// ---- Created with 3Dmigoto v1.3.16 on Wed Sep 18 14:04:59 2019
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[11];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[161];
}




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

void main(
  float4 v0 : TEXCOORD0,
  float4 v1 : SV_Position0,
  uint v2 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
float4 stereo = StereoParams.Load(0);
float4 params = IniParams.Load(0);
matrix vp = MATRIX(cb0, 0);
matrix ivp = MATRIX(cb0, 40);

  // r0.xyz = cb0[45].xyw * v1.yyy;
  // r0.xyz = v1.xxx * cb0[44].xyw + r0.xyz;
  // r0.xyz = v1.zzz * cb0[46].xyw + r0.xyz;
  // r0.xyz = cb0[47].xyw + r0.xyz;
  // r0.xyz = r0.xyz / r0.zzz;
  
r0.xyzw = cb0[45].xyzw * v1.yyyy;
r0.xyzw = v1.xxxx * cb0[44].xyzw + r0.xyzw;
r0.xyzw = v1.zzzz * cb0[46].xyzw + r0.xyzw;
r0.xyzw = cb0[47].xyzw + r0.xyzw;
r0.xyz = r0.xyz / r0.www;

float4 tmp = mul(float4(r0.xyz, 1), vp);
tmp.x -= stereo.x * (tmp.w - stereo.y) * params.w;
r0.xyz = mul(tmp, ivp).xyz;

  r0.xy = -cb0[71].xy + r0.xy;
  r0.xy = cb1[1].xy * r0.xy;
  r0.xy = float2(-0.00100000005,-0.00100000005) * r0.xy;
  r0.x = t0.Sample(s0_s, r0.xy).z;
  r0.x = 1 + -r0.x;
  r0.y = saturate(cb1[9].z * v0.x);
  r0.zw = float2(1,0.100000024) + -v0.xy;
  r0.z = saturate(cb1[9].z * r0.z);
  r0.w = saturate(r0.w + r0.w);
  r0.y = min(r0.z, r0.y);
  r0.z = saturate(cb1[9].w + v0.y);
  r0.z = min(r0.z, r0.w);
  r0.y = r0.y * r0.z;
  r0.y = dot(cb1[10].xx, r0.yy);
  r0.x = r0.y + -r0.x;
  r0.yz = -cb0[138].xy + v1.xy;
  r1.xy = cb0[160].xx + r0.yz;
  r0.yz = float2(0.015625,0.015625) * r0.yz;
  r0.y = t1.SampleBias(s1_s, r0.yz, cb0[150].w).x;
  r0.zw = (uint2)r1.xy;
  r0.w = (uint)r0.w << 1;
  r0.z = (int)r0.w + (int)r0.z;
  r0.z = (uint)r0.z % 5;
  r0.z = (uint)r0.z;
  r0.y = r0.z + r0.y;
  r0.y = 0.166666672 * r0.y;
  r0.x = r0.x * cb1[10].y + r0.y;
  r0.x = saturate(-0.5 + r0.x);
  r0.x = -0.333299994 + r0.x;
  r0.x = cmp(r0.x < 0);
  if (r0.x != 0) discard;
  o0.xyzw = float4(0,0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Wed Sep 18 14:04:59 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xy
// SV_Position              0   xyzw        1      POS   float   xyz
// SV_IsFrontFace           0   x           2    FFACE    uint
//
//
// 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[161], immediateIndexed
dcl_constantbuffer cb1[11], 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 linear v0.xy
dcl_input_ps_siv linear noperspective v1.xyz, position
dcl_output o0.xyzw
dcl_temps 2
mul r0.xyz, v1.yyyy, cb0[45].xywx
mad r0.xyz, v1.xxxx, cb0[44].xywx, r0.xyzx
mad r0.xyz, v1.zzzz, cb0[46].xywx, r0.xyzx
add r0.xyz, r0.xyzx, cb0[47].xywx
div r0.xy, r0.xyxx, r0.zzzz
add r0.xy, r0.xyxx, -cb0[71].xyxx
mul r0.xy, r0.xyxx, cb1[1].xyxx
mul r0.xy, r0.xyxx, l(-0.001000, -0.001000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.zxyw, s0
add r0.x, -r0.x, l(1.000000)
mul_sat r0.y, v0.x, cb1[9].z
add r0.zw, -v0.xxxy, l(0.000000, 0.000000, 1.000000, 0.100000024)
mul_sat r0.z, r0.z, cb1[9].z
add_sat r0.w, r0.w, r0.w
min r0.y, r0.y, r0.z
add_sat r0.z, v0.y, cb1[9].w
min r0.z, r0.w, r0.z
mul r0.y, r0.z, r0.y
dp2 r0.y, cb1[10].xxxx, r0.yyyy
add r0.x, -r0.x, r0.y
add r0.yz, v1.xxyx, -cb0[138].xxyx
add r1.xy, r0.yzyy, cb0[160].xxxx
mul r0.yz, r0.yyzy, l(0.000000, 0.015625, 0.015625, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t1.yxzw, s1, cb0[150].w
ftou r0.zw, r1.xxxy
ishl r0.w, r0.w, l(1)
iadd r0.z, r0.w, r0.z
udiv null, r0.z, r0.z, l(5)
utof r0.z, r0.z
add r0.y, r0.y, r0.z
mul r0.y, r0.y, l(0.166666672)
mad r0.x, r0.x, cb1[10].y, r0.y
add_sat r0.x, r0.x, l(-0.500000)
add r0.x, r0.x, l(-0.333300)
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
mov o0.xyzw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used

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