//Color filter PS.
// ---- Created with 3Dmigoto v0.6.163 on Sun Aug 30 13:26:50 2026
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[3];
}




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


void main(
  float4 v0 : SV_POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_TARGET0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 iniparams10 = IniParams.Load(int2(10,0));
  if (iniparams10.w==1) {
    discard;
  }
  
  r0.xy = float2(1,1) / cb0[0].xy;
  r0.xy = cb0[2].xx + -r0.xy;
  r0.zw = -cb0[1].xy + v1.xy;
  r0.xy = r0.zw * r0.xy + cb0[1].xy;
  o0.xyzw = t0.Sample(s0_s, r0.xy).xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Sun Aug 30 13:26:50 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   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 CB0[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
div r0.xy, l(1.000000, 1.000000, 1.000000, 1.000000), cb0[0].xyxx
add r0.xy, -r0.xyxx, cb0[2].xxxx
add r0.zw, v1.xxxy, -cb0[1].xxxy
mad r0.xy, r0.zwzz, r0.xyxx, cb0[1].xyxx
sample_indexable(texture2d)(float,float,float,float) o0.xyzw, r0.xyxx, t0.xyzw, s0
ret
// Approximately 0 instruction slots used

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