/**************************
***** Compiler Parameters *****
***************************
@P EffectName: TextureFXEffect
@P   - EffectNodeBase.EffectNodeBaseShader: mixin Glow_Radial_Internal_TextureFX [{Color = mixin DoFloat4 [{Before = mixin ComputeOrder [{Computes = [mixin AssignVarFloat4<Input_5> [{Value = InputFloat4<ShaderFX.InputValueFloat4_Color,PerUpdate>}]]}]}, {Value = GetVarFloat4<Input_5>}]}, {Control = mixin DoFloat4 [{Before = mixin ComputeOrder [{Computes = [mixin AssignVarFloat4<Default_6> [{Value = InputFloat4<ShaderFX.InputValueFloat4,PerUpdate>}]]}]}, {Value = GetVarFloat4<Default_6>}]}, {Decay = mixin DoFloat [{Before = mixin ComputeOrder [{Computes = [mixin AssignVarFloat<Input_4> [{Value = InputFloat<ShaderFX.InputValueFloat.i3,PerUpdate>}]]}]}, {Value = GetVarFloat<Input_4>}]}, {Density = mixin DoFloat [{Before = mixin ComputeOrder [{Computes = [mixin AssignVarFloat<Input_1> [{Value = InputFloat<ShaderFX.InputValueFloat,PerUpdate>}]]}]}, {Value = GetVarFloat<Input_1>}]}, {Direction = mixin DoFloat2 [{Before = mixin ComputeOrder [{Computes = [mixin AssignVarFloat2<Input_0> [{Value = InputFloat2<ShaderFX.InputValueFloat2,PerUpdate>}]]}]}, {Value = GetVarFloat2<Input_0>}]}, {Exposure = mixin DoFloat [{Before = mixin ComputeOrder [{Computes = [mixin AssignVarFloat<Input_3> [{Value = InputFloat<ShaderFX.InputValueFloat.i2,PerUpdate>}]]}]}, {Value = GetVarFloat<Input_3>}]}, {Weight = mixin DoFloat [{Before = mixin ComputeOrder [{Computes = [mixin AssignVarFloat<Input_2> [{Value = InputFloat<ShaderFX.InputValueFloat.i1,PerUpdate>}]]}]}, {Value = GetVarFloat<Input_2>}]}]
@P Direction: mixin DoFloat2 [{Before = mixin ComputeOrder [{Computes = [mixin AssignVarFloat2<Input_0> [{Value = InputFloat2<ShaderFX.InputValueFloat2,PerUpdate>}]]}]}, {Value = GetVarFloat2<Input_0>}]
@P Density: mixin DoFloat [{Before = mixin ComputeOrder [{Computes = [mixin AssignVarFloat<Input_1> [{Value = InputFloat<ShaderFX.InputValueFloat,PerUpdate>}]]}]}, {Value = GetVarFloat<Input_1>}]
@P Weight: mixin DoFloat [{Before = mixin ComputeOrder [{Computes = [mixin AssignVarFloat<Input_2> [{Value = InputFloat<ShaderFX.InputValueFloat.i1,PerUpdate>}]]}]}, {Value = GetVarFloat<Input_2>}]
@P Exposure: mixin DoFloat [{Before = mixin ComputeOrder [{Computes = [mixin AssignVarFloat<Input_3> [{Value = InputFloat<ShaderFX.InputValueFloat.i2,PerUpdate>}]]}]}, {Value = GetVarFloat<Input_3>}]
@P Decay: mixin DoFloat [{Before = mixin ComputeOrder [{Computes = [mixin AssignVarFloat<Input_4> [{Value = InputFloat<ShaderFX.InputValueFloat.i3,PerUpdate>}]]}]}, {Value = GetVarFloat<Input_4>}]
@P Color: mixin DoFloat4 [{Before = mixin ComputeOrder [{Computes = [mixin AssignVarFloat4<Input_5> [{Value = InputFloat4<ShaderFX.InputValueFloat4_Color,PerUpdate>}]]}]}, {Value = GetVarFloat4<Input_5>}]
@P Control: mixin DoFloat4 [{Before = mixin ComputeOrder [{Computes = [mixin AssignVarFloat4<Default_6> [{Value = InputFloat4<ShaderFX.InputValueFloat4,PerUpdate>}]]}]}, {Value = GetVarFloat4<Default_6>}]
***************************
****  ConstantBuffers  ****
***************************
cbuffer PerDraw [Size: 64]
@C    MatrixTransform_id73 => SpriteBase.MatrixTransform
cbuffer PerUpdate [Size: 64]
@C    InputValue_id96 => ShaderFX.InputValueFloat4
@C    InputValue_id102 => ShaderFX.InputValueFloat4_Color
@C    InputValue_id108 => ShaderFX.InputValueFloat.i3
@C    InputValue_id114 => ShaderFX.InputValueFloat
@C    InputValue_id120 => ShaderFX.InputValueFloat2
@C    InputValue_id126 => ShaderFX.InputValueFloat.i2
@C    InputValue_id132 => ShaderFX.InputValueFloat.i1
cbuffer Globals [Size: 96]
@C    Texture0TexelSize_id15 => Texturing.Texture0TexelSize
@C    Texture1TexelSize_id17 => Texturing.Texture1TexelSize
@C    Texture2TexelSize_id19 => Texturing.Texture2TexelSize
@C    Texture3TexelSize_id21 => Texturing.Texture3TexelSize
@C    Texture4TexelSize_id23 => Texturing.Texture4TexelSize
@C    Texture5TexelSize_id25 => Texturing.Texture5TexelSize
@C    Texture6TexelSize_id27 => Texturing.Texture6TexelSize
