// ---- Created with 3Dmigoto v1.3.7 on Wed Nov 06 10:31:10 2019
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[21];
}




// 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,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
    float4 params = IniParams.Load(0);
  if (params.x == 0)
  {
    o0 = 0;                                  
    return;
  } else {


  r0.x = 16 * v1.y;
  r0.x = floor(r0.x);
  r0.y = floor(cb0[20].x);
  r0.y = 150 * r0.y;
  r0.x = r0.x * 0.0625 + r0.y;
  r0.x = dot(r0.xx, float2(12.9898005,78.2330017));
  r0.x = sin(r0.x);
  r0.x = 43758.5469 * r0.x;
  r0.x = frac(r0.x);
  r0.x = 40 * r0.x;
  r0.y = cb0[20].x * r0.x;
  r0.y = floor(r0.y);
  r0.x = r0.y / r0.x;
  r0.x = r0.x * 5 + v1.y;
  r0.xy = float2(11,7) * r0.xx;
  r0.xy = floor(r0.xy);
  r0.xy = float2(0.0909090936,0.142857149) * r0.xy;
  r0.y = dot(r0.yy, float2(12.9898005,78.2330017));
  r0.x = dot(r0.xx, float2(12.9898005,78.2330017));
  r0.xy = sin(r0.xy);
  r0.xy = float2(43758.5469,43758.5469) * r0.xy;
  r0.xy = frac(r0.xy);
  r0.y = 0.5 * r0.y;
  r0.x = r0.x * 0.5 + r0.y;
  r0.x = r0.x * 2 + -1;
  r0.y = cmp(0 < r0.x);
  r0.z = cmp(r0.x < 0);
  r0.y = (int)-r0.y + (int)r0.z;
  r0.y = (int)r0.y;
  r0.z = cb0[20].x / cb0[20].y;
  r0.w = 1 + -r0.z;
  r0.z = saturate(r0.z);
  r0.z = r0.z * -0.0249999762 + 1;
  r0.x = abs(r0.x) + -r0.w;
  r0.w = 1 + -r0.w;
  r0.x = saturate(r0.x / r0.w);
  r0.x = r0.y * r0.x;
  r0.x = 0.100000001 * r0.x;
  r0.y = 0;
  r1.xy = saturate(v1.xy + r0.xy);
  r0.x = 1 + -r1.y;
  r0.y = 8 * cb0[20].x;
  r0.y = floor(r0.y);
  r0.y = 0.125 * r0.y;
  r0.y = dot(r0.yy, float2(12.9898005,78.2330017));
  r0.y = sin(r0.y);
  r0.y = 43758.5469 * r0.y;
  r0.y = frac(r0.y);
  r0.y = cmp(r0.z < r0.y);
  r1.z = r0.y ? r0.x : r1.y;
  r0.xyzw = t0.Sample(s0_s, r1.xz, int2(0, 0)).xyzw;
  r0.xyz = v2.xyz * r0.xyz;
  o0.xyzw = v2.wwww * r0.xyzw;
  return;
  }
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.7 on Wed Nov 06 10:31:10 2019
//
//
// 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
//
//
// 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[21], immediateIndexed
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_output o0.xyzw
dcl_temps 2
mul r0.x, v1.y, l(16.000000)
round_ni r0.x, r0.x
round_ni r0.y, cb0[20].x
mul r0.y, r0.y, l(150.000000)
mad r0.x, r0.x, l(0.062500), r0.y
dp2 r0.x, r0.xxxx, l(12.989800, 78.233002, 0.000000, 0.000000)
sincos r0.x, null, r0.x
mul r0.x, r0.x, l(43758.546875)
frc r0.x, r0.x
mul r0.x, r0.x, l(40.000000)
mul r0.y, r0.x, cb0[20].x
round_ni r0.y, r0.y
div r0.x, r0.y, r0.x
mad r0.x, r0.x, l(5.000000), v1.y
mul r0.xy, r0.xxxx, l(11.000000, 7.000000, 0.000000, 0.000000)
round_ni r0.xy, r0.xyxx
mul r0.xy, r0.xyxx, l(0.0909090936, 0.142857149, 0.000000, 0.000000)
dp2 r0.y, r0.yyyy, l(12.989800, 78.233002, 0.000000, 0.000000)
dp2 r0.x, r0.xxxx, l(12.989800, 78.233002, 0.000000, 0.000000)
sincos r0.xy, null, r0.xyxx
mul r0.xy, r0.xyxx, l(43758.546875, 43758.546875, 0.000000, 0.000000)
frc r0.xy, r0.xyxx
mul r0.y, r0.y, l(0.500000)
mad r0.x, r0.x, l(0.500000), r0.y
mad r0.x, r0.x, l(2.000000), l(-1.000000)
lt r0.y, l(0.000000), r0.x
lt r0.z, r0.x, l(0.000000)
iadd r0.y, -r0.y, r0.z
itof r0.y, r0.y
div r0.z, cb0[20].x, cb0[20].y
add r0.w, -r0.z, l(1.000000)
mov_sat r0.z, r0.z
mad r0.z, r0.z, l(-0.0249999762), l(1.000000)
add r0.x, -r0.w, |r0.x|
add r0.w, -r0.w, l(1.000000)
div_sat r0.x, r0.x, r0.w
mul r0.x, r0.x, r0.y
mul r0.x, r0.x, l(0.100000)
mov r0.y, l(0)
add_sat r1.xy, r0.xyxx, v1.xyxx
add r0.x, -r1.y, l(1.000000)
mul r0.y, cb0[20].x, l(8.000000)
round_ni r0.y, r0.y
mul r0.y, r0.y, l(0.125000)
dp2 r0.y, r0.yyyy, l(12.989800, 78.233002, 0.000000, 0.000000)
sincos r0.y, null, r0.y
mul r0.y, r0.y, l(43758.546875)
frc r0.y, r0.y
lt r0.y, r0.z, r0.y
movc r1.z, r0.y, r0.x, r1.y
sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r0.xyzw, r1.xzxx, t0.xyzw, s0
mul r0.xyz, r0.xyzx, v2.xyzx
mul o0.xyzw, r0.xyzw, v2.wwww
ret
// Approximately 0 instruction slots used

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