// Lens flare - disable if w is zero
//  found in cache search, matches lens flare shader, unknown location in game.

cbuffer cbDefaultPSC : register(b2)
{
  float4x4 AlphaLight_WorldtoClipMatrix : packoffset(c0);
  float4x4 AlphaLight_CliptoWorldMatrix : packoffset(c4);
  float4x4 ProjectorMatrix : packoffset(c8);
  float4x4 MotionBlurCurrInvViewProjection : packoffset(c12);
  float4x4 MotionBlurPrevViewProjection : packoffset(c16);
  float4x4 MotionBlurPrevSecViewProjection : packoffset(c20);
  float4x4 Spotlight0_Transform : packoffset(c24);
  float4 TextureAnimation : packoffset(c28);
  float4 AmbientDiffuse : packoffset(c29);
  float4 EnvironmentDebugParams : packoffset(c30);
  float4 ShadowFilterESMWeights : packoffset(c31);
  float4 LegacyDofParams : packoffset(c32);
  float4 OnePixelStepForS0 : packoffset(c33);
  float4 RenderTargetSize : packoffset(c34);
  float4 ModelTrackerID : packoffset(c35);
  float4 Sharpness_Bloom_Controls : packoffset(c36);
  float4 Blur_Direction : packoffset(c37);
  float4 LightMeterDebugParams : packoffset(c38);
  float4 SourceResolution : packoffset(c39);
  float4 HDR_EncodeScale : packoffset(c40);
  float4 OutputGamma : packoffset(c41);
  float4 AlphaLight_ScaleParams : packoffset(c42);
  float4 WrinkleMapWeights[6] : packoffset(c43);
  float4 RadiosityCubeMapIdx : packoffset(c49);
  float4 HairShadingParams[8] : packoffset(c50);
  float4 SkinShadingParams : packoffset(c58);
  float4 HDR_EncodeScale3 : packoffset(c59);
  float4 ScreenResolution[4] : packoffset(c60);
  float4 VelocityParams : packoffset(c64);
  float4 DeferredConstColor : packoffset(c65);
  float4 Spotlight0_Shadow_Params : packoffset(c66);
  float4 Spotlight0_ShadowMapDimensions : packoffset(c67);
  float4 ShadowFilterType : packoffset(c68);
  float4 Spotlight0_ReverseZPerspective : packoffset(c69);
  float4 SpacesuitVisorParams : packoffset(c70);
  float4 Directional_Light_Colour : packoffset(c71);
  float4 Directional_Light_Direction : packoffset(c72);
  float4 EnvironmentMap_Params : packoffset(c73);
  float4 Spotlight0_Shadow_Bias_GoboScale : packoffset(c74);
  float4 ScreenSpaceLightShaftParams1 : packoffset(c75);
  float4 ScreenSpaceLightShaftParams2 : packoffset(c76);
  float4 ScreenSpaceLightPosition : packoffset(c77);
  float4 LensAndScreenCenter : packoffset(c78);
  float4 ScaleAndScaleIn : packoffset(c79);
  float4 HmdWarpParam : packoffset(c80);
  float4 ChromAbParam : packoffset(c81);
  float4 SMAA_SubsampleIndices : packoffset(c82);
}
SamplerState SamplerInput_SMP_s : register(s0);
Texture2D<float4> SamplerInput_TEX : register(t0);

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

void main(
  float4 v0 : TEXCOORD0,
  float4 v1 : SV_Position0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask;
  r0.xyzw = ScreenResolution[1].xyxy * float4(0.000000e+000,-2.950000e+001,0.000000e+000,-2.550000e+001) + v1.xyxy;
  r1.xy = ScreenResolution[1].xy / RenderTargetSize.xy;
  r0.xyzw = r1.xyxy * r0.xyzw;
  r2.xyz = SamplerInput_TEX.Sample(SamplerInput_SMP_s, r0.zw).xyz;
  r0.xyz = SamplerInput_TEX.Sample(SamplerInput_SMP_s, r0.xy).xyz;
  r2.xyz = float3(7.210000e-003,7.210000e-003,7.210000e-003) * r2.xyz;
  r0.xyz = r0.xyz * float3(2.480000e-003,2.480000e-003,2.480000e-003) + r2.xyz;
  r2.xyzw = ScreenResolution[1].xyxy * float4(0.000000e+000,-2.150000e+001,0.000000e+000,-1.750000e+001) + v1.xyxy;
