// ---- Created with 3Dmigoto v1.3.7 on Wed Nov 06 10:28:30 2019
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[20];
}




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


void main(
  float4 v0 : SV_Position0,
  float2 v1 : TEXCOORD0,
  float2 w1 : TEXCOORD1,
  float4 v2 : TEXCOORD2,
  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.xyzw = t0.Sample(s0_s, v1.xy, int2(0, 0)).xyzw;
  r1.x = r0.w * v2.w + -cb0[19].x;
  r1.x = -0.00300000003 + r1.x;
  r1.x = cmp(r1.x < 0);
  if (r1.x != 0) discard;
  r1.xy = t1.Sample(s1_s, w1.xy, int2(0, 0)).xw;
  r1.y = cb0[7].x + r1.y;
  r1.y = min(1, r1.y);
  r1.x = r1.x * r1.y;
  r0.xyzw = r1.xxxx * r0.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 10:28:30 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     zw        1     NONE   float     zw
// TEXCOORD                 2   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[20], 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 v1.xy
dcl_input_ps linear v1.zw
dcl_input_ps linear v2.xyzw
dcl_output o0.xyzw
dcl_temps 2
sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r0.xyzw, v1.xyxx, t0.xyzw, s0
mad r1.x, r0.w, v2.w, -cb0[19].x
add r1.x, r1.x, l(-0.003000)
lt r1.x, r1.x, l(0.000000)
discard_nz r1.x
sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r1.xy, v1.zwzz, t1.xwyz, s1
add r1.y, r1.y, cb0[7].x
min r1.y, r1.y, l(1.000000)
mul r1.x, r1.y, r1.x
mul r0.xyzw, r0.xyzw, r1.xxxx
mul r0.xyz, r0.xyzx, v2.xyzx
mul o0.xyzw, r0.xyzw, v2.wwww
ret
// Approximately 0 instruction slots used

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