// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Fri Oct 31 20:25:24 2025
//
//
// Buffer Definitions:
//
// cbuffer cb_scene
// {
//
//   float4x4 view_g;                   // Index:    0 1 2 3          Components:    16 [unused]
//   float4x4 viewInv_g;                // Index:    4 5 6 7          Components:    16 [unused]
//   float4x4 proj_g;                   // Index:    8 9 10 11        Components:    16
//   float4x4 projInv_g;                // Index:   12 13 14 15       Components:    16
//   float4x4 viewProj_g;               // Index:   16 17 18 19       Components:    16 [unused]
//   float4x4 viewProjInv_g;            // Index:   20 21 22 23       Components:    16 [unused]
//   float2 vpSize_g;                   // Index:   24.xy             Components:     2 [unused]
//   float2 invVPSize_g;                // Index:   24.zw             Components:     2 [unused]
//   float3 lightColor_g;               // Index:   25.xyz            Components:     3 [unused]
//   float disableMapObjNearFade_g;     // Index:   25.w              Components:     1 [unused]
//   float3 lightDirection_g;           // Index:   26.xyz            Components:     3 [unused]
//   float gameTime_g;                  // Index:   26.w              Components:     1 [unused]
//   float3 sceneShadowColor_g;         // Index:   27.xyz            Components:     3 [unused]
//   int shadowmapCascadeCount_g;       // Index:   27.w              Components:     1 [unused]
//   float3 windDirection_g;            // Index:   28.xyz            Components:     3 [unused]
//   float sceneTime_g;                 // Index:   28.w              Components:     1 [unused]
//   float2 lightTileSizeInv_g;         // Index:   29.xy             Components:     2 [unused]
//   float fogNearDistance_g;           // Index:   29.z              Components:     1 [unused]
//   float fogFadeRangeInv_g;           // Index:   29.w              Components:     1 [unused]
//   float3 fogColor_g;                 // Index:   30.xyz            Components:     3 [unused]
//   float fogIntensity_g;              // Index:   30.w              Components:     1 [unused]
//   float fogHeight_g;                 // Index:   31.x              Components:     1 [unused]
//   float fogHeightRangeInv_g;         // Index:   31.y              Components:     1 [unused]
//   float windWaveTime_g;              // Index:   31.z              Components:     1 [unused]
//   float windWaveFrequency_g;         // Index:   31.w              Components:     1 [unused]
//   uint localLightProbeCount_g;       // Index:   32.x              Components:     1 [unused]
//   float lightSpecularGlossiness_g;   // Index:   32.y              Components:     1 [unused]
//   float lightSpecularIntensity_g;    // Index:   32.z              Components:     1 [unused]
//   float localShadowResolutionInv_g;  // Index:   32.w              Components:     1 [unused]
//   float4x4 ditherMtx_g;              // Index:   33 34 35 36       Components:    16 [unused]
//   float4 lightProbe_g[9];            // Index:   37-45             Components:    36 [unused]
//   float3 chrLightDir_g;              // Index:   46.xyz            Components:     3 [unused]
//   float windForce_g;                 // Index:   46.w              Components:     1 [unused]
//   float4 mapColor_g;                 // Index:   47.xyzw           Components:     4 [unused]
//   float4 clipPlane_g;                // Index:   48.xyzw           Components:     4 [unused]
//   float2 resolutionScaling_g;        // Index:   49.xy             Components:     2