@C    Texture7TexelSize_id29 => Texturing.Texture7TexelSize
@C    Texture8TexelSize_id31 => Texturing.Texture8TexelSize
@C    Texture9TexelSize_id33 => Texturing.Texture9TexelSize
@C    Samples_id90 => Glow_Radial_Internal_TextureFX.Samples
***************************
******  Resources    ******
***************************
@R    PerDraw => PerDraw [Stage: Vertex, Slot: (0-0)]
@R    Sampler0_id52 => Texturing.Sampler0 [Stage: Pixel, Slot: (0-0)]
@R    Texture0_id14 => Texturing.Texture0 [Stage: Pixel, Slot: (0-0)]
@R    PerUpdate => PerUpdate [Stage: Pixel, Slot: (0-0)]
@R    Globals => Globals [Stage: Pixel, Slot: (1-1)]
***************************
*****     Sources     *****
***************************
@S    Glow_Radial_Internal_TextureFX => 5920226f8f9f173b7fcd4b75598ddca9
@S    FilterBase => 5bd9cb7e7eb80aa436e148c74d845c07
@S    TextureFX => 27bb4f1f808a5eedf6dfeaa75c669c29
@S    ImageEffectShader => 8064e30cc02e5eb4052f420259dbf05e
@S    SpriteBase => 5a7aa9dfd5b5c7613053f4f66c79ca0d
@S    ShaderBase => 4ecbcd2528b64a79eebe81a863892d8c
@S    ShaderBaseStream => b705b699a7385d39c7de52a8d13f3978
@S    Texturing => 91ef3011c1071c2e5d41cd3ee0418b18
@S    Camera => f5d1a113ef7a27319900e8cc2e11ae0d
@S    ShaderUtils => 27e27e08e991883f970444d1aebe3b58
@S    ComputeFloat4 => f871947e9f604da432ea9fc3c9cb4363
@S    ComputeColor => c875a0e093379dd74cd9a5a73aca830f
@S    ComputeFloat2 => 4826dbf2e774b7283c93b6121c851c5d
@S    ComputeFloat => 3607bb1fa125ec30a7afa60be79c4817
@S    DoFloat4 => 312f1c610231ffe618620ce43634d0aa
@S    ComputeVoid => b62583a94b8503c79e9107f4b5bc9392
@S    ComputeOrder => 1d9b1cd3f5e3ad3f3f10e4fc88326cc7
@S    AssignVarFloat4 => 3a0c495ce724365e837c33156190acbe
@S    StreamVariableFloat4 => 2bfe58666cb67eed05b9410465550725
@S    InputFloat4 => f6891eacc9ea2d912dcfded49ea96a71
@S    DeclFloat4 => 03cb445d0e450d0a37ad5f24c8a93feb
@S    GetVarFloat4 => 2805d4f95c82389ce488a02bbf6e99f5
@S    DoFloat => 6cd1241010567bf9b5fdfccc1367f0fd
@S    AssignVarFloat => bdbba6e547b89ed4fc75c07ceb551948
@S    StreamVariableFloat => 247690c18e04365d061235ca1cb870ff
@S    InputFloat => f487ac725dafb0434d14d0273ee628a8
@S    DeclFloat => 75bf7e6f5246ed3d7aa33ab3c7183aa4
@S    GetVarFloat => 959a28f1937e5e493bc7459164561cc0
@S    DoFloat2 => b207f0fa9d0cd61a1d39ecf52b0ad5e7
@S    AssignVarFloat2 => 699f4c08337c8b521fbfc3addc632e47
@S    StreamVariableFloat2 => d633ab2389d7e4851bffedb923306575
@S    InputFloat2 => d6238a7d677592382c8158617d803399
@S    DeclFloat2 => d5fe6f879293db53179d13cf4b1d1f3d
@S    GetVarFloat2 => c81daf64c13be1d5e33c36d93f54279b
***************************
*****     Stages      *****
***************************
@G    Vertex => 79eb7ff071584feaa45b858a38e87b6a
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions: 
//
// cbuffer PerDraw
// {
//
//   float4x4 MatrixTransform_id73;     // Offset:    0 Size:    64
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim      HLSL Bind  Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// PerDraw                           cbuffer      NA          NA            cb0      1 
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[4], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
//
// Initial variable locations:
//   v0.x <- __input__.Position_id72.x; v0.y <- __input__.Position_id72.y; v0.z <- __input__.Position_id72.z; v0.w <- __input__.Position_id72.w; 
//   v1.x <- __input__.TexCoord_id62.x; v1.y <- __input__.TexCoord_id62.y; 
//   o1.x <- <VSMain return value>.TexCoord_id62.x; o1.y <- <VSMain return value>.TexCoord_id62.y; 
//   o0.x <- <VSMain return value>.ShadingPosition_id0.x; o0.y <- <VSMain return value>.ShadingPosition_id0.y; o0.z <- <VSMain return value>.ShadingPosition_id0.z; o0.w <- <VSMain return value>.ShadingPosition_id0.w
//
#line 363 "C:\Users\alex\Documents\vvvv\gamma\Exports\5sun2\log\shader_TextureFXEffect_c589e29890a29578c63254f6a9e3a334.hlsl"
dp4 o0.x, v0.xyzw, cb0[0].xyzw
dp4 o0.y, v0.xyzw, cb0[1].xyzw
dp4 o0.z, v0.xyzw, cb0[2].xyzw
dp4 o0.w, v0.xyzw, cb0[3].xyzw

