//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions: 
//
// cbuffer _Globals
// {
//
//   bool pEnableHDR;                   // Offset:    0 Size:     4 [unused]
//   int pTonemapMode;                  // Offset:    4 Size:     4 [unused]
//   float pTonemapCurve;               // Offset:    8 Size:     4 [unused]
//   float pTonemapExposure;            // Offset:   12 Size:     4 [unused]
//   float pTonemapContrast;            // Offset:   16 Size:     4 [unused]
//   float pTonemapSaturateBlacks;      // Offset:   20 Size:     4 [unused]
//   float pBloomRadius;                // Offset:   24 Size:     4
//   float pBloomIntensity;             // Offset:   28 Size:     4 [unused]
//   int pBloomBlendMode;               // Offset:   32 Size:     4 [unused]
//   float pBloomThreshold;             // Offset:   36 Size:     4 [unused]
//   float pBloomCurve;                 // Offset:   40 Size:     4 [unused]
//   float pBloomSaturation;            // Offset:   44 Size:     4 [unused]
//   bool pEnableLensdirt;              // Offset:   48 Size:     4 [unused]
//   float pLensdirtIntensity;          // Offset:   52 Size:     4 [unused]
//   float pLensdirtCurve;              // Offset:   56 Size:     4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim      HLSL Bind  Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// __s0                              sampler      NA          NA             s0      1 
// __V__texBloomB                    texture  float4          2d            t12      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   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_constantbuffer CB0[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t12
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 6
div r0.x, l(5.000000), cb0[1].z
add r0.x, r0.x, l(1.000000)
sample_indexable(texture2d)(float,float,float,float) r0.yzw, v1.xyxx, t12.wxyz, s0
mul r0.yzw, r0.yyzw, l(0.000000, 0.500000, 0.500000, 0.500000)
lt r1.x, l(1.500000), cb0[1].z
log r0.x, |r0.x|
mov r2.xz, v1.xxxx
mov r1.yzw, r0.yyzw
mov r3.xy, l(0.500000,1.500000,0,0)
mov r3.z, r1.x
loop 
  breakc_z r3.z
  mul r3.w, r3.y, r3.y
  div r3.w, r3.w, cb0[1].z
  mul r3.w, r0.x, r3.w
  exp r3.w, r3.w
  div r3.w, l(1.000000, 1.000000, 1.000000, 1.000000), r3.w
  mad r2.y, r3.y, l(0.001786), v1.y
  sample_l_indexable(texture2d)(float,float,float,float) r4.xyz, r2.xyxx, t12.xyzw, s0, l(0.000000)
  mad r4.xyz, r4.xyzx, r3.wwww, r1.yzwy
  mad r2.w, -r3.y, l(0.001786), v1.y
  sample_l_indexable(texture2d)(float,float,float,float) r5.xyz, r2.zwzz, t12.xyzw, s0, l(0.000000)
  mad r1.yzw, r5.xxyz, r3.wwww, r4.xxyz
  mad r3.x, r3.w, l(2.000000), r3.x
  add r3.y, r3.y, l(2.000000)
  lt r3.z, r3.y, cb0[1].z
endloop 
div o0.xyz, r1.yzwy, r3.xxxx
mov o0.w, l(1.000000)
ret 
// Approximately 30 instruction slots used