//   float2 invShadowSize_g;            // Index:   49.zw             Components:     2 [unused]
//   float3 chrShadowColor_g;           // Index:   50.xyz            Components:     3 [unused]
//   float shadowFadeNear_g;            // Index:   50.w              Components:     1 [unused]
//   float4 frustumPlanes_g[6];         // Index:   51-56             Components:    24 [unused]
//   float3 shadowSplitDistance_g;      // Index:   57.xyz            Components:     3 [unused]
//   float shadowFadeRangeInv_g;        // Index:   57.w              Components:     1 [unused]
//   float4x4 shadowMtx_g[4];           // Index:   58-73             Components:    64 [unused]
//
// }
//
// cbuffer cb_taa
// {
//
//   float4x4 toPrevView_g;             // Index:    0 1 2 3          Components:    16
//   float2 jitter_g;                   // Index:    4.xy             Components:     2 [unused]
//   float2 texelSize_g;                // Index:    4.zw             Components:     2 [unused]
//   float staticBlending_g;            // Index:    5.x              Components:     1 [unused]
//   float dynamicBlending_g;           // Index:    5.y              Components:     1 [unused]
//   float motionSensitivity_g;         // Index:    5.z              Components:     1 [unused]
//   float2 prevResolutionScale_g;      // Index:    6.xy             Components:     2 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samPoint_s                        sampler      NA          NA    0        1
// depthTexture                      texture  float4          2d    0        1
// StereoParams                      texture  float4          2d  125        1
// cb_scene                          cbuffer      NA          NA    0        1
// cb_taa                            cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
//
//
// 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[50], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear v1.xyzw
dcl_output o0.xyzw
dcl_temps 2
mad r0.x, v1.z, l(2.000000), l(-1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.z, v1.xyxx, t0.yzxw, s0, l(0.000000)
mad r1.xy, v1.zwzz, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mov r1.w, l(1.000000)
dp4 r0.y, r1.xyzw, cb0[15].xyzw
ld_indexable(buffer)(float,float,float,float) r0.zw, l(0, 0, 0, 0), t125.zwxy
mad r0.y, r0.w, r0.y, l(-1.000000)
mad r1.x, r0.z, r0.y, r0.x
dp4 r0.x, r1.xyzw, cb0[12].xyzw
dp4 r0.y, r1.xyzw, cb0[13].xyzw
dp4 r0.z, r1.xyzw, cb0[14].xyzw
dp4 r0.w, r1.xyzw, cb0[15].xyzw
div r0.xyzw, r0.xyzw, r0.wwww
dp4 r1.x, r0.xyzw, cb2[0].xyzw
dp4 r1.y, r0.xyzw, cb2[1].xyzw
dp4 r1.z, r0.xyzw, cb2[2].xyzw
dp4 r1.w, r0.xyzw, cb2[3].xyzw
dp4 r0.x, r1.xyzw, cb0[8].xyzw
dp4 r0.y, r1.xyzw, cb0[11].xyzw
dp4 r1.y, r1.xyzw, cb0[9].xyzw
ld_indexable(buffer)(float,float,float,float) r0.zw, l(2, 0, 0, 0), t125.zwxy
add r0.w, -r0.w, r0.y
mad r1.x, r0.z, r0.w, r0.x
div r0.xy, r1.xyxx, r0.yyyy
mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
add r0.z, -r0.y, l(1.000000)
mad o0.xy, -r0.xzxx, cb0[49].xyxx, v1.xyxx
mov o0.zw, l(0,0,0,0)
ret
// Approximately 29 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Fri Oct 31 20:25:24 2025
//
// cbuffer cb_scene : register(b0)
// {
//   float4x4 view_g : packoffset(c0);
//   float4x4 viewInv_g : packoffset(c4);
//   float4x4 proj_g : packoffset(c8);
//   float4x4 projInv_g : packoffset(c12);
//   float4x4 viewProj_g : packoffset(c16);
//   float4x4 viewProjInv_g : packoffset(c20);
//   float2 vpSize_g : packoffset(c24);
//   float2 invVPSize_g : packoffset(c24.z);
//   float3 lightColor_g : packoffset(c25);
