// HUD-Ingame-Stun gauge

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

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


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

void main( 
  float4 v0 : ATTRIBUTE3,
  float2 v1 : ATTRIBUTE4,
  float2 w1 : ATTRIBUTE5,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = t0.Sample(s0_s, v1.xy).xyzw;
  r1.xyzw = t1.Sample(s1_s, w1.xy).xyzw;
  r0.xyzw = -r1.xyzw + r0.xyzw;
  r0.xyzw = v0.xxxx * r0.xyzw + r1.xyzw;
  r0.xyz = saturate(r0.xyz);
  o0.w = v0.w * r0.w;
  r0.xyz = log2(r0.xyz);
  r0.xyz = cb0[0].xxx * r0.xyz;
  o0.xyz = exp2(r0.xyz);
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 00:18:06 2016
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                3   xyzw        0     NONE   float   x  w
// ATTRIBUTE                4   xy          1     NONE   float   xy  
// ATTRIBUTE                5     zw        1     NONE   float     zw
//
//
// 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_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.xw
dcl_input_ps linear v1.xy
dcl_input_ps linear v1.zw
dcl_output o0.xyzw
dcl_temps 2
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v1.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.zwzz, t1.xyzw, s1
add r0.xyzw, r0.xyzw, -r1.xyzw
mad r0.xyzw, v0.xxxx, r0.xyzw, r1.xyzw
mov_sat r0.xyz, r0.xyzx
mul o0.w, r0.w, v0.w
log r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, cb0[0].xxxx
exp o0.xyz, r0.xyzx
ret 
// Approximately 0 instruction slots used

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