// 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
//   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
//   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
//   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_local
// {
//
//   uint maxRayCount_g;                // Index:    0.x              Components:     1
//   float rayLength_g;                 // Index:    0.y              Components:     1 [unused]
//   float2 prevResolutionScaling_g;    // Index:    0.zw             Components:     2
//   float4x4 prevViewProj_g;           // Index:    1 2 3 4          Components:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samLinear_s                       sampler      NA          NA    0        1
// samPoint_s                        sampler      NA          NA    1        1
// colorTexture                      texture  float4          2d    0        1
// depthTexture                      texture  float4          2d    1        1
// mrtTexture0                       texture   uint4          2d    2        1
// mrtTexture2                       texture   uint2          2d    3        1
// prevSSRTexture                    texture  float4          2d    4        1
// StereoParams                      texture  float4          2d  125        1
// cb_scene                          cbuffer      NA          NA    0        1
// cb_local                          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[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (uint,uint,uint,uint) t2
dcl_resource_texture2d (uint,uint,uint,uint) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear v1.xyzw
dcl_output o0.xyzw
dcl_temps 14
resinfo_indexable(texture2d)(uint,uint,uint,uint) r0.xy, l(0), t2.xyzw
mul r0.zw, r0.xxxy, v1.xxxy
round_z r0.zw, r0.zzzw
ftoi r1.xy, r0.zwzz
mov r1.zw, l(0,0,0,0)
ld_indexable(texture2d)(uint,uint,uint,uint) r1.xyz, r1.xyzw, t2.xywz
utof r0.z, r1.z
ftoi r0.z, r0.z
and r0.z, r0.z, l(2)
itof r0.z, r0.z
eq r0.z, r0.z, l(0.000000)
if_nz r0.z
  sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, v1.xyxx, t0.xyzw, s1, l(0.000000)
  mov o0.xyz, r2.xyzx
  mov o0.w, l(0)
  ret
endif
ld_indexable(buffer)(float,float,float,float) r0.zw, l(0, 0, 0, 0), t125.zwxy
ld_indexable(buffer)(float,float,float,float) r1.zw, l(2, 0, 0, 0), t125.zwxy
resinfo_indexable(texture2d)(uint,uint,uint,uint) r2.xy, l(0), t3.xyzw
mul r2.xy, r2.xyxx, v1.xyxx
round_z r2.xy, r2.xyxx
ftoi r2.xy, r2.xyxx
mov r2.zw, l(0,0,0,0)
ld_indexable(texture2d)(uint,uint,uint,uint) r2.x, r2.xyzw, t3.yxzw
