// HUD-Ingame-Playername
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[1];
}


Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main( 
  float2 v0 : ATTRIBUTE4,
  float4 v1 : ATTRIBUTE2,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = saturate(v1.xyz);
  r0.xyz = log2(r0.xyz);
  r0.xyz = cb0[0].xxx * r0.xyz;
  o0.xyz = exp2(r0.xyz);
  r0.x = t0.Sample(s0_s, v0.xy).x;
  o0.w = v1.w * r0.x;
float4 params = IniParams.Load(0);
if(params.x==0)
{
o0=0;
};
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.9 on Wed Feb 17 00:19:16 2016
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                4   xy          0     NONE   float   xy  
// ATTRIBUTE                2   xyzw        1     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[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v0.xy
dcl_input_ps linear v1.xyzw
dcl_output o0.xyzw
dcl_temps 1
mov_sat r0.xyz, v1.xyzx
log r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, cb0[0].xxxx
exp o0.xyz, r0.xyzx
sample_indexable(texture2d)(float,float,float,float) r0.x, v0.xyxx, t0.xyzw, s0
mul o0.w, r0.x, v1.w
ret 
// Approximately 0 instruction slots used

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