SamplerState depthTextureSampler_s : register(s0);
Texture2D<float4> depthTexture : register(t0);

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;
  uint4 bitmask;
  r0.x = depthTexture.Sample(depthTextureSampler_s, v3.xy).x;
  o0.w = 1.000000000e+000 + -r0.x;
  o0.xyz = float3(0.000000e+000,0.000000e+000,0.000000e+000);
  return;
}