// contrast disabled ---- Created with 3Dmigoto v1.3.16 on Wed Mar 02 11:59:23 2022

cbuffer _Globals : register(b0)
{
  float4 lightCount : packoffset(c0);
  float4 ambient : packoffset(c1);
  float4 lightInfo[4] : packoffset(c2);
  float4 g_vScreenDepthRect : packoffset(c6);
  float4 g_vDitherSettings : packoffset(c7);
  float4 g_ColorK : packoffset(c8) = {0.270000011,0.670000017,0.0599999987,0};
  float4 LevelMin : packoffset(c9) = {0.100000001,0.100000001,0.100000001,0};
  float4 LevelMax : packoffset(c10) = {0.800000012,0.800000012,0.800000012,0};
  float4 MaxAdd : packoffset(c11) = {0.100000001,0.100000001,0.100000001,0};
  float4 MinSub : packoffset(c12) = {0.0199999996,0.0199999996,0.0199999996,0};
  float4 Color : packoffset(c13);
  float4 Settings : packoffset(c14);
  float4 Settings2 : packoffset(c15);
  float4 Settings3 : packoffset(c16);
  float4 Settings4 : packoffset(c17);
  float4 Transform : packoffset(c18);
  float4 g_vDepthCoordsClamp : packoffset(c19);
  float4 CamPos : packoffset(c20);
  float4 g_vCenterOffs : packoffset(c21);
  float4 g_vHFrustrum : packoffset(c22);
  float4 g_vVFrustrum : packoffset(c23);
  float4 g_avNoise[8] : packoffset(c24);
  float4x4 g_mView : packoffset(c32);
  float4 g_PixelsDir[8] : packoffset(c36);
  float4 g_vHistogramBoundLow : packoffset(c44) = {0,0.0160000008,0.0260000005,0.129999995};
  float4 g_vHistogramBoundHigh : packoffset(c45) = {0.0160000008,0.0260000005,0.129999995,0.409999996};
}

SamplerState DiffuseSamplerLerp_s : register(s0);
Texture2D<float4> DiffTexture : register(t0);


// 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,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  //r0.xyzw = Settings.yyxy + v1.xyxy;
  r1.xyzw = DiffTexture.SampleLevel(DiffuseSamplerLerp_s, v1.xy, 0).xyzw;
  o0.xyzw = r1.xyzw;
  //r0.xyzw = DiffTexture.SampleLevel(DiffuseSamplerLerp_s, r0.zw, 0).xyzw;
  //r0.xyzw = r1.xyzw + r0.xyzw;
  //r1.xyzw = Settings.xxyx + v1.xyxy;
  //r2.xyzw = DiffTexture.SampleLevel(DiffuseSamplerLerp_s, r1.xy, 0).xyzw;
  //r1.xyzw = DiffTexture.SampleLevel(DiffuseSamplerLerp_s, r1.zw, 0).xyzw;
  //r0.xyzw = r2.xyzw + r0.xyzw;
  //r0.xyzw = r0.xyzw + r1.xyzw;
  //r0.xyzw = float4(0.25,0.25,0.25,0.25) * r0.xyzw;
  //r0.xyzw = max(float4(0,0,0,0), r0.xyzw);
  //o0.xyzw = min(float4(2,2,2,2), r0.xyzw);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.3.16 on Wed Mar 02 11:59:23 2022
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4 lightCount;                 // Offset:    0 Size:    16 [unused]
//   float4 ambient;                    // Offset:   16 Size:    16 [unused]
//   float4 lightInfo[4];               // Offset:   32 Size:    64 [unused]
//   float4 g_vScreenDepthRect;         // Offset:   96 Size:    16 [unused]
//   float4 g_vDitherSettings;          // Offset:  112 Size:    16 [unused]
//   float4 g_ColorK;                   // Offset:  128 Size:    16 [unused]
//      = 0x3e8a3d71 0x3f2b851f 0x3d75c28f 0x00000000
//   float4 LevelMin;                   // Offset:  144 Size:    16 [unused]
//      = 0x3dcccccd 0x3dcccccd 0x3dcccccd 0x00000000
//   float4 LevelMax;                   // Offset:  160 Size:    16 [unused]
//      = 0x3f4ccccd 0x3f4ccccd 0x3f4ccccd 0x00000000
//   float4 MaxAdd;                     // Offset:  176 Size:    16 [unused]
//      = 0x3dcccccd 0x3dcccccd 0x3dcccccd 0x00000000
//   float4 MinSub;                     // Offset:  192 Size:    16 [unused]
//      = 0x3ca3d70a 0x3ca3d70a 0x3ca3d70a 0x00000000
//   float4 Color;                      // Offset:  208 Size:    16 [unused]
//   float4 Settings;                   // Offset:  224 Size:    16
//   float4 Settings2;                  // Offset:  240 Size:    16 [unused]
//   float4 Settings3;                  // Offset:  256 Size:    16 [unused]
//   float4 Settings4;                  // Offset:  272 Size:    16 [unused]
//   float4 Transform;                  // Offset:  288 Size:    16 [unused]
//   float4 g_vDepthCoordsClamp;        // Offset:  304 Size:    16 [unused]
//   float4 CamPos;                     // Offset:  320 Size:    16 [unused]
//   float4 g_vCenterOffs;              // Offset:  336 Size:    16 [unused]
//   float4 g_vHFrustrum;               // Offset:  352 Size:    16 [unused]
//   float4 g_vVFrustrum;               // Offset:  368 Size:    16 [unused]
//   float4 g_avNoise[8];               // Offset:  384 Size:   128 [unused]
//   float4x4 g_mView;                  // Offset:  512 Size:    64 [unused]
//   float4 g_PixelsDir[8];             // Offset:  576 Size:   128 [unused]
//   float4 g_vHistogramBoundLow;       // Offset:  704 Size:    16 [unused]
//      = 0x00000000 0x3c83126f 0x3cd4fdf4 0x3e051eb8
//   float4 g_vHistogramBoundHigh;      // Offset:  720 Size:    16 [unused]
//      = 0x3c83126f 0x3cd4fdf4 0x3e051eb8 0x3ed1eb85
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DiffuseSamplerLerp                sampler      NA          NA    0        1
// DiffTexture                       texture  float4          2d    0        1
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// 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
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[15], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
add r0.xyzw, v1.xyxy, cb0[14].yyxy
sample_l r1.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
sample_l r0.xyzw, r0.zwzz, t0.xyzw, s0, l(0.000000)
add r0.xyzw, r0.xyzw, r1.xyzw
add r1.xyzw, v1.xyxy, cb0[14].xxyx
sample_l r2.xyzw, r1.xyxx, t0.xyzw, s0, l(0.000000)
sample_l r1.xyzw, r1.zwzz, t0.xyzw, s0, l(0.000000)
add r0.xyzw, r0.xyzw, r2.xyzw
add r0.xyzw, r1.xyzw, r0.xyzw
mul r0.xyzw, r0.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
max r0.xyzw, r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
min o0.xyzw, r0.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000)
ret
// Approximately 13 instruction slots used

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