  r2.xyzw = r2.xyzw * r1.xyxy;
  r3.xyz = SamplerInput_TEX.Sample(SamplerInput_SMP_s, r2.xy).xyz;
  r2.xyz = SamplerInput_TEX.Sample(SamplerInput_SMP_s, r2.zw).xyz;
  r0.xyz = r3.xyz * float3(1.793000e-002,1.793000e-002,1.793000e-002) + r0.xyz;
  r0.xyz = r2.xyz * float3(3.805000e-002,3.805000e-002,3.805000e-002) + r0.xyz;
  r2.xyzw = ScreenResolution[1].xyxy * float4(0.000000e+000,-1.350000e+001,0.000000e+000,-9.500000e+000) + v1.xyxy;
  r2.xyzw = r2.xyzw * r1.xyxy;
  r3.xyz = SamplerInput_TEX.Sample(SamplerInput_SMP_s, r2.xy).xyz;
  r2.xyz = SamplerInput_TEX.Sample(SamplerInput_SMP_s, r2.zw).xyz;
  r0.xyz = r3.xyz * float3(6.891000e-002,6.891000e-002,6.891000e-002) + r0.xyz;
  r0.xyz = r2.xyz * float3(1.065400e-001,1.065400e-001,1.065400e-001) + r0.xyz;
  r2.xyzw = ScreenResolution[1].xyxy * float4(0.000000e+000,-5.500000e+000,0.000000e+000,-1.500000e+000) + v1.xyxy;
  r2.xyzw = r2.xyzw * r1.xyxy;
  r3.xyz = SamplerInput_TEX.Sample(SamplerInput_SMP_s, r2.xy).xyz;
  r2.xyz = SamplerInput_TEX.Sample(SamplerInput_SMP_s, r2.zw).xyz;
  r0.xyz = r3.xyz * float3(1.405600e-001,1.405600e-001,1.405600e-001) + r0.xyz;
  r0.xyz = r2.xyz * float3(1.583000e-001,1.583000e-001,1.583000e-001) + r0.xyz;
  r2.xyzw = ScreenResolution[1].xyxy * float4(0.000000e+000,2.500000e+000,0.000000e+000,6.500000e+000) + v1.xyxy;
  r2.xyzw = r2.xyzw * r1.xyxy;
  r3.xyz = SamplerInput_TEX.Sample(SamplerInput_SMP_s, r2.xy).xyz;
  r2.xyz = SamplerInput_TEX.Sample(SamplerInput_SMP_s, r2.zw).xyz;
  r0.xyz = r3.xyz * float3(1.521500e-001,1.521500e-001,1.521500e-001) + r0.xyz;
  r0.xyz = r2.xyz * float3(1.248200e-001,1.248200e-001,1.248200e-001) + r0.xyz;
  r2.xyzw = ScreenResolution[1].xyxy * float4(0.000000e+000,1.050000e+001,0.000000e+000,1.450000e+001) + v1.xyxy;
  r2.xyzw = r2.xyzw * r1.xyxy;
  r3.xyz = SamplerInput_TEX.Sample(SamplerInput_SMP_s, r2.xy).xyz;
  r2.xyz = SamplerInput_TEX.Sample(SamplerInput_SMP_s, r2.zw).xyz;
  r0.xyz = r3.xyz * float3(8.740000e-002,8.740000e-002,8.740000e-002) + r0.xyz;
  r0.xyz = r2.xyz * float3(5.223000e-002,5.223000e-002,5.223000e-002) + r0.xyz;
  r2.xyzw = ScreenResolution[1].xyxy * float4(0.000000e+000,1.850000e+001,0.000000e+000,2.250000e+001) + v1.xyxy;
  r2.xyzw = r2.xyzw * r1.xyxy;
  r3.xyz = SamplerInput_TEX.Sample(SamplerInput_SMP_s, r2.xy).xyz;
  r2.xyz = SamplerInput_TEX.Sample(SamplerInput_SMP_s, r2.zw).xyz;
  r0.xyz = r3.xyz * float3(2.664000e-002,2.664000e-002,2.664000e-002) + r0.xyz;
  r0.xyz = r2.xyz * float3(1.160000e-002,1.160000e-002,1.160000e-002) + r0.xyz;
  r1.zw = ScreenResolution[1].xy * float2(0.000000e+000,2.650000e+001) + v1.xy;
  r1.xy = r1.zw * r1.xy;
  r1.xyz = SamplerInput_TEX.Sample(SamplerInput_SMP_s, r1.xy).xyz;
  o0.xyz = r1.xyz * float3(4.310000e-003,4.310000e-003,4.310000e-003) + r0.xyz;
  o0.w = 1.000000000e+000;
  
// Disable lens-flare if specified
float4 iniParams = IniParams.Load(0);
if (iniParams.w == 0)
{
  o0=0;
} 

 return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Buffer Definitions: 
//
// cbuffer cbDefaultPSC
// {
//
//   float4x4 AlphaLight_WorldtoClipMatrix;// Offset:    0 Size:    64 [unused]
//   float4x4 AlphaLight_CliptoWorldMatrix;// Offset:   64 Size:    64 [unused]
//   float4x4 ProjectorMatrix;          // Offset:  128 Size:    64 [unused]
//   float4x4 MotionBlurCurrInvViewProjection;// Offset:  192 Size:    64 [unused]