sample_l_indexable(texture2d)(float,float,float,float) r3.z, v1.xyxx, t1.yzxw, s1, l(0.000000)
mad r2.y, v1.z, l(2.000000), l(-1.000000)
mad r3.xy, v1.zwzz, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mov r3.w, l(1.000000)
dp4 r2.z, r3.xyzw, cb0[15].xyzw
add r4.x, -r0.z, r2.y
mov r4.yzw, r3.yyzw
dp4 r5.x, r4.xyzw, cb0[12].xyzw
dp4 r5.y, r4.xyzw, cb0[13].xyzw
dp4 r5.z, r4.xyzw, cb0[14].xyzw
dp4 r2.w, r4.xyzw, cb0[15].xyzw
div r5.xyz, r5.xyzx, r2.wwww
mul r2.w, r0.w, r0.z
mad r4.x, r2.w, r2.z, r4.x
dp4 r6.x, r4.xyzw, cb0[12].xyzw
dp4 r6.y, r4.xyzw, cb0[13].xyzw
dp4 r6.z, r4.xyzw, cb0[14].xyzw
dp4 r2.w, r4.xyzw, cb0[15].xyzw
div r6.xyz, r6.xyzx, r2.wwww
utof r1.xy, r1.xyxx
mad r7.zw, r1.xxxy, l(0.000000, 0.000000, 0.0000305180438, 0.0000305180438), l(0.000000, 0.000000, -1.000000, -1.000000)
mul r1.x, r7.z, l(3.14159274)
sincos r1.x, r8.x, r1.x
mad r1.y, -r7.w, r7.w, l(1.000000)
sqrt r1.y, r1.y
mul r7.x, r1.y, r8.x
mul r7.y, r1.y, r1.x
dp3 r1.x, r7.xywx, r7.xywx
rsq r1.x, r1.x
mul r7.xyz, r1.xxxx, r7.xywx
dp3 r8.x, r7.xyzx, cb0[0].xyzx
dp3 r8.y, r7.xyzx, cb0[1].xyzx
dp3 r8.z, r7.xyzx, cb0[2].xyzx
dp3 r1.x, r5.xyzx, r5.xyzx
rsq r1.x, r1.x
mul r5.xyz, r1.xxxx, r5.xyzx
dp3 r1.x, r5.xyzx, r8.xyzx
add r1.x, r1.x, r1.x
mad r5.xyz, r8.xyzx, -r1.xxxx, r5.xyzx
dp3 r1.x, -r6.xyzx, -r6.xyzx
rsq r1.x, r1.x
mul r7.xyz, r1.xxxx, -r6.xyzx
dp3 r1.x, r7.xyzx, r8.xyzx
utof r1.y, r2.x
mul r1.y, r1.y, l(0.0152590219)
utof r2.x, cb2[0].x
div r1.y, r1.y, r2.x
mul r7.xyz, r6.xyzx, cb0[28].wwww
dp3 r2.x, r7.xyzx, l(12.989800, 78.233002, 56.786999, 0.000000)
sincos r2.x, null, r2.x
mul r2.x, r2.x, l(43758.546875)
frc r2.x, r2.x
mul r7.xy, r1.yyyy, l(0.900000, 0.200000048, 0.000000, 0.000000)
mad r1.y, r2.x, r7.y, r7.x
mul r8.xyz, r1.yyyy, r5.xyzx
mad r6.xyw, r5.xyxz, r1.yyyy, r6.xyxz
add r1.x, -|r1.x|, l(1.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, -r6.z
mul r1.x, r1.x, l(0.020000)
mad r6.xyz, r5.xyzx, r1.xxxx, r6.xywx
mov r9.w, l(1.000000)
mov r1.y, l(1.000000)
mov r10.xyz, r8.xyzx
mov r2.xw, l(0,0,0,0)
mov r5.w, l(0)
mov r6.w, l(0)
mov r11.xyz, r6.xyzx
loop
  ftou r7.z, r6.w
  uge r7.z, r7.z, cb2[0].x
  if_nz r7.z
    break
  endif
  mov r9.xyz, r11.xyzx
  dp4 r7.z, r9.xyzw, cb0[8].xyzw
  dp4 r12.y, r9.xyzw, cb0[9].xyzw
  dp4 r7.w, r9.xyzw, cb0[11].xyzw
  add r8.w, -r0.w, r7.w
  mad r12.x, r0.z, r8.w, r7.z
  div r7.zw, r12.xxxy, r7.wwww
  mul r12.xy, r7.zwzz, l(0.500000, 0.500000, 0.000000, 0.000000)
  mad r13.xy, r7.zwzz, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
  max r7.z, |r12.y|, |r12.x|
  lt r7.z, l(0.500000), r7.z
  if_nz r7.z
    mov r2.xw, r13.xxxy
