Texture2D<float4> t7 : register(t7);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s7_s : register(s7);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[15];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}


Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main( 
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : COLOR0,
  float4 v3 : COLOR1,
  float3 v4 : TEXCOORD5,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = log2(v2.xyzw);
  r0.xyzw = float4(2.20000005,2.20000005,2.20000005,2.20000005) * r0.xyzw;
  r0.xyzw = exp2(r0.xyzw);
  r1.xy = t1.Sample(s1_s, v1.zw).xy;
  r1.xyzw = r1.xyxy * float4(2,2,2,2) + float4(-1,-1,-1,-1);
  r2.x = cb1[3].x * v4.y;
  r1.xyzw = r1.xyzw * r2.xxxx + v1.zwxy;
  r2.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
  r1.xyzw = t7.Sample(s7_s, r1.zw).xyzw;
  r1.xyzw = r2.xyzw * r1.xyzw;
  r0.xyzw = cb1[0].xyzw * r0.xyzw;
  r0.xyzw = r0.xyzw * r1.xyzw;
  r1.x = cb2[13].w * r0.w;
  r1.yzw = cb2[13].xyz * r0.xyz + -r0.xyz;
  r0.xyz = cb1[2].xxx * r1.yzw + r0.xyz;
  r1.yzw = v3.xyz + -r0.xyz;
  o0.xyz = v3.www * r1.yzw + r0.xyz;
  r0.x = cb2[13].w * r0.w + -cb2[14].x;
  r0.x = r0.x < 0;
  if (r0.x != 0) discard;
  r0.x = cb2[14].y < 1;
  if (r0.x != 0) {
    r0.x = t0.Sample(s0_s, v1.xy).w;
    r0.x = cb2[14].y + -r0.x;
    r0.x = r0.x < 0;
    if (r0.x != 0) discard;
  }
  o0.w = r1.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.9 on Tue Nov 24 00:03:27 2015
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// COLOR                    0   xyzw        2     NONE   float   xyzw
// COLOR                    1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 5   xyz         4     NONE   float    y  
//
//
// 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 cb1[4], immediateIndexed
dcl_constantbuffer cb2[15], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s7, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t7
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.y
dcl_output o0.xyzw
dcl_temps 3
log r0.xyzw, v2.xyzw
mul r0.xyzw, r0.xyzw, l(2.200000, 2.200000, 2.200000, 2.200000)
exp r0.xyzw, r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r1.xy, v1.zwzz, t1.xyzw, s1
mad r1.xyzw, r1.xyxy, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000)
mul r2.x, v4.y, cb1[3].x
mad r1.xyzw, r1.xyzw, r2.xxxx, v1.zwxy
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r1.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.zwzz, t7.xyzw, s7
mul r1.xyzw, r1.xyzw, r2.xyzw
mul r0.xyzw, r0.xyzw, cb1[0].xyzw
mul r0.xyzw, r1.xyzw, r0.xyzw
mul r1.x, r0.w, cb2[13].w
mad r1.yzw, cb2[13].xxyz, r0.xxyz, -r0.xxyz
mad r0.xyz, cb1[2].xxxx, r1.yzwy, r0.xyzx
add r1.yzw, -r0.xxyz, v3.xxyz
mad o0.xyz, v3.wwww, r1.yzwy, r0.xyzx
mad r0.x, cb2[13].w, r0.w, -cb2[14].x
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
lt r0.x, cb2[14].y, l(1.000000)
if_nz r0.x
  sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t0.wxyz, s0
  add r0.x, -r0.x, cb2[14].y
  lt r0.x, r0.x, l(0.000000)
  discard_nz r0.x
endif 
mov o0.w, r1.x
ret 
// Approximately 0 instruction slots used

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