Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[4];
}


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

void main( 
  float4 v0 : SV_POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = cb2[1].z + v1.y;
  r0.y = 1 < r0.x;
  r0.z = -1 + r0.x;
  r0.x = r0.y ? r0.z : r0.x;
  r0.y = r0.x < 0;
  r0.z = 1 + r0.x;
  r0.y = r0.y ? r0.z : r0.x;
  r0.xz = v1.xx;
  r1.xyzw = t0.Sample(s0_s, r0.xy).xyzw;
  r2.x = cb2[2].y != 0.000000;
  if (r2.x != 0) {
    r2.y = cb2[2].y * r0.y;
    r2.x = v1.x;
    r2.xyzw = t1.Sample(s1_s, r2.xy).xyzw;
    r1.xyzw = r2.xyzw * r1.xyzw;
  }
  r2.x = -cb2[1].y + r0.y;
  r0.w = 3 * r2.x;
  r0.z = t2.Sample(s2_s, r0.zw).x;
  r1.xyzw = r1.xyzw * r0.zzzz + r1.xyzw;
  r0.zw = float2(3,3) * cb2[0].xy;
  r2.x = 1 + cb2[1].x;
  r2.yz = r2.xx * r0.zw;
  r0.xy = -r2.yz * float2(2.5,2.5) + r0.xy;
  r3.xyzw = float4(0,0,0,0);
  r4.x = r0.x;
  r2.y = r0.y;
  r2.z = 0;
  while (true) {
    r2.w = (int)r2.z;
    r2.w = r2.w >= 5;
    if (r2.w != 0) break;
    r5.xyzw = r3.xyzw;
    r4.y = r2.y;
    r2.w = 0;
    while (true) {
      r4.z = (int)r2.w;
      r4.z = r4.z >= 5;
      if (r4.z != 0) break;
      r6.xyzw = t0.Sample(s0_s, r4.xy).xyzw;
      r5.xyzw = r6.xyzw + r5.xyzw;
      r4.y = r0.w * r2.x + r4.y;
      r2.w = (int)r2.w + 1;
    }
    r3.xyzw = r5.xyzw;
    r4.x = r0.z * r2.x + r4.x;
    r2.z = (int)r2.z + 1;
    r2.y = r0.y;
  }
  r0.xyzw = r3.xyzw * r2.xxxx;
  r0.xyzw = float4(0.0160000008,0.0160000008,0.0160000008,0.0160000008) * r0.xyzw;
  r0.xyzw = r1.xyzw * float4(0.600000024,0.600000024,0.600000024,0.600000024) + r0.xyzw;
  r1.x = dot(r0.xyz, float3(0.300000012,0.589999974,0.109999999));
  r0.xyz = cb2[3].xyz * r1.xxx;
  o0.xyzw = cb2[1].wwww * r0.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.9 on Tue Nov 24 00:09:50 2015
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
//
// 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 cb2[4], 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_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 7
add r0.x, v1.y, cb2[1].z
lt r0.y, l(1.000000), r0.x
add r0.z, r0.x, l(-1.000000)
movc r0.x, r0.y, r0.z, r0.x
lt r0.y, r0.x, l(0.000000)
add r0.z, r0.x, l(1.000000)
movc r0.y, r0.y, r0.z, r0.x
mov r0.xz, v1.xxxx
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.xyxx, t0.xyzw, s0
ne r2.x, cb2[2].y, l(0.000000)
if_nz r2.x
  mul r2.y, r0.y, cb2[2].y
  mov r2.x, v1.x
  sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r2.xyxx, t1.xyzw, s1
  mul r1.xyzw, r1.xyzw, r2.xyzw
endif 
add r2.x, r0.y, -cb2[1].y
mul r0.w, r2.x, l(3.000000)
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t2.yzxw, s2
mad r1.xyzw, r1.xyzw, r0.zzzz, r1.xyzw
mul r0.zw, cb2[0].xxxy, l(0.000000, 0.000000, 3.000000, 3.000000)
add r2.x, cb2[1].x, l(1.000000)
mul r2.yz, r0.zzwz, r2.xxxx
mad r0.xy, -r2.yzyy, l(2.500000, 2.500000, 0.000000, 0.000000), r0.xyxx
mov r3.xyzw, l(0,0,0,0)
mov r4.x, r0.x
mov r2.y, r0.y
mov r2.z, l(0)
loop 
  itof r2.w, r2.z
  ge r2.w, r2.w, l(5.000000)
  breakc_nz r2.w
  mov r5.xyzw, r3.xyzw
  mov r4.y, r2.y
  mov r2.w, l(0)
  loop 
    itof r4.z, r2.w
    ge r4.z, r4.z, l(5.000000)
    breakc_nz r4.z
    sample_indexable(texture2d)(float,float,float,float) r6.xyzw, r4.xyxx, t0.xyzw, s0
    add r5.xyzw, r5.xyzw, r6.xyzw
    mad r4.y, r0.w, r2.x, r4.y
    iadd r2.w, r2.w, l(1)
  endloop 
  mov r3.xyzw, r5.xyzw
  mad r4.x, r0.z, r2.x, r4.x
  iadd r2.z, r2.z, l(1)
  mov r2.y, r0.y
endloop 
mul r0.xyzw, r2.xxxx, r3.xyzw
mul r0.xyzw, r0.xyzw, l(0.016000, 0.016000, 0.016000, 0.016000)
mad r0.xyzw, r1.xyzw, l(0.600000, 0.600000, 0.600000, 0.600000), r0.xyzw
dp3 r1.x, r0.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000)
mul r0.xyz, r1.xxxx, cb2[3].xyzx
mul o0.xyzw, r0.xyzw, cb2[1].wwww
ret 
// Approximately 0 instruction slots used

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