    break
  endif
  add r13.z, -r13.y, l(1.000000)
  mul r7.zw, r13.xxxz, cb0[49].xxxy
  sample_l_indexable(texture2d)(float,float,float,float) r1.x, r7.zwzz, t1.xyzw, s1, l(0.000000)
  dp2 r7.z, cb0[14].zwzz, r1.xyxx
  dp2 r1.x, cb0[15].zwzz, r1.xyxx
  div r1.x, r7.z, r1.x
  add r1.x, r1.x, -r11.z
  lt r7.z, l(0.000000), r1.x
  and r7.z, r7.z, l(0xbf800000)
  lt r1.x, r1.x, l(10.000000)
  and r1.x, r7.z, r1.x
  ne r1.x, r1.x, l(0.000000)
  if_nz r1.x
    mov r2.xw, r13.xxxz
    mov r5.w, l(-1.000000)
    break
  endif
  mul r12.xyz, r9.xyzx, cb0[28].wwww
  dp3 r1.x, r12.xyzx, l(12.989800, 78.233002, 56.786999, 0.000000)
  sincos r1.x, null, r1.x
  mul r1.x, r1.x, l(43758.546875)
  frc r1.x, r1.x
  mad r1.x, r1.x, r7.y, r7.x
  mul r10.xyz, r5.xyzx, r1.xxxx
  mad r11.xyz, r1.xxxx, r5.xyzx, r9.xyzx
  ftoi r1.x, r6.w
  iadd r1.x, r1.x, l(1)
  itof r6.w, r1.x
  mov r2.xw, r13.xxxz
  mov r5.w, l(0)
endloop
ne r1.x, r5.w, l(0.000000)
if_nz r1.x
  add r5.xyz, -r10.xyzx, r11.xyzx
  mul r6.xyz, r10.xyzx, l(0.250000, 0.250000, 0.250000, 0.000000)
  mov r7.w, l(1.000000)
  mov r1.y, l(1.000000)
  mov r7.xyz, r5.xyzx
  mov r8.xy, r2.xwxx
  mov r5.w, l(2.000000)
  mov r6.w, l(2.000000)
  mov r8.w, l(0)
  loop
    ftoi r9.x, r8.w
    ige r9.y, r9.x, l(4)
    if_nz r9.y
      break
    endif
    mul r9.yzw, r6.wwww, r6.xxyz
    mul r10.xyz, r7.xyzx, cb0[28].wwww
    dp3 r10.x, r10.xyzx, l(12.989800, 78.233002, 56.786999, 0.000000)
    sincos r10.x, null, r10.x
    mul r10.x, r10.x, l(43758.546875)
    frc r10.x, r10.x
    mad r10.x, r10.x, l(0.200000048), l(0.900000)
    mad r7.xyz, r9.yzwy, r10.xxxx, r7.xyzx
    dp4 r9.y, r7.xyzw, cb0[8].xyzw
    dp4 r10.y, r7.xyzw, cb0[9].xyzw
    dp4 r9.z, r7.xyzw, cb0[11].xyzw
    add r9.w, -r0.w, r9.z
    mad r10.x, r0.z, r9.w, r9.y
    div r9.yz, r10.xxyx, r9.zzzz
    mad r8.xz, r9.yyzy, l(0.500000, 0.000000, 0.500000, 0.000000), l(0.500000, 0.000000, 0.500000, 0.000000)
    mul r5.w, r5.w, l(0.500000)
    add r8.y, -r8.z, l(1.000000)
    mul r9.yz, r8.xxyx, cb0[49].xxyx
    sample_l_indexable(texture2d)(float,float,float,float) r1.x, r9.yzyy, t1.xyzw, s1, l(0.000000)
    dp2 r8.z, cb0[14].zwzz, r1.xyxx
    dp2 r1.x, cb0[15].zwzz, r1.xyxx
    div r1.x, r8.z, r1.x
    add r1.x, -r7.z, r1.x
    lt r8.z, l(0.000000), r1.x
    and r8.z, r8.z, l(0xbf800000)
    lt r1.x, r1.x, l(0.000000)
    and r1.x, r8.z, r1.x
    ne r1.x, l(0.000000, 0.000000, 0.000000, 0.000000), r1.x
    movc r6.w, r1.x, -r5.w, r5.w
    iadd r1.x, r9.x, l(1)
    itof r8.w, r1.x
  endloop
  mov r2.xw, r8.xxxy
  add r5.yz, r2.xxwx, l(0.000000, -0.500000, -0.500000, 0.000000)
