//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.67 on Mon Jan 01 13:11:46 2018
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4 specColor;                  // Offset:    0 Size:    16 [unused]
//   float4 ControlData;                // Offset:   16 Size:    16 [unused]
//   float4 difColor;                   // Offset:   32 Size:    16 [unused]
//   float4 ambient;                    // Offset:   48 Size:    16 [unused]
//   float4 g_vDefLightDir;             // Offset:   64 Size:    16 [unused]
//   float4 g_vDefLightColor;           // Offset:   80 Size:    16 [unused]
//   float4 g_vDefSpecColor;            // Offset:   96 Size:    16 [unused]
//   uint CS_FRONT;                     // Offset:  112 Size:     4 [unused]
//      = 0x00000000 
//   uint CS_RIGHT;                     // Offset:  116 Size:     4 [unused]
//      = 0x00000001 
//   uint CS_BACK;                      // Offset:  120 Size:     4 [unused]
//      = 0x00000002 
//   uint CS_LEFT;                      // Offset:  124 Size:     4 [unused]
//      = 0x00000003 
//   uint CS_TOP;                       // Offset:  128 Size:     4 [unused]
//      = 0x00000004 
//   uint CS_BOTTOM;                    // Offset:  132 Size:     4 [unused]
//      = 0x00000005 
//   float4 g_vAmbientSettings;         // Offset:  144 Size:    16 [unused]
//   float4 g_avLightSrc[64];           // Offset:  160 Size:  1024 [unused]
//   float4 g_vSettings;                // Offset: 1184 Size:    16
//   float4 g_vSettings2;               // Offset: 1200 Size:    16 [unused]
//   float4 g_vLightPos;                // Offset: 1216 Size:    16 [unused]
//   float4 g_vLightColor;              // Offset: 1232 Size:    16 [unused]
//   float4 g_vLightConeDir;            // Offset: 1248 Size:    16 [unused]
//   float4 g_vLightDesc;               // Offset: 1264 Size:    16 [unused]
//   float4x4 g_mView;                  // Offset: 1280 Size:    64 [unused]
//   float4 g_vCamSettings;             // Offset: 1344 Size:    16 [unused]
//   float DEPTH_SCALE;                 // Offset: 1360 Size:     4 [unused]
//      = 0x4727c5ac 
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// g_tRGUINT                         texture   uint2          2d    0        1
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// 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   xy          0   TARGET    uint   xy  
//
ps_4_0
dcl_constantbuffer cb0[75], immediateIndexed
dcl_resource_texture2d (uint,uint,uint,uint) t0
dcl_input_ps linear v1.xy
dcl_output o0.xy
dcl_temps 1
mul r0.xy, v1.xyxx, cb0[74].xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ld r0.xyzw, r0.xyzw, t0.xyzw
mov o0.xy, r0.xyxx
ret 
// Approximately 6 instruction slots used
