//Sniper crosshair
// ---- Created with 3Dmigoto v1.3.16 on Fri Apr 03 20:41:31 2026



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD10,
  float4 v2 : TEXCOORD11,
  float4 v3 : INST_CUSTOM_DATA0,
  uint v4 : PRIMITIVE_ID0,
  uint v5 : SV_IsFrontFace0,
  out float4 o0 : SV_Target0)
{discard;
  o0.xyzw = float4(0,0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Fri Apr 03 20:41:31 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                10   xyzw        1     NONE   float
// TEXCOORD                11   xyzw        2     NONE   float
// INST_CUSTOM_DATA         0   xyzw        3     NONE   float
// PRIMITIVE_ID             0   x           4     NONE    uint
// SV_IsFrontFace           0   x           5    FFACE    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_output o0.xyzw
mov o0.xyzw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