  mad r1.x, -r0.w, r2.z, l(1.000000)
  mul r1.x, r0.z, r1.x
  mad r5.x, r1.x, l(-0.500000), r5.y
  dp2 r1.x, r5.xzxx, r5.xzxx
  sqrt r1.x, r1.x
  add r1.x, r1.x, r1.x
  mul r1.y, r1.x, r1.x
  mad r1.x, -r1.x, r1.y, l(1.000000)
  mul r5.xy, r2.xwxx, cb0[49].xyxx
  mul r0.xy, r0.xyxx, r5.xyxx
  round_z r0.xy, r0.xyxx
  ftoi r5.xy, r0.xyxx
  mov r5.zw, l(0,0,0,0)
  ld_indexable(texture2d)(uint,uint,uint,uint) r0.x, r5.xyzw, t2.wxyz
  utof r0.x, r0.x
  ftoi r0.x, r0.x
  and r0.x, r0.x, l(2)
  itof r0.x, r0.x
  ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), r0.x
  movc r0.x, r0.x, l(0), r1.x
else
  add r5.yz, r2.xxwx, l(0.000000, -0.500000, -0.500000, 0.000000)
  mad r0.y, -r0.w, r2.z, l(1.000000)
  mul r0.y, r0.y, r0.z
  mad r5.x, r0.y, l(-0.500000), r5.y
  dp2 r0.y, r5.xzxx, r5.xzxx
  sqrt r0.y, r0.y
  add r0.y, r0.y, r0.y
  mul r1.x, r0.y, r0.y
  mad r0.x, -r0.y, r1.x, l(1.000000)
endif
mul r1.xy, r2.xwxx, cb0[49].xyxx
sample_l_indexable(texture2d)(float,float,float,float) r5.xyz, r1.xyxx, t0.xyzw, s1, l(0.000000)
max r5.w, r0.x, l(0.000000)
dp4 r0.x, r3.xyzw, cb0[23].xyzw
mad r0.x, r0.w, r0.x, l(-1.000000)
mad r4.x, r0.z, r0.x, r2.y
dp4 r0.x, r4.xyzw, cb0[20].xyzw
dp4 r0.y, r4.xyzw, cb0[21].xyzw
dp4 r0.z, r4.xyzw, cb0[22].xyzw
dp4 r0.w, r4.xyzw, cb0[23].xyzw
div r0.xyzw, r0.xyzw, r0.wwww
dp4 r1.x, r0.xyzw, cb2[1].xyzw
dp4 r2.y, r0.xyzw, cb2[2].xyzw
dp4 r0.x, r0.xyzw, cb2[4].xyzw
add r0.y, -r1.w, r0.x
mad r2.x, r1.z, r0.y, r1.x
div r0.xy, r2.xyxx, r0.xxxx
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)
add r0.yw, r0.xxxz, -v1.zzzw
dp2 r0.y, r0.ywyy, r0.ywyy
sqrt r0.y, r0.y
mul r0.y, r0.y, l(-1442.695068)
exp r0.y, r0.y
mad r0.y, r0.y, l(-0.300000), l(0.400000)
mul r0.xz, r0.xxzx, cb0[49].xxyx
mul r0.xz, r0.xxzx, cb2[0].zzwz
sample_l_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.xzxx, t4.xyzw, s0, l(0.000000)
add r2.xyzw, r5.xyzw, -r1.xyzw
mad o0.xyzw, r0.yyyy, r2.xyzw, r1.xyzw
ret
// Approximately 260 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_local : register(b2)
// {
//   uint maxRayCount_g : packoffset(c0);
//   float rayLength_g : packoffset(c0.y);
//   float2 prevResolutionScaling_g : packoffset(c0.z);
//   float4x4 prevViewProj_g : packoffset(c1);
// }
//
// SamplerState samLinear_s_s : register(s0);
// SamplerState samPoint_s_s : register(s1);
// Texture2D<float4> colorTexture : register(t0);
// Texture2D<float4> depthTexture : register(t1);
// Texture2D<uint4> mrtTexture0 : register(t2);
// Texture2D<uint2> mrtTexture2 : register(t3);
// Texture2D<float4> prevSSRTexture : register(t4);