#line 367
mov o1.xy, v1.xyxx
ret 
// Approximately 6 instruction slots used
@G    Pixel => c29614b0b47d05320b1e2e71b5e51da0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions: 
//
// cbuffer PerUpdate
// {
//
//   float4 InputValue_id96;            // Offset:    0 Size:    16
//   float4 InputValue_id102;           // Offset:   16 Size:    16
//   float InputValue_id108;            // Offset:   32 Size:     4
//   float InputValue_id114;            // Offset:   36 Size:     4
//   float2 InputValue_id120;           // Offset:   40 Size:     8
//   float InputValue_id126;            // Offset:   48 Size:     4
//   float InputValue_id132;            // Offset:   52 Size:     4
//
// }
//
// cbuffer Globals
// {
//
//   float2 Texture0TexelSize_id15;     // Offset:    0 Size:     8 [unused]
//   float2 Texture1TexelSize_id17;     // Offset:    8 Size:     8 [unused]
//   float2 Texture2TexelSize_id19;     // Offset:   16 Size:     8 [unused]
//   float2 Texture3TexelSize_id21;     // Offset:   24 Size:     8 [unused]
//   float2 Texture4TexelSize_id23;     // Offset:   32 Size:     8 [unused]
//   float2 Texture5TexelSize_id25;     // Offset:   40 Size:     8 [unused]
//   float2 Texture6TexelSize_id27;     // Offset:   48 Size:     8 [unused]
//   float2 Texture7TexelSize_id29;     // Offset:   56 Size:     8 [unused]
//   float2 Texture8TexelSize_id31;     // Offset:   64 Size:     8 [unused]
//   float2 Texture9TexelSize_id33;     // Offset:   72 Size:     8 [unused]
//   int Samples_id90;                  // Offset:   80 Size:     4
//      = 0x00000020 
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim      HLSL Bind  Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// Sampler0_id52                     sampler      NA          NA             s0      1 
// Texture0_id14                     texture  float4          2d             t0      1 
// PerUpdate                         cbuffer      NA          NA            cb0      1 
// Globals                           cbuffer      NA          NA            cb1      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[4], immediateIndexed
dcl_constantbuffer CB1[6], 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 5
//
// Initial variable locations:
//   v0.x <- __input__.ShadingPosition_id0.x; v0.y <- __input__.ShadingPosition_id0.y; v0.z <- __input__.ShadingPosition_id0.z; v0.w <- __input__.ShadingPosition_id0.w; 
//   v1.x <- __input__.TexCoord_id62.x; v1.y <- __input__.TexCoord_id62.y; 
//   o0.x <- <PSMain return value>.ColorTarget_id2.x; o0.y <- <PSMain return value>.ColorTarget_id2.y; o0.z <- <PSMain return value>.ColorTarget_id2.z; o0.w <- <PSMain return value>.ColorTarget_id2.w
//
#line 342 "C:\Users\alex\Documents\vvvv\gamma\Exports\5sun2\log\shader_TextureFXEffect_c589e29890a29578c63254f6a9e3a334.hlsl"
sample_l_indexable(texture2d)(float,float,float,float) r0.xyzw, v1.xyxx, t0.xyzw, s0, l(0.000000)  // r0.x <- <InTex0_id26 return value>.x; r0.y <- <InTex0_id26 return value>.y; r0.z <- <InTex0_id26 return value>.z; r0.w <- <InTex0_id26 return value>.w

