// ---- Created with 3Dmigoto v1.3.16 on Sat Jun 22 12:16:05 2024
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[28];
}




// 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,
  out float4 o0 : SV_Target0)
{
  float4 r0, r1, r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[27].xyxy * float4(-7.15882015,-7.15882015,-5.22749805,-5.22749805) + v1.xyxy;
  r0.xyzw = max(v2.xzxz, r0.xyzw);
  r0.xyzw = min(v2.ywyw, r0.xyzw);
  r1.xyzw = t0.Sample(s0_s, r0.zw).xyzw;
  r0.xyzw = t0.Sample(s0_s, r0.xy).xyzw;
  r1.xyzw = float4(0.0151298102, 0.0, 0.0, 0.0151298102) * r1.xyzw;  // 修改的部分：红色
  r0.xyzw = r0.xyzw * float4(0.000964867824, 0.0, 0.0, 0.000964867824) + r1.xyzw;  // 修改的部分：红色
  r1.xyzw = cb0[27].xyxy * float4(-3.31476212,-3.31476212,-1.41741204,-1.41741204) + v1.xyxy;
  r1.xyzw = max(v2.xzxz, r1.xyzw);
  r1.xyzw = min(v2.ywyw, r1.xyzw);
  r2.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
  r1.xyzw = t0.Sample(s0_s, r1.zw).xyzw;
  r0.xyzw = r2.xyzw * float4(0.100958303, 0.0, 0.0, 0.100958303) + r0.xyzw;  // 修改的部分：红色
  r0.xyzw = r1.xyzw * float4(0.288899988, 0.0, 0.0, 0.288899988) + r0.xyzw;  // 修改的部分：红色
  r1.xyzw = cb0[27].xyxy * float4(0.472244591,0.472244591,2.36454797,2.36454797) + v1.xyxy;
  r1.xyzw = max(v2.xzxz, r1.xyzw);
  r1.xyzw = min(v2.ywyw, r1.xyzw);
  r2.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
  r1.xyzw = t0.Sample(s0_s, r1.zw).xyzw;
  r0.xyzw = r2.xyzw * float4(0.356403589, 0.0, 0.0, 0.356403589) + r0.xyzw;  // 修改的部分：红色
  r0.xyzw = r1.xyzw * float4(0.189770803, 0.0, 0.0, 0.189770803) + r0.xyzw;  // 修改的部分：红色
  r1.xyzw = cb0[27].xyxy * float4(4.26889801,4.26889801,6.19080782,6.19080782) + v1.xyxy;
  r1.xyzw = max(v2.xzxz, r1.xyzw);
  r1.xyzw = min(v2.ywyw, r1.xyzw);
  r2.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
  r1.xyzw = t0.Sample(s0_s, r1.zw).xyzw;
  r0.xyzw = r2.xyzw * float4(0.0434656292, 0.0, 0.0, 0.0434656292) + r0.xyzw;  // 修改的部分：红色
  r0.xyzw = r1.xyzw * float4(0.00425362587, 0.0, 0.0, 0.00425362587) + r0.xyzw;  // 修改的部分：红色
  r1.xy = cb0[27].xy * float2(8, 8) + v1.xy;
  r1.xy = max(v2.xz, r1.xy);
  r1.xy = min(v2.yw, r1.xy);
  r1.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
  o0.xyzw = r1.xyzw * float4(0.000153239904, 0.0, 0.0, 0.000153239904) + r0.xyzw;  // 修改的部分：红色
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sat Jun 22 12:16:05 2024
//
//
// 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   xyzw
//
//
// 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[28], 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.xyzw
dcl_output o0.xyzw
dcl_temps 3
mad r0.xyzw, cb0[27].xyxy, l(-7.158820, -7.158820, -5.227498, -5.227498), v1.xyxy
max r0.xyzw, r0.xyzw, v2.xzxz
min r0.xyzw, r0.xyzw, v2.ywyw
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.zwzz, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, r0.xyxx, t0.xyzw, s0
mul r1.xyzw, r1.xyzw, l(0.0151298102, 0.0151298102, 0.0151298102, 0.0151298102)
mad r0.xyzw, r0.xyzw, l(0.000964867824, 0.000964867824, 0.000964867824, 0.000964867824), r1.xyzw
mad r1.xyzw, cb0[27].xyxy, l(-3.314762, -3.314762, -1.417412, -1.417412), v1.xyxy
max r1.xyzw, r1.xyzw, v2.xzxz
min r1.xyzw, r1.xyzw, v2.ywyw
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, t0.xyzw, s0
mad r0.xyzw, r2.xyzw, l(0.100958303, 0.100958303, 0.100958303, 0.100958303), r0.xyzw
mad r0.xyzw, r1.xyzw, l(0.288900, 0.288900, 0.288900, 0.288900), r0.xyzw
mad r1.xyzw, cb0[27].xyxy, l(0.472244591, 0.472244591, 2.364548, 2.364548), v1.xyxy
max r1.xyzw, r1.xyzw, v2.xzxz
min r1.xyzw, r1.xyzw, v2.ywyw
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, t0.xyzw, s0
mad r0.xyzw, r2.xyzw, l(0.356403589, 0.356403589, 0.356403589, 0.356403589), r0.xyzw
mad r0.xyzw, r1.xyzw, l(0.189770803, 0.189770803, 0.189770803, 0.189770803), r0.xyzw
mad r1.xyzw, cb0[27].xyxy, l(4.268898, 4.268898, 6.190808, 6.190808), v1.xyxy
max r1.xyzw, r1.xyzw, v2.xzxz
min r1.xyzw, r1.xyzw, v2.ywyw
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, t0.xyzw, s0
mad r0.xyzw, r2.xyzw, l(0.0434656292, 0.0434656292, 0.0434656292, 0.0434656292), r0.xyzw
mad r0.xyzw, r1.xyzw, l(0.00425362587, 0.00425362587, 0.00425362587, 0.00425362587), r0.xyzw
mad r1.xy, cb0[27].xyxx, l(8.000000, 8.000000, 0.000000, 0.000000), v1.xyxx
max r1.xy, r1.xyxx, v2.xzxx
min r1.xy, r1.xyxx, v2.ywyy
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.xyxx, t0.xyzw, s0
mad o0.xyzw, r1.xyzw, l(0.000153239904, 0.000153239904, 0.000153239904, 0.000153239904), r0.xyzw
ret
// Approximately 0 instruction slots used

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