//
//
// // 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,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11,r12,r13;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   mrtTexture0.GetDimensions(0, fDest.x, fDest.y, fDest.z);
//   r0.xy = fDest.xy;
//   r0.zw = v1.xy * r0.xy;
//   r0.zw = trunc(r0.zw);
//   r1.xy = (int2)r0.zw;
//   r1.zw = float2(0,0);
//   r1.xyz = mrtTexture0.Load(r1.xyz).xyw;
//   r0.z = (uint)r1.z;
//   r0.z = (int)r0.z;
//   r0.z = (int)r0.z & 2;
//   r0.z = (int)r0.z;
//   r0.z = cmp(r0.z == 0.000000);
//   if (r0.z != 0) {
//     r2.xyz = colorTexture.SampleLevel(samPoint_s_s, v1.xy, 0).xyz;
//     o0.xyz = r2.xyz;
//     o0.w = 0;
//     return;
//   }
//   r0.zw = StereoParams.Load(float4(0,0,0,0)).xy;
//   r1.zw = StereoParams.Load(float4(2,0,0,0)).xy;
//   mrtTexture2.GetDimensions(0, fDest.x, fDest.y, fDest.z);
//   r2.xy = fDest.xy;
//   r2.xy = v1.xy * r2.xy;
//   r2.xy = trunc(r2.xy);
//   r2.xy = (int2)r2.xy;
//   r2.zw = float2(0,0);
//   r2.x = mrtTexture2.Load(r2.xyz).y;
//   r3.z = depthTexture.SampleLevel(samPoint_s_s, v1.xy, 0).x;
//   r2.y = v1.z * 2 + -1;
//   r3.xy = v1.zw * float2(2,-2) + float2(-1,1);
//   r3.w = 1;
//   r2.z = dot(r3.xyzw, projInv_g._m03_m13_m23_m33);
//   r4.x = r2.y + -r0.z;
//   r4.yzw = r3.yzw;
//   r5.x = dot(r4.xyzw, projInv_g._m00_m10_m20_m30);
//   r5.y = dot(r4.xyzw, projInv_g._m01_m11_m21_m31);
//   r5.z = dot(r4.xyzw, projInv_g._m02_m12_m22_m32);
//   r2.w = dot(r4.xyzw, projInv_g._m03_m13_m23_m33);
//   r5.xyz = r5.xyz / r2.www;
//   r2.w = r0.z * r0.w;
//   r4.x = r2.w * r2.z + r4.x;
//   r6.x = dot(r4.xyzw, projInv_g._m00_m10_m20_m30);
//   r6.y = dot(r4.xyzw, projInv_g._m01_m11_m21_m31);
//   r6.z = dot(r4.xyzw, projInv_g._m02_m12_m22_m32);
//   r2.w = dot(r4.xyzw, projInv_g._m03_m13_m23_m33);
//   r6.xyz = r6.xyz / r2.www;
//   r1.xy = (uint2)r1.xy;
//   r7.zw = r1.xy * float2(3.05180438e-05,3.05180438e-05) + float2(-1,-1);
//   r1.x = 3.14159274 * r7.z;
//   sincos(r1.x, r1.x, r8.x);
//   r1.y = -r7.w * r7.w + 1;
//   r1.y = sqrt(r1.y);
//   r7.x = r8.x * r1.y;
//   r7.y = r1.x * r1.y;
//   r1.x = dot(r7.xyw, r7.xyw);
//   r1.x = rsqrt(r1.x);
//   r7.xyz = r7.xyw * r1.xxx;
//   r8.x = dot(r7.xyz, view_g._m00_m10_m20);
//   r8.y = dot(r7.xyz, view_g._m01_m11_m21);
//   r8.z = dot(r7.xyz, view_g._m02_m12_m22);
//   r1.x = dot(r5.xyz, r5.xyz);
//   r1.x = rsqrt(r1.x);
//   r5.xyz = r5.xyz * r1.xxx;
//   r1.x = dot(r5.xyz, r8.xyz);
//   r1.x = r1.x + r1.x;
//   r5.xyz = r8.xyz * -r1.xxx + r5.xyz;
//   r1.x = dot(-r6.xyz, -r6.xyz);
