//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions: 
//
// cbuffer _Globals
// {
//
//   float fLightDoF_Width;             // Offset:    0 Size:     4 [unused]
//   float fLightDoF_Amount;            // Offset:    4 Size:     4 [unused]
//   bool bLightDoF_UseCA;              // Offset:    8 Size:     4 [unused]
//   float2 f2LightDoF_CA;              // Offset:   16 Size:     8 [unused]
//   bool bLightDoF_AutoFocus;          // Offset:   24 Size:     4 [unused]
//   float fLightDoF_AutoFocusSpeed;    // Offset:   28 Size:     4
//   bool bLightDoF_UseMouseFocus;      // Offset:   32 Size:     4
//   float2 f2Bokeh_AutoFocusCenter;    // Offset:   36 Size:     8
//   float fLightDoF_ManualFocus;       // Offset:   44 Size:     4 [unused]
//   float2 f2LightDoF_MouseCoord;      // Offset:   48 Size:     8
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim      HLSL Bind  Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// __s0                              sampler      NA          NA             s0      1 
// __V__ReShade__DepthBufferTex      texture  float4          2d             t2      1 
// __V__tLastFocus                   texture  float4          2d             t6      1 
// _Globals                          cbuffer      NA          NA            cb0      1 
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// TEXCOORD                 0   xy          1     NONE   float       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   x           0   TARGET   float   x   
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t6
dcl_output o0.x
dcl_temps 1
mul r0.xy, cb0[3].xyxx, l(0.000397, 0.000667, 0.000000, 0.000000)
movc r0.xy, cb0[2].xxxx, r0.xyxx, cb0[2].yzyy
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xyzw, s0, l(0.000000)
mad r0.y, -r0.x, l(999.000000), l(1000.000000)
div r0.x, r0.x, r0.y
sample_indexable(texture2d)(float,float,float,float) r0.y, l(0.000000, 0.000000, 0.000000, 0.000000), t6.yxzw, s0
add r0.x, -r0.y, r0.x
mad o0.x, cb0[1].w, r0.x, r0.y
ret 
// Approximately 9 instruction slots used
