//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions: 
//
// cbuffer XeStretchGammaRootConstants
// {
//
//   float xe_gamma_ramp_inv_size;      // Offset:    0 Size:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim      ID      HLSL Bind  Count
// ------------------------------ ---------- ------- ----------- ------- -------------- ------
// xe_sampler_linear_clamp           sampler      NA          NA      S0             s0      1 
// xe_texture                        texture  float3          2d      T0             t0      1 
// xe_gamma_ramp                     texture  float3          1d      T1             t1      1 
// XeStretchGammaRootConstants       cbuffer      NA          NA     CB0            cb0      1 
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[0:0][1], immediateIndexed, space=0
dcl_sampler S0[0:0], mode_default, space=0
dcl_resource_texture2d (float,float,float,float) T0[0:0], space=0
dcl_resource_texture1d (float,float,float,float) T1[1:1], space=0
dcl_input_ps linear v0.xy
dcl_output o0.xyzw
dcl_temps 2
sample_l r0.xyz, v0.xyxx, T0[0].xyzw, S0[0], l(0.000000)
add r0.w, -CB0[0][0].x, l(1.000000)
mul r1.x, CB0[0][0].x, l(0.500000)
mad r0.xyz, r0.xyzx, r0.wwww, r1.xxxx
sample_l r0.x, r0.x, T1[1].xyzw, S0[0], l(0.000000)
sample_l r0.y, r0.y, T1[1].xyzw, S0[0], l(0.000000)
sample_l r0.z, r0.z, T1[1].xyzw, S0[0], l(0.000000)
mov o0.xyz, r0.xyzx
mov o0.w, l(1.000000)
ret 
// Approximately 10 instruction slots used
