyzw
dcl_output o0.xyzw
dcl_temps 1
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v1.xyxx, t8.xyzw, s8
mul r0.xyzw, r0.xyzw, v2.xyzw
mul r0.xyzw, r0.xyzw, cb0[99].xyzw
max r0.xyzw, r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
min o0.w, r0.w, l(1.000000)
mov o0.xyz, r0.xyzx
ret
// Approximately 7 instruction slots used

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