//   float disableMapObjNearFade_g : packoffset(c25.w);
//   float3 lightDirection_g : packoffset(c26);
//   float gameTime_g : packoffset(c26.w);
//   float3 sceneShadowColor_g : packoffset(c27);
//   int shadowmapCascadeCount_g : packoffset(c27.w);
//   float3 windDirection_g : packoffset(c28);
//   float sceneTime_g : packoffset(c28.w);
//   float2 lightTileSizeInv_g : packoffset(c29);
//   float fogNearDistance_g : packoffset(c29.z);
//   float fogFadeRangeInv_g : packoffset(c29.w);
//   float3 fogColor_g : packoffset(c30);
//   float fogIntensity_g : packoffset(c30.w);
//   float fogHeight_g : packoffset(c31);
//   float fogHeightRangeInv_g : packoffset(c31.y);
//   float windWaveTime_g : packoffset(c31.z);
//   float windWaveFrequency_g : packoffset(c31.w);
//   uint localLightProbeCount_g : packoffset(c32);
//   float lightSpecularGlossiness_g : packoffset(c32.y);
//   float lightSpecularIntensity_g : packoffset(c32.z);
//   float localShadowResolutionInv_g : packoffset(c32.w);
//   float4x4 ditherMtx_g : packoffset(c33);
//   float4 lightProbe_g[9] : packoffset(c37);
//   float3 chrLightDir_g : packoffset(c46);
//   float windForce_g : packoffset(c46.w);
//   float4 mapColor_g : packoffset(c47);
//   float4 clipPlane_g : packoffset(c48);
//   float2 resolutionScaling_g : packoffset(c49);
//   float2 invShadowSize_g : packoffset(c49.z);
//   float3 chrShadowColor_g : packoffset(c50);
//   float shadowFadeNear_g : packoffset(c50.w);
//   float4 frustumPlanes_g[6] : packoffset(c51);
//   float3 shadowSplitDistance_g : packoffset(c57);
//   float shadowFadeRangeInv_g : packoffset(c57.w);
//   float4x4 shadowMtx_g[4] : packoffset(c58);
// }
//
// cbuffer cb_taa : register(b2)
// {
//   float4x4 toPrevView_g : packoffset(c0);
//   float2 jitter_g : packoffset(c4);
//   float2 texelSize_g : packoffset(c4.z);
//   float staticBlending_g : packoffset(c5);
//   float dynamicBlending_g : packoffset(c5.y);
//   float motionSensitivity_g : packoffset(c5.z);
//   float2 prevResolutionScale_g : packoffset(c6);
// }
//
// SamplerState samPoint_s_s : register(s0);
// Texture2D<float4> depthTexture : register(t0);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   float4 v1 : TEXCOORD0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = v1.z * 2 + -1;
//   r1.z = depthTexture.SampleLevel(samPoint_s_s, v1.xy, 0).x;
//   r1.xy = v1.zw * float2(2,-2) + float2(-1,1);
//   r1.w = 1;
//   r0.y = dot(r1.xyzw, projInv_g._m03_m13_m23_m33);
//   r0.zw = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.y = r0.w * r0.y + -1;
//   r1.x = r0.z * r0.y + r0.x;
//   r0.x = dot(r1.xyzw, projInv_g._m00_m10_m20_m30);
//   r0.y = dot(r1.xyzw, projInv_g._m01_m11_m21_m31);
//   r0.z = dot(r1.xyzw, projInv_g._m02_m12_m22_m32);
//   r0.w = dot(r1.xyzw, projInv_g._m03_m13_m23_m33);
//   r0.xyzw = r0.xyzw / r0.wwww;
//   r1.x = dot(r0.xyzw, toPrevView_g._m00_m10_m20_m30);
//   r1.y = dot(r0.xyzw, toPrevView_g._m01_m11_m21_m31);
//   r1.z = dot(r0.xyzw, toPrevView_g._m02_m12_m22_m32);
//   r1.w = dot(r0.xyzw, toPrevView_g._m03_m13_m23_m33);
//   r0.x = dot(r1.xyzw, proj_g._m00_m10_m20_m30);
//   r0.y = dot(r1.xyzw, proj_g._m03_m13_m23_m33);
//   r1.y = dot(r1.xyzw, proj_g._m01_m11_m21_m31);
//   r0.zw = StereoParams.Load(float4(2,0,0,0)).xy;
//   r0.w = r0.y + -r0.w;
//   r1.x = r0.z * r0.w + r0.x;
//   r0.xy = r1.xy / r0.yy;
//   r0.xy = r0.xy * float2(0.5,0.5) + float2(0.5,0.5);
//   r0.z = 1 + -r0.y;
//   o0.xy = -r0.xz * resolutionScaling_g.xy + v1.xy;
//   o0.zw = float2(0,0);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
