SamplerState yTextureSampler_s : register(s0);
SamplerState crTextureSampler_s : register(s1);
SamplerState cbTextureSampler_s : register(s2);
Texture2D<float4> yTexture : register(t0);
Texture2D<float4> crTexture : register(t1);
Texture2D<float4> cbTexture : register(t2);

Texture2D<float4> StereoParams : register(t125);

void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  float2 v2 : TEXCOORD1,
  float2 v3 : TEXCOORD2,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask;
  r0.w = 1.000000000e+000;
  r1.y = crTexture.Sample(crTextureSampler_s, v2.xy).x;
  r1.z = cbTexture.Sample(cbTextureSampler_s, v2.xy).x;
  r1.x = yTexture.Sample(yTextureSampler_s, v2.xy).x;
  r1.w = 1.000000000e+000;
  r0.y = dot(r1.xyzw, float4(1.164124e+000,-8.134766e-001,-3.914490e-001,5.297050e-001));
  r0.x = dot(r1.xyw, float3(1.164124e+000,1.595795e+000,-8.706551e-001));
  r0.z = dot(r1.xzw, float3(1.164124e+000,2.017822e+000,-1.081669e+000));
  o0.xyzw = v1.xyzw * r0.xyzw;
  return;
}