//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Modified for NaturalVision by Razed
//
// Buffer Definitions: 
//
// cbuffer misc_globals
// {
//
//   float4 globalFade;                 // Offset:    0 Size:    16 [unused]
//   float globalHeightScale;           // Offset:   16 Size:     4 [unused]
//   float globalShaderQuality;         // Offset:   20 Size:     4 [unused]
//   float globalReuseMe00001;          // Offset:   24 Size:     4 [unused]
//   float globalReuseMe00002;          // Offset:   28 Size:     4 [unused]
//   float4 POMFlags;                   // Offset:   32 Size:    16 [unused]
//   float4 g_Rage_Tessellation_CameraPosition;// Offset:   48 Size:    16 [unused]
//   float4 g_Rage_Tessellation_CameraZAxis;// Offset:   64 Size:    16 [unused]
//   float4 g_Rage_Tessellation_ScreenSpaceErrorParams;// Offset:   80 Size:    16 [unused]
//   float4 g_Rage_Tessellation_LinearScale;// Offset:   96 Size:    16 [unused]
//   float4 g_Rage_Tessellation_Frustum[4];// Offset:  112 Size:    64 [unused]
//   float4 g_Rage_Tessellation_Epsilons;// Offset:  176 Size:    16 [unused]
//   float4 globalScalars;              // Offset:  192 Size:    16 [unused]
//   float4 globalScalars2;             // Offset:  208 Size:    16 [unused]
//   float4 globalScalars3;             // Offset:  224 Size:    16
//   float4 globalScreenSize;           // Offset:  240 Size:    16 [unused]
//   uint4 gTargetAAParams;             // Offset:  256 Size:    16 [unused]
//   float4 colorize;                   // Offset:  272 Size:    16 [unused]
//   float4 gGlobalParticleShadowBias;  // Offset:  288 Size:    16 [unused]
//   float gGlobalParticleDofAlphaScale;// Offset:  304 Size:     4 [unused]
//   float gGlobalFogIntensity;         // Offset:  308 Size:     4 [unused]
//   float4 gPlayerLFootPos;            // Offset:  320 Size:    16 [unused]
//   float4 gPlayerRFootPos;            // Offset:  336 Size:    16 [unused]
//
// }
//
// cbuffer im_cbuffer
// {
//
//   float4 TexelSize;                  // Offset:    0 Size:    16 [unused]
//   float4 refMipBlurParams;           // Offset:   16 Size:    16 [unused]
//   float4 GeneralParams0;             // Offset:   32 Size:    16 [unused]
//   float4 GeneralParams1;             // Offset:   48 Size:    16
//   float g_fBilateralCoefficient;     // Offset:   64 Size:     4 [unused]
//   float g_fBilateralEdgeThreshold;   // Offset:   68 Size:     4 [unused]
//   float DistantCarAlpha;             // Offset:   72 Size:     4 [unused]
//   float4 tonemapColorFilterParams0;  // Offset:   80 Size:    16 [unused]
//   float4 tonemapColorFilterParams1;  // Offset:   96 Size:    16 [unused]
//   float4 RenderTexMSAAParam;         // Offset:  112 Size:    16 [unused]
//   float4 RenderPointMapINTParam;     // Offset:  128 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DiffuseSampler                    sampler      NA          NA    2        1
// DiffuseSampler                    texture  float4          2d    2        1
// misc_globals                      cbuffer      NA          NA    2        1
// im_cbuffer                        cbuffer      NA          NA    5        1
//
//
//
// 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   xyz         2     NONE   float   xyz 
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb2[15], immediateIndexed
dcl_constantbuffer cb5[4], immediateIndexed
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 1
sample r0.xyzw, v1.xyxx, t2.xyzw, s2
ge r0.y, r0.x, l(3.921569e-003)
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, r0.x
and r0.y, r0.y, l(0x3f800000)
mul r0.yzw, r0.yyyy, cb5[3].yyyy
mad r0.xyz, r0.xxxx, v2.xyzx, r0.yzwy
mul o0.xyz, r0.xyzx, cb2[14].zzzz
mov o0.w, l(1.000000)
ret 
// Approximately 10 instruction slots used
