// ---- Created with 3Dmigoto v0.6.109 on Fri Feb 13 01:05:51 2026
Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[7];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  float3 v3 : COLOR0,
  float3 v4 : COLOR1,
  float3 v5 : COLOR2,
  float3 v6 : TEXCOORD2,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = t1.Sample(s2_s, v1.xy).xyzw;
  r0.y = -cb0[6].x + r0.x;
  o0.w = r0.x;
  r0.x = cmp(r0.y < 0);
  if (r0.x != 0) discard;
  
float4 s = StereoParams.Load(0);
float4 testeo = IniParams.Load(int2(90,0));
v2.x += s.x * (v2.w - s.y) * 0.5;   
  
  r0.xy = v2.xy / v2.ww;
  r0.xyzw = t2.Sample(s0_s, r0.xy).xyzw;
  r0.xyz = v3.xyz * r0.xxx + v4.xyz;
  r0.xyz = v5.xyz + r0.xyz;
  r1.xyzw = t0.Sample(s1_s, v1.xy).xyzw;
  r2.xyzw = t3.Sample(s3_s, v1.xy).xyzw;
  o0.xyz = r1.xyz * r0.xyz + r2.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.109 on Fri Feb 13 01:05:51 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xyzw        2     NONE   float   xy w
// COLOR                    0   xyz         3     NONE   float   xyz
// COLOR                    1   xyz         4     NONE   float   xyz
// COLOR                    2   xyz         5     NONE   float   xyz
// TEXCOORD                 2   xyz         6     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[7], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, 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_resource_texture2d (float,float,float,float) t3
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyw
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyz
dcl_input_ps linear v5.xyz
dcl_output o0.xyzw
dcl_temps 3
sample r0.xyzw, v1.xyxx, t1.xyzw, s2
add r0.y, r0.x, -cb0[6].x
mov o0.w, r0.x
lt r0.x, r0.y, l(0.000000)
discard_nz r0.x
div r0.xy, v2.xyxx, v2.wwww
sample r0.xyzw, r0.xyxx, t2.xyzw, s0
mad r0.xyz, v3.xyzx, r0.xxxx, v4.xyzx
add r0.xyz, r0.xyzx, v5.xyzx
sample r1.xyzw, v1.xyxx, t0.xyzw, s1
sample r2.xyzw, v1.xyxx, t3.xyzw, s3
mad o0.xyz, r1.xyzx, r0.xyzx, r2.xyzx
ret
// Approximately 0 instruction slots used

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