// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.6 on Wed Jun 22 20:18:37 2022
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float
// TEXCOORD                 1   xyz         2     NONE   float
// 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_constantbuffer CB0[30], immediateIndexed
dcl_constantbuffer CB1[9], 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 v3.xyzw
dcl_output o0.xyzw
dcl_temps 4
dcl_constantbuffer CB10[4], immediateIndexed
dcl_resource_buffer (float,float,float,float) t125
ld_indexable(buffer)(float,float,float,float) r2.xyzw, l(0, 0, 0, 0), t125.xyzw
mul r2.w, -r2.x, r2.y
mad r3.xyz, -r2.wwww, cb10[0].xyzw, cb1[4].xyzw
add r0.xy, -cb0[29].zwzz, r3.xyxx
mad r0.xy, r0.xyxx, cb0[29].xxxx, v3.xyxx
sample r0.xyzw, r0.xyxx, t0.xyzw, s0
mad r0.xy, r0.zwzz, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, cb0[26].xyxx
sample r1.xyzw, v3.zwzz, t1.xyzw, s1
mul r0.xy, r0.xyxx, r1.wwww
mul r0.xy, r0.xyxx, l(0.0142857144, 0.0142857144, 0.000000, 0.000000)
add r0.z, cb0[25].w, cb0[25].w
mul r0.xy, r0.zzzz, r0.xyxx
mov r0.zw, l(0,0,0,0)
add o0.xyzw, r0.xyzw, l(0.500000, 0.500000, 0.500000, 0.500000)
ret
// Approximately 0 instruction slots used