//   float4x4 MotionBlurPrevViewProjection;// Offset:  256 Size:    64 [unused]
//   float4x4 MotionBlurPrevSecViewProjection;// Offset:  320 Size:    64 [unused]
//   float4x4 Spotlight0_Transform;     // Offset:  384 Size:    64 [unused]
//   float4 TextureAnimation;           // Offset:  448 Size:    16 [unused]
//   float4 AmbientDiffuse;             // Offset:  464 Size:    16 [unused]
//   float4 EnvironmentDebugParams;     // Offset:  480 Size:    16 [unused]
//   float4 ShadowFilterESMWeights;     // Offset:  496 Size:    16 [unused]
//   float4 LegacyDofParams;            // Offset:  512 Size:    16 [unused]
//   float4 OnePixelStepForS0;          // Offset:  528 Size:    16 [unused]
//   float4 RenderTargetSize;           // Offset:  544 Size:    16
//   float4 ModelTrackerID;             // Offset:  560 Size:    16 [unused]
//   float4 Sharpness_Bloom_Controls;   // Offset:  576 Size:    16 [unused]
//   float4 Blur_Direction;             // Offset:  592 Size:    16 [unused]
//   float4 LightMeterDebugParams;      // Offset:  608 Size:    16 [unused]
//   float4 SourceResolution;           // Offset:  624 Size:    16 [unused]
//   float4 HDR_EncodeScale;            // Offset:  640 Size:    16 [unused]
//   float4 OutputGamma;                // Offset:  656 Size:    16 [unused]
//   float4 AlphaLight_ScaleParams;     // Offset:  672 Size:    16 [unused]
//   float4 WrinkleMapWeights[6];       // Offset:  688 Size:    96 [unused]
//   float4 RadiosityCubeMapIdx;        // Offset:  784 Size:    16 [unused]
//   float4 HairShadingParams[8];       // Offset:  800 Size:   128 [unused]
//   float4 SkinShadingParams;          // Offset:  928 Size:    16 [unused]
//   float4 HDR_EncodeScale3;           // Offset:  944 Size:    16 [unused]
//   float4 ScreenResolution[4];        // Offset:  960 Size:    64
//   float4 VelocityParams;             // Offset: 1024 Size:    16 [unused]
//   float4 DeferredConstColor;         // Offset: 1040 Size:    16 [unused]
//   float4 Spotlight0_Shadow_Params;   // Offset: 1056 Size:    16 [unused]
//   float4 Spotlight0_ShadowMapDimensions;// Offset: 1072 Size:    16 [unused]
//   float4 ShadowFilterType;           // Offset: 1088 Size:    16 [unused]
//   float4 Spotlight0_ReverseZPerspective;// Offset: 1104 Size:    16 [unused]
//   float4 SpacesuitVisorParams;       // Offset: 1120 Size:    16 [unused]
//   float4 Directional_Light_Colour;   // Offset: 1136 Size:    16 [unused]
//   float4 Directional_Light_Direction;// Offset: 1152 Size:    16 [unused]
//   float4 EnvironmentMap_Params;      // Offset: 1168 Size:    16 [unused]
//   float4 Spotlight0_Shadow_Bias_GoboScale;// Offset: 1184 Size:    16 [unused]
//   float4 ScreenSpaceLightShaftParams1;// Offset: 1200 Size:    16 [unused]
//   float4 ScreenSpaceLightShaftParams2;// Offset: 1216 Size:    16 [unused]
//   float4 ScreenSpaceLightPosition;   // Offset: 1232 Size:    16 [unused]
//   float4 LensAndScreenCenter;        // Offset: 1248 Size:    16 [unused]
//   float4 ScaleAndScaleIn;            // Offset: 1264 Size:    16 [unused]
//   float4 HmdWarpParam;               // Offset: 1280 Size:    16 [unused]
//   float4 ChromAbParam;               // Offset: 1296 Size:    16 [unused]
//   float4 SMAA_SubsampleIndices;      // Offset: 1312 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SamplerInput_SMP                  sampler      NA          NA    0        1
