
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Fri Apr 25 22:10:45 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
//
//
// 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[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 3
mad r0.xy, v0.xyxx, cb0[0].xyxx, cb0[0].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
mad r1.xy, v0.xyxx, cb0[1].xyxx, cb0[1].zwzz
max r1.xy, r1.xyxx, cb0[2].xyxx
min r1.xy, r1.xyxx, cb0[2].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r2.xyzw, r1.xyxx, t1.xyzw, s1, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t2.xyzw, s2, l(0.000000)
mul r0.xyzw, r0.xyzw, r2.wwww
mad o0.xyz, r0.xyzx, r1.xyzx, r2.xyzx
dp3 r0.x, r1.xyzx, l(0.333333343, 0.333333343, 0.333333343, 0.000000)
mul o0.w, r0.x, r0.w
ret
// Approximately 0 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Fri Apr 25 22:10:45 2025
// Texture2D<float4> t2 : register(t2);
//
// Texture2D<float4> t1 : register(t1);
//
// Texture2D<float4> t0 : register(t0);
//
// SamplerState s2_s : register(s2);
//
// SamplerState s1_s : register(s1);
//
// SamplerState s0_s : register(s0);
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[3];
// }
//
//
//
//
// // 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,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = v0.xy * cb0[0].xy + cb0[0].zw;
//   r0.xyzw = t0.SampleLevel(s0_s, r0.xy, 0).xyzw;
//   r1.xy = v0.xy * cb0[1].xy + cb0[1].zw;
//   r1.xy = max(cb0[2].xy, r1.xy);
//   r1.xy = min(cb0[2].zw, r1.xy);
//   r2.xyzw = t1.SampleLevel(s1_s, r1.xy, 0).xyzw;
//   r1.xyz = t2.SampleLevel(s2_s, r1.xy, 0).xyz;
//   r0.xyzw = r2.wwww * r0.xyzw;
//   o0.xyz = r0.xyz * r1.xyz + r2.xyz;
//   r0.x = dot(r1.xyz, float3(0.333333343,0.333333343,0.333333343));
//   o0.w = r0.w * r0.x;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
