Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

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

cbuffer cb1 : register(b1)
{
  float4 cb1[3];
}


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

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

  r0.xyzw = t0.Sample(s0_s, v1.xy).xyzw;
  r1.xyzw = cb1[0].xyzw * r0.xyzw;
  r0.x = cb2[13].w * r1.w;
  r2.xyz = cb2[13].xyz * r1.xyz + -r1.xyz;
  r1.xyz = cb1[2].xxx * r2.xyz + r1.xyz;
  r0.y = 1 + -v2.w;
  o0.xyz = r1.xyz * r0.yyy;
  r0.y = cb2[13].w * r1.w + -cb2[14].x;
  r0.y = r0.y < 0;
  if (r0.y != 0) discard;
  r0.y = cb2[14].y < 1;
  if (r0.y != 0) {
    r0.y = cb2[14].y + -r0.w;
    r0.y = r0.y < 0;
    if (r0.y != 0) discard;
  }
  o0.w = r0.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.9 on Wed Nov 25 12:50:50 2015
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xyzw        1     NONE   float   xy  
// COLOR                    1   xyzw        2     NONE   float      w
//
//
// 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[3], immediateIndexed
dcl_constantbuffer cb2[15], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.w
dcl_output o0.xyzw
dcl_temps 3
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v1.xyxx, t0.xyzw, s0
mul r1.xyzw, r0.xyzw, cb1[0].xyzw
mul r0.x, r1.w, cb2[13].w
mad r2.xyz, cb2[13].xyzx, r1.xyzx, -r1.xyzx
mad r1.xyz, cb1[2].xxxx, r2.xyzx, r1.xyzx
add r0.y, -v2.w, l(1.000000)
mul o0.xyz, r0.yyyy, r1.xyzx
mad r0.y, cb2[13].w, r1.w, -cb2[14].x
lt r0.y, r0.y, l(0.000000)
discard_nz r0.y
lt r0.y, cb2[14].y, l(1.000000)
if_nz r0.y
  add r0.y, -r0.w, cb2[14].y
  lt r0.y, r0.y, l(0.000000)
  discard_nz r0.y
endif 
mov o0.w, r0.x
ret 
// Approximately 0 instruction slots used

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