// GAMMA ---- Created with 3Dmigoto v1.3.16 on Mon Mar 21 09:54:42 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 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 DitherSampler_s : register(s0);
SamplerState DiffuseSamplerLerp_s : register(s1);
SamplerState DiffuseSamplerPoint_s : register(s2);
Texture2D<float4> DiffuseSamplerPoint : register(t0);
Texture3D<float4> g_tDither : register(t1);
Texture2D<float4> DiffTexture : register(t2);


// 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,r3,r4;
  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;
 //   r1.xyzw = saturate(r1.xyzw);
 // } else {
 //   r1.xyzw = DiffTexture.SampleLevel(DiffuseSamplerLerp_s, v1.xy, 0).xyzw;
 //   r1.xyzw = saturate(r1.xyzw);
 // }
  o0.xyzw = 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);
 // r0.xyz = min(float3(1,1,1), r0.xyz);
 // r0.w = cmp(g_vDitherSettings.x == 0.000000);
 // if (r0.w != 0) {
 //   r1.xyz = r0.xyz;
 // }
 // if (r0.w == 0) {
 //   r2.xyz = float3(255,255,255) * r0.xyz;
 //   r2.xyz = floor(r2.xyz);
 //   r3.xy = w1.xy * g_vDitherSettings.xy + g_vDitherSettings.zw;
 //   r0.xyz = r0.xyz * float3(255,255,255) + -r2.xyz;
 //   r3.zw = r0.xy;
 //   r4.xyzw = g_tDither.SampleLevel(DitherSampler_s, r3.xyz, 0).xyzw;
 //   r0.w = cmp(0.5 < r4.y);
 //   if (r0.w != 0) {
 //     r2.x = 1 + r2.x;
 //   }
 //   r4.xyzw = g_tDither.SampleLevel(DitherSampler_s, r3.xyw, 0).xyzw;
 //   r0.w = cmp(0.5 < r4.y);
 //   if (r0.w != 0) {
 //   r2.y = 1 + r2.y;
 //   }
 //   r0.xy = r3.xy;
 //   r0.xyzw = g_tDither.SampleLevel(DitherSampler_s, r0.xyz, 0).xyzw;
 //   r0.x = cmp(0.5 < r0.y);
 //   if (r0.x != 0) {
 //    r2.z = 1 + r2.z;
 //   }
 //   r1.xyz = float3(0.00392156979,0.00392156979,0.00392156979) * r2.xyz;
 // }
 // o0.xyzw =  r1.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.3.16 on Mon Mar 21 09:54:42 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
//   float4 g_ColorK;                   // Offset:  128 Size:    16
//      = 0x3e8a3d71 0x3f2b851f 0x3d75c28f 0x00000000
//   float4 g_vLevelMin0;               // Offset:  144 Size:    16 [unused]
//      = 0x3d4ccccd 0x3d4ccccd 0x3d4ccccd 0x00000000
//   float4 g_vLevelMin1;               // Offset:  160 Size:    16 [unused]
//      = 0x3dcccccd 0x3dcccccd 0x3dcccccd 0x00000000
//   float4 g_vLevelMax;                // Offset:  176 Size:    16 [unused]
//      = 0x3f4ccccd 0x3f4ccccd 0x3f4ccccd 0x00000000
//   float4 g_vMaxAdd;                  // Offset:  192 Size:    16 [unused]
//      = 0x3dcccccd 0x3dcccccd 0x3dcccccd 0x00000000
//   float4 g_vMinSub;                  // Offset:  208 Size:    16 [unused]
//      = 0x3ca3d70a 0x3ca3d70a 0x3ca3d70a 0x00000000
//   float4 Color;                      // Offset:  224 Size:    16 [unused]
//   float4 Settings;                   // Offset:  240 Size:    16
//   float4 Settings2;                  // Offset:  256 Size:    16
//   float4 Settings3;                  // Offset:  272 Size:    16 [unused]
//   float4 Settings4;                  // Offset:  288 Size:    16 [unused]
//   float4 Transform;                  // Offset:  304 Size:    16 [unused]
//   float4 g_vDepthCoordsClamp;        // Offset:  320 Size:    16 [unused]
