// GAMMA ADJUSTMENT

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 g_vLevelMin0 : packoffset(c9) = {0.0500000007,0.0500000007,0.0500000007,0};
  float4 g_vLevelMin1 : packoffset(c10) = {0.100000001,0.100000001,0.100000001,0};
  float4 g_vLevelMax : packoffset(c11) = {0.800000012,0.800000012,0.800000012,0};
  float4 g_vMaxAdd : packoffset(c12) = {0.100000001,0.100000001,0.100000001,0};
  float4 g_vMinSub : packoffset(c13) = {0.0199999996,0.0199999996,0.0199999996,0};
  float4 Color : packoffset(c14);
  float4 Settings : packoffset(c15);
  float4 Settings2 : packoffset(c16);
  float4 Settings3 : packoffset(c17);
  float4 Settings4 : packoffset(c18);
  float4 Transform : packoffset(c19);
  float4 g_vDepthCoordsClamp : packoffset(c20);
  float4 CamPos : packoffset(c21);
  float4 g_vCenterOffs : packoffset(c22);
  float4 g_vHFrustrum : packoffset(c23);
  float4 g_vVFrustrum : packoffset(c24);
  float4 g_avNoise[8] : packoffset(c25);
  float4x4 g_mView : packoffset(c33);
  float4 g_PixelsDir[8] : packoffset(c37);
  float4 g_vHistogramBoundLow : packoffset(c45) = {0,0.0160000008,0.0260000005,0.129999995};
  float4 g_vHistogramBoundHigh : packoffset(c46) = {0.0160000008,0.0260000005,0.129999995,0.409999996};
}

SamplerState DiffuseSamplerLerp_s : register(s0);
SamplerState DiffuseSamplerPoint_s : register(s1);
Texture2D<float4> DiffuseSamplerPoint : register(t0);
Texture2D<float4> DiffTexture : register(t1);


// 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;
  uint4 bitmask, uiDest;
  float4 fDest;

 // r0.xy = cmp(float2(0.5,0.5) < Settings2.yx);
 // if (r0.x != 0) {
 //   r1.xyzw = DiffuseSamplerPoint.Sample(DiffuseSamplerPoint_s, v1.xy).xyzw;
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
        r0.xyzw = DiffuseSamplerPoint.Sample(DiffuseSamplerPoint_s, v1.xy).xyzw;
        o0.xyzw = r0.xyzw;
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
 //   r1.xyzw = saturate(r1.xyzw);
 // } else {
 //   r1.xyzw = DiffTexture.SampleLevel(DiffuseSamplerLerp_s, v1.xy, 0).xyzw;
 //   r1.xyzw = saturate(r1.xyzw);
 // }
 // r0.x = dot(r1.xyzw, g_ColorK.xyzw);
 // r1.xyzw = r1.xyzw + -r0.xxxx;
 // r1.xyzw = r1.xyzw * Settings.wwww + r0.xxxx;
 // if (r0.y != 0) {
 //   r0.xyz = float3(1,1,1) + -r1.xyz;
 //   r0.xyz = -r1.xyz * r0.xyz + float3(1,1,1);
 //   r1.xyz = r1.xyz / r0.xyz;
 // }
 // r0.xyz = log2(r1.xyz);
 // r0.xyz = Settings.xyz * r0.xyz;
 // r0.xyz = exp2(r0.xyz);
 // o0.xyz = min(float3(1,1,1), r0.xyz);
 // o0.w = r1.w;
  return;
}
