Texture2D<float4> t6 : register(t6);

Texture2D<float4> t0 : register(t0);

SamplerState s6_s : register(s6);

SamplerState s0_s : register(s0);

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

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

cbuffer cb0 : register(b0)
{
  float4 cb0[2];
}


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

void main( 
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD4,
  float4 v3 : COLOR1,
  float3 v4 : TEXCOORD1,
  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.xyz = cb2[13].xyz * r1.xyz + -r1.xyz;
  r0.xyz = cb1[2].xxx * r0.xyz + r1.xyz;
  r1.xyz = v3.xyz + -r0.xyz;
  r0.xyz = v3.www * r1.xyz + r0.xyz;
  r1.x = cb2[13].w * r1.w + -cb2[14].x;
  r1.x = r1.x < 0;
  if (r1.x != 0) discard;
  r1.x = cb0[1].y == 0.000000;
  if (r1.x != 0) {
    r1.xyzw = t6.Sample(s6_s, v1.xy).xyzw;
    r1.xyzw = log2(r1.xyzw);
    r1.xyzw = float4(2.20000005,2.20000005,2.20000005,2.20000005) * r1.xyzw;
    r1.xyzw = exp2(r1.xyzw);
  } else {
    r1.xyzw = t6.Sample(s6_s, v1.xy).xyzw;
  }
  r1.xyz = r1.xyz * cb0[1].www + r0.xyz;
  r0.x = cb0[1].x != 0.000000;
  r2.xyzw = cb1[0].wwww * r1.xyzw;
  r1.xyzw = r0.xxxx ? r2.xyzw : r1.xyzw;
  r0.x = cb0[1].z * r1.w;
  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.xyz = r1.xyz * r0.xxx;
  o0.w = r0.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.9 on Tue Nov 24 00:09:28 2015
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xyzw        1     NONE   float   xy  
// TEXCOORD                 4   xyzw        2     NONE   float       
// COLOR                    1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 1   xyz         4     NONE   float       
//
//
// 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 cb0[2], immediateIndexed
dcl_constantbuffer cb1[3], immediateIndexed
dcl_constantbuffer cb2[15], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s6, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t6
dcl_input_ps linear v1.xy
dcl_input_ps linear v3.xyzw
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
mad r0.xyz, cb2[13].xyzx, r1.xyzx, -r1.xyzx
mad r0.xyz, cb1[2].xxxx, r0.xyzx, r1.xyzx
add r1.xyz, -r0.xyzx, v3.xyzx
mad r0.xyz, v3.wwww, r1.xyzx, r0.xyzx
mad r1.x, cb2[13].w, r1.w, -cb2[14].x
lt r1.x, r1.x, l(0.000000)
discard_nz r1.x
eq r1.x, cb0[1].y, l(0.000000)
if_nz r1.x
  sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.xyxx, t6.xyzw, s6
  log r1.xyzw, r1.xyzw
  mul r1.xyzw, r1.xyzw, l(2.200000, 2.200000, 2.200000, 2.200000)
  exp r1.xyzw, r1.xyzw
else 
  sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.xyxx, t6.xyzw, s6
endif 
mad r1.xyz, r1.xyzx, cb0[1].wwww, r0.xyzx
ne r0.x, cb0[1].x, l(0.000000)
mul r2.xyzw, r1.xyzw, cb1[0].wwww
movc r1.xyzw, r0.xxxx, r2.xyzw, r1.xyzw
mul r0.x, r1.w, cb0[1].z
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 
mul o0.xyz, r0.xxxx, r1.xyzx
mov o0.w, r0.x
ret 
// Approximately 0 instruction slots used

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