//Bloom.
// ---- Created with 3Dmigoto v1.3.11 on Tue Jul 24 10:58:46 2018
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);




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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  float4 v3 : TEXCOORD2,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  float4 iniparams10 = IniParams.Load(int2(10,0));
  if (iniparams10.w==1)
  {
	discard;
  }
  
  r0.xy = saturate(v1.xy);
  r0.xyzw = t0.Sample(s0_s, r0.xy).xyzw;
  r1.xyzw = saturate(v2.xyzw);
  r2.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
  r1.xyzw = t0.Sample(s0_s, r1.zw).xyzw;
  r2.xyzw = float4(0.200000003,0.200000003,0.200000003,0.200000003) * r2.xyzw;
  r0.xyzw = r0.xyzw * float4(0.300000012,0.300000012,0.300000012,0.300000012) + r2.xyzw;
  r0.xyzw = r1.xyzw * float4(0.200000003,0.200000003,0.200000003,0.200000003) + r0.xyzw;
  r1.xyzw = saturate(v3.xyzw);
  r2.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
  r1.xyzw = t0.Sample(s0_s, r1.zw).xyzw;
  r0.xyzw = r2.xyzw * float4(0.144999996,0.144999996,0.144999996,0.144999996) + r0.xyzw;
  o0.xyzw = r1.xyzw * float4(0.144999996,0.144999996,0.144999996,0.144999996) + r0.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Tue Jul 24 10:58:46 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyzw
dcl_output o0.xyzw
dcl_temps 3
mov_sat r0.xy, v1.xyxx
sample r0.xyzw, r0.xyxx, t0.xyzw, s0
mov_sat r1.xyzw, v2.xyzw
sample r2.xyzw, r1.xyxx, t0.xyzw, s0
sample r1.xyzw, r1.zwzz, t0.xyzw, s0
mul r2.xyzw, r2.xyzw, l(0.200000, 0.200000, 0.200000, 0.200000)
mad r0.xyzw, r0.xyzw, l(0.300000, 0.300000, 0.300000, 0.300000), r2.xyzw
mad r0.xyzw, r1.xyzw, l(0.200000, 0.200000, 0.200000, 0.200000), r0.xyzw
mov_sat r1.xyzw, v3.xyzw
sample r2.xyzw, r1.xyxx, t0.xyzw, s0
sample r1.xyzw, r1.zwzz, t0.xyzw, s0
mad r0.xyzw, r2.xyzw, l(0.145000, 0.145000, 0.145000, 0.145000), r0.xyzw
mad o0.xyzw, r1.xyzw, l(0.145000, 0.145000, 0.145000, 0.145000), r0.xyzw
ret
// Approximately 0 instruction slots used

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