// ---- Created with 3Dmigoto v1.3.16 on Fri Jul 10 05:36:54 2020

cbuffer _Globals : register(b0)
{
  float4 textColor : packoffset(c0) = {1,1,1,1};
  float4x4 World : packoffset(c1);
  float CameraAspectRatio : packoffset(c5);
  float alphaThreshold : packoffset(c5.y) = {0.5};
  float4 outlineColor : packoffset(c6) = {0,0,0,1};
  float4 outlineValues : packoffset(c7) = {0.469999999,0.5,0.620000005,0.629999995};
  float4 shadowColor : packoffset(c8) = {0,0,0,1};
  float2 shadowUVOffset : packoffset(c9) = {-0.00249999994,-0.00249999994};
  float4 glowColor : packoffset(c10) = {1,0,0,1};
  float2 glowValues : packoffset(c11) = {0.170000002,0.5};
  float2 softEdges : packoffset(c11.z) = {0.5,0.50999999};
}

SamplerState LinearClampSampler_s : register(s0);
Texture2D<float4> BitmapFontTexture : register(t0);


// 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 iniParams = IniParams.Load(0); 
  if (iniParams.x == 1) {discard;}

  r0.xyzw = BitmapFontTexture.Sample(LinearClampSampler_s, v1.xy).xyzw;
  r0.x = textColor.w * r0.x;
  r0.y = cmp(0.200000003 >= r0.x);
  if (r0.y != 0) discard;
  o0.xyz = textColor.xyz;
  o0.w = r0.x;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v1.3.16 on Fri Jul 10 05:36:54 2020
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4 textColor;                  // Offset:    0 Size:    16
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
//   float4x4 World;                    // Offset:   16 Size:    64 [unused]
//   float CameraAspectRatio;           // Offset:   80 Size:     4 [unused]
//   float alphaThreshold;              // Offset:   84 Size:     4 [unused]
//      = 0x3f000000
//   float4 outlineColor;               // Offset:   96 Size:    16 [unused]
//      = 0x00000000 0x00000000 0x00000000 0x3f800000
//   float4 outlineValues;              // Offset:  112 Size:    16 [unused]
//      = 0x3ef0a3d7 0x3f000000 0x3f1eb852 0x3f2147ae
//   float4 shadowColor;                // Offset:  128 Size:    16 [unused]
//      = 0x00000000 0x00000000 0x00000000 0x3f800000
//   float2 shadowUVOffset;             // Offset:  144 Size:     8 [unused]
//      = 0xbb23d70a 0xbb23d70a
//   float4 glowColor;                  // Offset:  160 Size:    16 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x3f800000
//   float2 glowValues;                 // Offset:  176 Size:     8 [unused]
//      = 0x3e2e147b 0x3f000000
//   float2 softEdges;                  // Offset:  184 Size:     8 [unused]
//      = 0x3f000000 0x3f028f5c
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// LinearClampSampler                sampler      NA          NA    0        1
// BitmapFontTexture                 texture  float4          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   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[1], 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
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
mul r0.x, r0.x, cb0[0].w
ge r0.y, l(0.200000), r0.x
discard_nz r0.y
mov o0.xyz, cb0[0].xyzx
mov o0.w, r0.x
ret
// Approximately 7 instruction slots used

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