// CONTRAST

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);
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; //orig
/////////////////////////////////////////////////////////////////////////////////////
  r1.xyzw = DiffTexture.SampleLevel(DiffuseSamplerLerp_s, r0.xy, 0).xyzw; //orig
  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;
}