#line 323
add r1.xy, v1.xyxx, -cb0[2].zwzz
add r1.xy, r1.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)  // r1.x <- deltaTexCoord.x; r1.y <- deltaTexCoord.y

#line 324
itof r1.z, cb1[5].x
div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), r1.z
mul r1.z, r1.z, cb0[2].y

#line 329
mov r2.xyzw, r0.xyzw  // r2.x <- tex0col.x; r2.y <- tex0col.y; r2.z <- tex0col.z; r2.w <- tex0col.w
mov r3.xy, v1.xyxx  // r3.x <- uv.x; r3.y <- uv.y
mov r1.w, l(0.400000)  // r1.w <- illuminationDecay
mov r3.z, l(0)  // r3.z <- i
loop 
  ige r3.w, r3.z, cb1[5].x
  breakc_nz r3.w

#line 332
  mad r3.xy, -r1.xyxx, r1.zzzz, r3.xyxx

#line 333
  sample_l_indexable(texture2d)(float,float,float,float) r4.xyzw, r3.xyxx, t0.xyzw, s0, l(0.000000)  // r4.x <- col.x; r4.y <- col.y; r4.z <- col.z; r4.w <- col.w

#line 334
  mul r3.w, r1.w, cb0[3].y
  mul r4.xyzw, r3.wwww, r4.xyzw

#line 335
  mad r2.xyzw, r4.xyzw, cb0[1].xyzw, r2.xyzw

#line 336
  mul r1.w, r1.w, cb0[2].x

#line 337
  iadd r3.z, r3.z, l(1)
endloop 

#line 347
mad r1.xyzw, r2.xyzw, cb0[3].xxxx, -r0.xyzw
mad o0.xyzw, cb0[0].xyzw, r1.xyzw, r0.xyzw

