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// ---- Created with 3Dmigoto v1.3.16 on Wed Feb 09 18:55:28 2022
cbuffer cbPS : register(b0)
{
float4 factors : packoffset(c0);
float4 offset : packoffset(c1);
}
SamplerState Text_Texture_s : register(s0);
Texture2D<float4> Text_Texture : register(t0);
// 3Dmigoto declarations
#define cmp -
void main(
float4 v0 : SV_POSITION0,
float4 v1 : TEXCOORD0,
float2 v2 : TEXCOORD1,
out float4 o0 : SV_Target0)
{
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;
r0.xy = -offset.xy + v2.xy;
r0.xyzw = Text_Texture.Sample(Text_Texture_s, r0.xy).xyzw;
r1.xy = offset.xy + v2.xy;
r1.xyzw = Text_Texture.Sample(Text_Texture_s, r1.xy).xyzw;
r0.z = r1.x;
r1.xyzw = Text_Texture.Sample(Text_Texture_s, v2.xy).xyzw;
r0.yw = r1.xx;
r1.xyzw = -r0.xwzw * factors.xxxx + factors.yyyy;
r0.xyzw = factors.xxxx * r0.xyzw;
r2.xyzw = factors.zzzz * r0.xwzw + factors.wwww;
r1.xyzw = r2.xyzw * r1.xyzw;
r1.xyzw = r1.xyzw * r0.xwzw;
o0.xyzw = r1.xyzw * float4(4,4,4,4) + r0.xyzw;
return;
}
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