// Black outlines
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[13];
}




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


void main(
  float4 v0 : TEXCOORD0,
  out float4 o0 : SV_Target0,
  out float4 o1 : SV_Target1,
  out float oDepth : SV_DEPTH)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = t1.SampleLevel(s0_s, v0.xy, 0).x;
  r0.y = cmp(9.99999997e-007 >= r0.x);
  oDepth = r0.x;
  if (r0.y != 0) discard;
  r0.x = t0.SampleLevel(s0_s, v0.xy, 0).x;
  r0.y = cmp(cb0[12].z < r0.x);
  o0.xyz = r0.xxx;
  if (r0.y != 0) discard;
  r0.xy = t2.SampleLevel(s0_s, v0.xy, 0).xy;
  o1.xy = r0.xy;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sun Sep 15 21:16:08 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyz
// SV_Target                1   xyzw        1   TARGET   float   xy
// SV_DEPTH                 0    N/A   oDepth    DEPTH   float    YES
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[13], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps linear v0.xy
dcl_output o0.xyz
dcl_output o1.xy
dcl_output oDepth
dcl_temps 1
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v0.xyxx, t1.xyzw, s0, l(0.000000)
ge r0.y, l(0.000001), r0.x
mov oDepth, r0.x
discard_nz r0.y
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v0.xyxx, t0.xyzw, s0, l(0.000000)
lt r0.y, cb0[12].z, r0.x
mov o0.xyz, r0.xxxx
discard_nz r0.y
sample_l_indexable(texture2d)(float,float,float,float) r0.xy, v0.xyxx, t2.xyzw, s0, l(0.000000)
mov o1.xy, r0.xyxx
ret
// Approximately 0 instruction slots used

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