// SamplerInput_TEX                  texture  float4          2d    0        1
// cbDefaultPSC                      cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float       
// SV_Position              0   xyzw        1      POS   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[62], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v1.xy, position
dcl_output o0.xyzw
dcl_temps 4
mad r0.xyzw, cb2[61].xyxy, l(0.000000, -29.500000, 0.000000, -25.500000), v1.xyxy
div r1.xy, cb2[61].xyxx, cb2[34].xyxx
mul r0.xyzw, r0.xyzw, r1.xyxy
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.zwzz, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
mul r2.xyz, r2.xyzx, l(0.007210, 0.007210, 0.007210, 0.000000)
mad r0.xyz, r0.xyzx, l(0.002480, 0.002480, 0.002480, 0.000000), r2.xyzx
mad r2.xyzw, cb2[61].xyxy, l(0.000000, -21.500000, 0.000000, -17.500000), v1.xyxy
mul r2.xyzw, r1.xyxy, r2.xyzw
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.zwzz, t0.xyzw, s0
mad r0.xyz, r3.xyzx, l(0.017930, 0.017930, 0.017930, 0.000000), r0.xyzx
mad r0.xyz, r2.xyzx, l(0.038050, 0.038050, 0.038050, 0.000000), r0.xyzx
mad r2.xyzw, cb2[61].xyxy, l(0.000000, -13.500000, 0.000000, -9.500000), v1.xyxy
mul r2.xyzw, r1.xyxy, r2.xyzw
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.zwzz, t0.xyzw, s0
mad r0.xyz, r3.xyzx, l(0.068910, 0.068910, 0.068910, 0.000000), r0.xyzx
mad r0.xyz, r2.xyzx, l(0.106540, 0.106540, 0.106540, 0.000000), r0.xyzx
mad r2.xyzw, cb2[61].xyxy, l(0.000000, -5.500000, 0.000000, -1.500000), v1.xyxy
mul r2.xyzw, r1.xyxy, r2.xyzw
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.zwzz, t0.xyzw, s0
mad r0.xyz, r3.xyzx, l(0.140560, 0.140560, 0.140560, 0.000000), r0.xyzx
mad r0.xyz, r2.xyzx, l(0.158300, 0.158300, 0.158300, 0.000000), r0.xyzx
mad r2.xyzw, cb2[61].xyxy, l(0.000000, 2.500000, 0.000000, 6.500000), v1.xyxy
mul r2.xyzw, r1.xyxy, r2.xyzw
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.zwzz, t0.xyzw, s0
mad r0.xyz, r3.xyzx, l(0.152150, 0.152150, 0.152150, 0.000000), r0.xyzx
mad r0.xyz, r2.xyzx, l(0.124820, 0.124820, 0.124820, 0.000000), r0.xyzx
mad r2.xyzw, cb2[61].xyxy, l(0.000000, 10.500000, 0.000000, 14.500000), v1.xyxy
mul r2.xyzw, r1.xyxy, r2.xyzw
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.zwzz, t0.xyzw, s0
mad r0.xyz, r3.xyzx, l(0.087400, 0.087400, 0.087400, 0.000000), r0.xyzx
mad r0.xyz, r2.xyzx, l(0.052230, 0.052230, 0.052230, 0.000000), r0.xyzx
mad r2.xyzw, cb2[61].xyxy, l(0.000000, 18.500000, 0.000000, 22.500000), v1.xyxy
mul r2.xyzw, r1.xyxy, r2.xyzw
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.zwzz, t0.xyzw, s0
mad r0.xyz, r3.xyzx, l(0.026640, 0.026640, 0.026640, 0.000000), r0.xyzx
mad r0.xyz, r2.xyzx, l(0.011600, 0.011600, 0.011600, 0.000000), r0.xyzx
mad r1.zw, cb2[61].xxxy, l(0.000000, 0.000000, 0.000000, 26.500000), v1.xxxy
mul r1.xy, r1.xyxx, r1.zwzz
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t0.xyzw, s0
mad o0.xyz, r1.xyzx, l(0.004310, 0.004310, 0.004310, 0.000000), r0.xyzx
mov o0.w, l(1.000000)
ret 
// Approximately 49 instruction slots used
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Recompiled ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789
//
//
// Buffer Definitions: 
//
// cbuffer cbDefaultPSC
// {
//
//   float4x4 AlphaLight_WorldtoClipMatrix;// Offset:    0 Size:    64 [unused]