#line 356
ret 
// Approximately 24 instruction slots used
***************************
*************************/
struct PS_STREAMS 
{
    float2 TexCoord_id62;
    float2 Input_0_id119;
    float Input_1_id113;
    float Input_4_id107;
    float Input_2_id131;
    float4 Input_5_id101;
    float Input_3_id125;
    float4 Default_6_id95;
    float4 ColorTarget_id2;
};
struct PS_OUTPUT 
{
    float4 ColorTarget_id2 : SV_Target0;
};
struct PS_INPUT 
{
    float4 ShadingPosition_id0 : SV_Position;
    float2 TexCoord_id62 : TEXCOORD0;
};
struct VS_STREAMS 
{
    float4 Position_id72;
    float2 TexCoord_id62;
    float4 ShadingPosition_id0;
};
struct VS_OUTPUT 
{
    float4 ShadingPosition_id0 : SV_Position;
    float2 TexCoord_id62 : TEXCOORD0;
};
struct VS_INPUT 
{
    float4 Position_id72 : POSITION;
    float2 TexCoord_id62 : TEXCOORD0;
};
cbuffer PerDraw 
{
    float4x4 MatrixTransform_id73;
};
cbuffer PerUpdate 
{
    float4 InputValue_id96;
    float4 InputValue_id102;
    float InputValue_id108;
    float InputValue_id114;
    float2 InputValue_id120;
    float InputValue_id126;
    float InputValue_id132;
};
cbuffer PerView 
{
    float NearClipPlane_id74 = 1.0f;
    float FarClipPlane_id75 = 100.0f;
    float2 ZProjection_id76;
    float2 ViewSize_id77;
    float AspectRatio_id78;
};
cbuffer Globals 
{
    float2 Texture0TexelSize_id15;
    float2 Texture1TexelSize_id17;
    float2 Texture2TexelSize_id19;
    float2 Texture3TexelSize_id21;
    float2 Texture4TexelSize_id23;
    float2 Texture5TexelSize_id25;
    float2 Texture6TexelSize_id27;
    float2 Texture7TexelSize_id29;
    float2 Texture8TexelSize_id31;
    float2 Texture9TexelSize_id33;
    int Samples_id90 = 32;
};
Texture2D Texture0_id14;
Texture2D Texture1_id16;
Texture2D Texture2_id18;
Texture2D Texture3_id20;
Texture2D Texture4_id22;
Texture2D Texture5_id24;
Texture2D Texture6_id26;
Texture2D Texture7_id28;
Texture2D Texture8_id30;
Texture2D Texture9_id32;
TextureCube TextureCube0_id34;
TextureCube TextureCube1_id35;
TextureCube TextureCube2_id36;
TextureCube TextureCube3_id37;
Texture3D Texture3D0_id38;
Texture3D Texture3D1_id39;
Texture3D Texture3D2_id40;
Texture3D Texture3D3_id41;
SamplerState Sampler_id42;
SamplerState PointSampler_id43 
{
    Filter = MIN_MAG_MIP_POINT;
};
SamplerState LinearSampler_id44 
{
    Filter = MIN_MAG_MIP_LINEAR;
};
SamplerState LinearBorderSampler_id45 
{
    Filter = MIN_MAG_MIP_LINEAR;
    AddressU = Border;
    AddressV = Border;
};
SamplerComparisonState LinearClampCompareLessEqualSampler_id46 
{
    Filter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT;
    AddressU = Clamp;
    AddressV = Clamp;
    ComparisonFunc = LessEqual;
};
SamplerState AnisotropicSampler_id47 
{
    Filter = ANISOTROPIC;
};
SamplerState AnisotropicRepeatSampler_id48 
{
    Filter = ANISOTROPIC;
    AddressU = Wrap;
    AddressV = Wrap;
    MaxAnisotropy = 16;
};
SamplerState PointRepeatSampler_id49 
{
    Filter = MIN_MAG_MIP_POINT;
    AddressU = Wrap;
    AddressV = Wrap;
};
SamplerState LinearRepeatSampler_id50 
{
    Filter = MIN_MAG_MIP_LINEAR;
    AddressU = Wrap;
    AddressV = Wrap;
};
SamplerState RepeatSampler_id51 
{
    AddressU = Wrap;
    AddressV = Wrap;
};
SamplerState Sampler0_id52;
SamplerState Sampler1_id53;
SamplerState Sampler2_id54;
SamplerState Sampler3_id55;
SamplerState Sampler4_id56;
SamplerState Sampler5_id57;
SamplerState Sampler6_id58;
SamplerState Sampler7_id59;
SamplerState Sampler8_id60;
SamplerState Sampler9_id61;
float Compute_id82()
{
    return InputValue_id126;
}
float4 Compute_id37()
{
    return InputValue_id102;
}
float Compute_id91()
{
    return InputValue_id132;
}
float Compute_id55()
{
    return InputValue_id108;
}
float Compute_id64()
{
    return InputValue_id114;
}
float2 Compute_id73()
{
    return InputValue_id120;
}
float4 Compute_id46()
{
    return InputValue_id96;
}
void Compute_id85(inout PS_STREAMS streams)
{
    streams.Input_3_id125 = Compute_id82();
}
void Compute_id40(inout PS_STREAMS streams)
{
    streams.Input_5_id101 = Compute_id37();
}
void Compute_id94(inout PS_STREAMS streams)
{
    streams.Input_2_id131 = Compute_id91();
}
void Compute_id58(inout PS_STREAMS streams)
{
    streams.Input_4_id107 = Compute_id55();
}
void Compute_id67(inout PS_STREAMS streams)
{
    streams.Input_1_id113 = Compute_id64();
}
void Compute_id76(inout PS_STREAMS streams)
{
    streams.Input_0_id119 = Compute_id73();
}
void Compute_id49(inout PS_STREAMS streams)
{
    streams.Default_6_id95 = Compute_id46();
}
float Compute_id88(inout PS_STREAMS streams)
{
    return streams.Input_3_id125;
}
void Compute_id87(inout PS_STREAMS streams)
{