//   float4 CamPos;                     // Offset:  336 Size:    16 [unused]
//   float4 g_vCenterOffs;              // Offset:  352 Size:    16 [unused]
//   float4 g_vHFrustrum;               // Offset:  368 Size:    16 [unused]
//   float4 g_vVFrustrum;               // Offset:  384 Size:    16 [unused]
//   float4 g_avNoise[8];               // Offset:  400 Size:   128 [unused]
//   float4x4 g_mView;                  // Offset:  528 Size:    64 [unused]
//   float4 g_PixelsDir[8];             // Offset:  592 Size:   128 [unused]
//   float4 g_vHistogramBoundLow;       // Offset:  720 Size:    16 [unused]
//      = 0x00000000 0x3c83126f 0x3cd4fdf4 0x3e051eb8
//   float4 g_vHistogramBoundHigh;      // Offset:  736 Size:    16 [unused]
//      = 0x3c83126f 0x3cd4fdf4 0x3e051eb8 0x3ed1eb85
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DitherSampler                     sampler      NA          NA    0        1
// DiffuseSamplerLerp                sampler      NA          NA    1        1
// DiffuseSamplerPoint               sampler      NA          NA    2        1
// DiffuseSamplerPoint               texture  float4          2d    0        1
// g_tDither                         texture  float4          3d    1        1
// DiffTexture                       texture  float4          2d    2        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     zw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[17], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture3d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps linear v1.xy
dcl_input_ps linear v1.zw
dcl_output o0.xyzw
dcl_temps 5
lt r0.xy, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[16].yxyy
if_nz r0.x
  sample r1.xyzw, v1.xyxx, t0.xyzw, s2
  mov_sat r1.xyzw, r1.xyzw
else
  sample_l r1.xyzw, v1.xyxx, t2.xyzw, s1, l(0.000000)
  mov_sat r1.xyzw, r1.xyzw
endif
dp4 r0.x, r1.xyzw, cb0[8].xyzw
add r1.xyzw, -r0.xxxx, r1.xyzw
mad r1.xyzw, r1.xyzw, cb0[15].wwww, r0.xxxx
if_nz r0.y
  add r0.xyz, -r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
  mad r0.xyz, -r1.xyzx, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
  div r1.xyz, r1.xyzx, r0.xyzx
endif
log r0.xyz, r1.xyzx
mul r0.xyz, r0.xyzx, cb0[15].xyzx
exp r0.xyz, r0.xyzx
min r0.xyz, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
eq r0.w, cb0[7].x, l(0.000000)
if_nz r0.w
  mov r1.xyz, r0.xyzx
endif
if_z r0.w
  mul r2.xyz, r0.xyzx, l(255.000000, 255.000000, 255.000000, 0.000000)
  round_ni r2.xyz, r2.xyzx
  mad r3.xy, v1.zwzz, cb0[7].xyxx, cb0[7].zwzz
  mad r0.xyz, r0.xyzx, l(255.000000, 255.000000, 255.000000, 0.000000), -r2.xyzx
  mov r3.zw, r0.xxxy
  sample_l r4.xyzw, r3.xyzx, t1.xyzw, s0, l(0.000000)
  lt r0.w, l(0.500000), r4.y
  if_nz r0.w
    add r2.x, r2.x, l(1.000000)
  endif
  sample_l r4.xyzw, r3.xywx, t1.xyzw, s0, l(0.000000)
  lt r0.w, l(0.500000), r4.y
  if_nz r0.w
    add r2.y, r2.y, l(1.000000)
  endif
  mov r0.xy, r3.xyxx
  sample_l r0.xyzw, r0.xyzx, t1.xyzw, s0, l(0.000000)
  lt r0.x, l(0.500000), r0.y
  if_nz r0.x
    add r2.z, r2.z, l(1.000000)
  endif
  mul r1.xyz, r2.xyzx, l(0.00392156979, 0.00392156979, 0.00392156979, 0.000000)
endif
mov o0.xyzw, r1.xyzw
ret
// Approximately 50 instruction slots used

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