//   float4x4 AlphaLight_CliptoWorldMatrix;// Offset:   64 Size:    64 [unused]
//   float4x4 ProjectorMatrix;          // Offset:  128 Size:    64 [unused]
//   float4x4 MotionBlurCurrInvViewProjection;// Offset:  192 Size:    64 [unused]
//   float4x4 MotionBlurPrevViewProjection;// Offset:  256 Size:    64 [unused]
//   float4x4 MotionBlurPrevSecViewProjection;// Offset:  320 Size:    64 [unused]
//   float4x4 Spotlight0_Transform;     // Offset:  384 Size:    64 [unused]
//   float4 TextureAnimation;           // Offset:  448 Size:    16 [unused]
//   float4 AmbientDiffuse;             // Offset:  464 Size:    16 [unused]
//   float4 EnvironmentDebugParams;     // Offset:  480 Size:    16 [unused]
//   float4 ShadowFilterESMWeights;     // Offset:  496 Size:    16 [unused]
//   float4 LegacyDofParams;            // Offset:  512 Size:    16 [unused]
//   float4 OnePixelStepForS0;          // Offset:  528 Size:    16 [unused]
//   float4 RenderTargetSize;           // Offset:  544 Size:    16
//   float4 ModelTrackerID;             // Offset:  560 Size:    16 [unused]
//   float4 Sharpness_Bloom_Controls;   // Offset:  576 Size:    16 [unused]
//   float4 Blur_Direction;             // Offset:  592 Size:    16 [unused]
//   float4 LightMeterDebugParams;      // Offset:  608 Size:    16 [unused]
//   float4 SourceResolution;           // Offset:  624 Size:    16 [unused]
//   float4 HDR_EncodeScale;            // Offset:  640 Size:    16 [unused]
//   float4 OutputGamma;                // Offset:  656 Size:    16 [unused]
//   float4 AlphaLight_ScaleParams;     // Offset:  672 Size:    16 [unused]
//   float4 WrinkleMapWeights[6];       // Offset:  688 Size:    96 [unused]
//   float4 RadiosityCubeMapIdx;        // Offset:  784 Size:    16 [unused]
//   float4 HairShadingParams[8];       // Offset:  800 Size:   128 [unused]
//   float4 SkinShadingParams;          // Offset:  928 Size:    16 [unused]
//   float4 HDR_EncodeScale3;           // Offset:  944 Size:    16 [unused]
//   float4 ScreenResolution[4];        // Offset:  960 Size:    64
//   float4 VelocityParams;             // Offset: 1024 Size:    16 [unused]
//   float4 DeferredConstColor;         // Offset: 1040 Size:    16 [unused]
//   float4 Spotlight0_Shadow_Params;   // Offset: 1056 Size:    16 [unused]
//   float4 Spotlight0_ShadowMapDimensions;// Offset: 1072 Size:    16 [unused]
//   float4 ShadowFilterType;           // Offset: 1088 Size:    16 [unused]
//   float4 Spotlight0_ReverseZPerspective;// Offset: 1104 Size:    16 [unused]
//   float4 SpacesuitVisorParams;       // Offset: 1120 Size:    16 [unused]
//   float4 Directional_Light_Colour;   // Offset: 1136 Size:    16 [unused]
//   float4 Directional_Light_Direction;// Offset: 1152 Size:    16 [unused]
//   float4 EnvironmentMap_Params;      // Offset: 1168 Size:    16 [unused]
//   float4 Spotlight0_Shadow_Bias_GoboScale;// Offset: 1184 Size:    16 [unused]
//   float4 ScreenSpaceLightShaftParams1;// Offset: 1200 Size:    16 [unused]
//   float4 ScreenSpaceLightShaftParams2;// Offset: 1216 Size:    16 [unused]
//   float4 ScreenSpaceLightPosition;   // Offset: 1232 Size:    16 [unused]
//   float4 LensAndScreenCenter;        // Offset: 1248 Size:    16 [unused]
//   float4 ScaleAndScaleIn;            // Offset: 1264 Size:    16 [unused]
