SamplerState SamplerFlare0_SMP_s : register(s0);
Texture2D<float4> SamplerFlare0_TEX : register(t0);

Texture2D<float4> StereoParams : register(t125);

void main(
  float4 v0 : TEXCOORD0,
  float4 v1 : TEXCOORD1,
  float4 v2 : SV_Position0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask;
  r0.x = dot(v0.zw, v0.zw);
  r0.x = 9.000000358e-002 + r0.x;
  r0.x = 9.000000358e-002 / r0.x;
  r0.x = r0.x * r0.x;
// float d;
// d=r0.x;
  r0.xyz = v1.xyz * r0.xxx;
  
// float4 stereo = StereoParams.Load(0);
// float4 r23;
// r23.xy = v0.xy;
// r23.x += stereo.x * (-r0.z - stereo.y)*0.34;
  
  r1.xyz = SamplerFlare0_TEX.SampleLevel(SamplerFlare0_SMP_s, v0.xy, 0.000000000e+000).xyz;
  o0.xyz = r1.xyz * r0.xyz;
  o0.w = 1.000000000e+000;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SamplerFlare0_SMP                 sampler      NA          NA    0        1
// SamplerFlare0_TEX                 texture  float4          2d    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 1   xyzw        1     NONE   float   xyz 
// SV_Position              0   xyzw        2      POS   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_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v0.xyzw
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 2
dp2 r0.x, v0.zwzz, v0.zwzz
add r0.x, r0.x, l(0.090000)
div r0.x, l(0.090000), r0.x
mul r0.x, r0.x, r0.x
mul r0.xyz, r0.xxxx, v1.xyzx
sample_l_indexable(texture2d)(float,float,float,float) r1.xyz, v0.xyxx, t0.xyzw, s0, l(0.000000)
mul o0.xyz, r0.xyzx, r1.xyzx
mov o0.w, l(1.000000)
ret 
// Approximately 9 instruction slots used
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
