//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim      HLSL Bind  Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// __s0                              sampler      NA          NA             s0      1 
// __V__detectIntTex                 texture  float4          2d             t8      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_5_0
dcl_globalFlags refactoringAllowed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t8
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 14
ne r0.xy, v1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
and r0.x, r0.y, r0.x
discard_nz r0.x
mov r0.yzw, l(0,0,0.031250,0.062500)
mov r1.yzw, l(0,0.093750,0.125000,0.156250)
mov r2.yzw, l(0,0.187500,0.218750,0.250000)
mov r3.yzw, l(0,0.281250,0.312500,0.343750)
mov r4.yzw, l(0,0.375000,0.406250,0.437500)
mov r5.yzw, l(0,0.468750,0.500000,0.531250)
mov r6.yzw, l(0,0.562500,0.593750,0.625000)
mov r7.yzw, l(0,0.656250,0.687500,0.718750)
mov r8.yzw, l(0,0.750000,0.781250,0.812500)
mov r9.yzw, l(0,0.843750,0.875000,0.906250)
mov r10.yzw, l(0,0.937500,0.968750,1.000000)
mov r0.x, l(0)
mov r11.xyzw, l(0,0,0,-1)
loop 
  breakc_z r11.w
  sample_indexable(texture2d)(float,float,float,float) r12.xyz, r0.xyxx, t8.xyzw, s0
  add r12.xyz, r11.xyzx, r12.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r0.xzxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r0.xwxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  mov r1.x, r0.x
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r1.xyxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r1.xzxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r1.xwxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  mov r2.x, r1.x
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r2.xyxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r2.xzxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r2.xwxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  mov r3.x, r2.x
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r3.xyxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r3.xzxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r3.xwxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  mov r4.x, r3.x
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r4.xyxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r4.xzxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r4.xwxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  mov r5.x, r4.x
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r5.xyxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r5.xzxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r5.xwxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  mov r6.x, r5.x
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r6.xyxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r6.xzxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r6.xwxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  mov r7.x, r6.x
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r7.xyxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r7.xzxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r7.xwxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  mov r8.x, r7.x
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r8.xyxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r8.xzxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r8.xwxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  mov r9.x, r8.x
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r9.xyxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r9.xzxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r9.xwxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  mov r10.x, r9.x
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r10.xyxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r10.xzxx, t8.xyzw, s0
  add r12.xyz, r12.xyzx, r13.xyzx
  sample_indexable(texture2d)(float,float,float,float) r13.xyz, r10.xwxx, t8.xyzw, s0
  add r11.xyz, r12.xyzx, r13.xyzx
  add r0.x, r0.x, l(0.031250)
  ge r11.w, l(1.000000), r0.x
endloop 
mul o0.xyz, r11.xyzx, l(0.000977, 0.000977, 0.000977, 0.000000)
mov o0.w, l(0)
ret 
// Approximately 100 instruction slots used