//   float4 HmdWarpParam;               // Offset: 1280 Size:    16 [unused]
//   float4 ChromAbParam;               // Offset: 1296 Size:    16 [unused]
//   float4 SMAA_SubsampleIndices;      // Offset: 1312 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SamplerInput_SMP_s                sampler      NA          NA    0        1
// SamplerInput_TEX                  texture  float4          2d    0        1
// cbDefaultPSC                      cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float       
// SV_Position              0   xyzw        1      POS   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[62], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v1.xy, position
dcl_output o0.xyzw
dcl_temps 4
mad r0.xyz, cb2[61].xyyx, l(0.000000, -29.500000, -25.500000, 0.000000), v1.xyyx
div r1.xy, cb2[61].xyxx, cb2[34].xyxx
mul r0.xyz, r0.xyzx, r1.xyyx
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xzxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
mul r2.xyz, r2.xyzx, l(0.007210, 0.007210, 0.007210, 0.000000)
mad r0.xyz, r0.xyzx, l(0.002480, 0.002480, 0.002480, 0.000000), r2.xyzx
mad r2.xyz, cb2[61].xyyx, l(0.000000, -21.500000, -17.500000, 0.000000), v1.xyyx
mul r2.xyz, r1.xyyx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xzxx, t0.xyzw, s0
mad r0.xyz, r3.xyzx, l(0.017930, 0.017930, 0.017930, 0.000000), r0.xyzx
mad r0.xyz, r2.xyzx, l(0.038050, 0.038050, 0.038050, 0.000000), r0.xyzx
mad r2.xyz, cb2[61].xyyx, l(0.000000, -13.500000, -9.500000, 0.000000), v1.xyyx
mul r2.xyz, r1.xyyx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xzxx, t0.xyzw, s0
mad r0.xyz, r3.xyzx, l(0.068910, 0.068910, 0.068910, 0.000000), r0.xyzx
mad r0.xyz, r2.xyzx, l(0.106540, 0.106540, 0.106540, 0.000000), r0.xyzx
mad r2.xyz, cb2[61].xyyx, l(0.000000, -5.500000, -1.500000, 0.000000), v1.xyyx
mul r2.xyz, r1.xyyx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xzxx, t0.xyzw, s0
mad r0.xyz, r3.xyzx, l(0.140560, 0.140560, 0.140560, 0.000000), r0.xyzx
mad r0.xyz, r2.xyzx, l(0.158300, 0.158300, 0.158300, 0.000000), r0.xyzx
mad r2.xyz, cb2[61].xyyx, l(0.000000, 2.500000, 6.500000, 0.000000), v1.xyyx
mul r2.xyz, r1.xyyx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xzxx, t0.xyzw, s0
mad r0.xyz, r3.xyzx, l(0.152150, 0.152150, 0.152150, 0.000000), r0.xyzx
mad r0.xyz, r2.xyzx, l(0.124820, 0.124820, 0.124820, 0.000000), r0.xyzx
mad r2.xyz, cb2[61].xyyx, l(0.000000, 10.500000, 14.500000, 0.000000), v1.xyyx
mul r2.xyz, r1.xyyx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xzxx, t0.xyzw, s0
mad r0.xyz, r3.xyzx, l(0.087400, 0.087400, 0.087400, 0.000000), r0.xyzx
mad r0.xyz, r2.xyzx, l(0.052230, 0.052230, 0.052230, 0.000000), r0.xyzx
mad r2.xyz, cb2[61].xyyx, l(0.000000, 18.500000, 22.500000, 0.000000), v1.xyyx
mul r2.xyz, r1.xyyx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xzxx, t0.xyzw, s0
mad r0.xyz, r3.xyzx, l(0.026640, 0.026640, 0.026640, 0.000000), r0.xyzx
mad r0.xyz, r2.xyzx, l(0.011600, 0.011600, 0.011600, 0.000000), r0.xyzx
mad r1.zw, cb2[61].xxxy, l(0.000000, 0.000000, 0.000000, 26.500000), v1.xxxy
mul r1.xy, r1.xyxx, r1.zwzz
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t0.xyzw, s0
mad o0.xyz, r1.xyzx, l(0.004310, 0.004310, 0.004310, 0.000000), r0.xyzx
mov o0.w, l(1.000000)
ret 
// Approximately 49 instruction slots used
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