    {
        Compute_id85(streams);
    }
}
float4 Compute_id43(inout PS_STREAMS streams)
{
    return streams.Input_5_id101;
}
void Compute_id42(inout PS_STREAMS streams)
{

    {
        Compute_id40(streams);
    }
}
float Compute_id97(inout PS_STREAMS streams)
{
    return streams.Input_2_id131;
}
void Compute_id96(inout PS_STREAMS streams)
{

    {
        Compute_id94(streams);
    }
}
float Compute_id61(inout PS_STREAMS streams)
{
    return streams.Input_4_id107;
}
void Compute_id60(inout PS_STREAMS streams)
{

    {
        Compute_id58(streams);
    }
}
float Compute_id70(inout PS_STREAMS streams)
{
    return streams.Input_1_id113;
}
void Compute_id69(inout PS_STREAMS streams)
{

    {
        Compute_id67(streams);
    }
}
float2 Compute_id79(inout PS_STREAMS streams)
{
    return streams.Input_0_id119;
}
void Compute_id78(inout PS_STREAMS streams)
{

    {
        Compute_id76(streams);
    }
}
float4 Compute_id52(inout PS_STREAMS streams)
{
    return streams.Default_6_id95;
}
void Compute_id51(inout PS_STREAMS streams)
{

    {
        Compute_id49(streams);
    }
}
float Compute_id36(inout PS_STREAMS streams)
{
    Compute_id87(streams);
    return Compute_id88(streams);
}
float4 Compute_id31(inout PS_STREAMS streams)
{
    Compute_id42(streams);
    return Compute_id43(streams);
}
float Compute_id35(inout PS_STREAMS streams)
{
    Compute_id96(streams);
    return Compute_id97(streams);
}
float Compute_id34(inout PS_STREAMS streams)
{
    Compute_id60(streams);
    return Compute_id61(streams);
}
float Compute_id33(inout PS_STREAMS streams)
{
    Compute_id69(streams);
    return Compute_id70(streams);
}
float2 Compute_id32(inout PS_STREAMS streams)
{
    Compute_id78(streams);
    return Compute_id79(streams);
}
float4 Compute_id30(inout PS_STREAMS streams)
{
    Compute_id51(streams);
    return Compute_id52(streams);
}
float4 Filter_id29(inout PS_STREAMS streams, float4 tex0col)
{
    float2 uv = streams.TexCoord_id62;
    float2 deltaTexCoord = (uv - Compute_id32(streams) - 0.5);
    deltaTexCoord *= 1.0f / Samples_id90 * Compute_id33(streams);
    float illuminationDecay = 0.4f;
    float decay = Compute_id34(streams);
    float weight = Compute_id35(streams);

    for (int i = 0; i < Samples_id90; i++)

    {
        uv -= deltaTexCoord;
        float4 col = Texture0_id14.SampleLevel(Sampler0_id52, uv, 0);
        col *= illuminationDecay * weight;
        tex0col += col * Compute_id31(streams);
        illuminationDecay *= decay;
    }
    return (tex0col * Compute_id36(streams));
}
float4 InTex0_id26(inout PS_STREAMS streams)
{
    return Texture0_id14.SampleLevel(Sampler0_id52, streams.TexCoord_id62, 0);
}
float4 Shading_id28(inout PS_STREAMS streams)
{
    float4 col = InTex0_id26(streams);
    return lerp(col, Filter_id29(streams, col), Compute_id30(streams));
}
PS_OUTPUT PSMain(PS_INPUT __input__)
{
    PS_STREAMS streams = (PS_STREAMS)0;
    streams.TexCoord_id62 = __input__.TexCoord_id62;
    streams.ColorTarget_id2 = Shading_id28(streams);
    PS_OUTPUT __output__ = (PS_OUTPUT)0;
    __output__.ColorTarget_id2 = streams.ColorTarget_id2;
    return __output__;
}
VS_OUTPUT VSMain(VS_INPUT __input__)
{
    VS_STREAMS streams = (VS_STREAMS)0;
    streams.Position_id72 = __input__.Position_id72;
    streams.TexCoord_id62 = __input__.TexCoord_id62;
    streams.ShadingPosition_id0 = mul(streams.Position_id72, MatrixTransform_id73);
    VS_OUTPUT __output__ = (VS_OUTPUT)0;
    __output__.ShadingPosition_id0 = streams.ShadingPosition_id0;
    __output__.TexCoord_id62 = streams.TexCoord_id62;
    return __output__;
}