//   r1.x = rsqrt(r1.x);
//   r7.xyz = -r6.xyz * r1.xxx;
//   r1.x = dot(r7.xyz, r8.xyz);
//   r1.y = (uint)r2.x;
//   r1.y = 0.0152590219 * r1.y;
//   r2.x = maxRayCount_g;
//   r1.y = r1.y / r2.x;
//   r7.xyz = sceneTime_g * r6.xyz;
//   r2.x = dot(r7.xyz, float3(12.9898005,78.2330017,56.7869987));
//   r2.x = sin(r2.x);
//   r2.x = 43758.5469 * r2.x;
//   r2.x = frac(r2.x);
//   r7.xy = float2(0.899999976,0.200000048) * r1.yy;
//   r1.y = r2.x * r7.y + r7.x;
//   r8.xyz = r5.xyz * r1.yyy;
//   r6.xyw = r5.xyz * r1.yyy + r6.xyz;
//   r1.x = 1 + -abs(r1.x);
//   r1.x = r1.x * r1.x;
//   r1.x = r1.x * r1.x;
//   r1.x = r1.x * r1.x;
//   r1.x = -r6.z * r1.x;
//   r1.x = 0.0199999996 * r1.x;
//   r6.xyz = r5.xyz * r1.xxx + r6.xyw;
//   r9.w = 1;
//   r1.y = 1;
//   r10.xyz = r8.xyz;
//   r2.xw = float2(0,0);
//   r5.w = 0;
//   r6.w = 0;
//   r11.xyz = r6.xyz;
//   while (true) {
//     r7.z = (uint)r6.w;
//     r7.z = cmp((uint)r7.z >= maxRayCount_g);
//     if (r7.z != 0) {
//       break;
//     }
//     r9.xyz = r11.xyz;
//     r7.z = dot(r9.xyzw, proj_g._m00_m10_m20_m30);
//     r12.y = dot(r9.xyzw, proj_g._m01_m11_m21_m31);
//     r7.w = dot(r9.xyzw, proj_g._m03_m13_m23_m33);
//     r8.w = r7.w + -r0.w;
//     r12.x = r0.z * r8.w + r7.z;
//     r7.zw = r12.xy / r7.ww;
//     r12.xy = float2(0.5,0.5) * r7.zw;
//     r13.xy = r7.zw * float2(0.5,0.5) + float2(0.5,0.5);
//     r7.z = max(abs(r12.x), abs(r12.y));
//     r7.z = cmp(0.5 < r7.z);
//     if (r7.z != 0) {
//       r2.xw = r13.xy;
//       break;
//     }
//     r13.z = 1 + -r13.y;
//     r7.zw = resolutionScaling_g.xy * r13.xz;
//     r1.x = depthTexture.SampleLevel(samPoint_s_s, r7.zw, 0).x;
//     r7.z = dot(projInv_g._m22_m32, r1.xy);
//     r1.x = dot(projInv_g._m23_m33, r1.xy);
//     r1.x = r7.z / r1.x;
//     r1.x = -r11.z + r1.x;
//     r7.z = cmp(0 < r1.x);
//     r7.z = r7.z ? -1.000000 : 0;
//     r1.x = cmp(r1.x < 10);
//     r1.x = r7.z ? r1.x : 0;
//     r1.x = cmp(r1.x != 0.000000);
//     if (r1.x != 0) {
//       r2.xw = r13.xz;
//       r5.w = -1;
//       break;
//     }
//     r12.xyz = sceneTime_g * r9.xyz;
//     r1.x = dot(r12.xyz, float3(12.9898005,78.2330017,56.7869987));
//     r1.x = sin(r1.x);
//     r1.x = 43758.5469 * r1.x;
//     r1.x = frac(r1.x);
//     r1.x = r1.x * r7.y + r7.x;
//     r10.xyz = r1.xxx * r5.xyz;
//     r11.xyz = r1.xxx * r5.xyz + r9.xyz;
//     r1.x = (int)r6.w;
//     r1.x = (int)r1.x + 1;
//     r6.w = (int)r1.x;
//     r2.xw = r13.xz;
//     r5.w = 0;
//   }
//   r1.x = cmp(r5.w != 0.000000);
//   if (r1.x != 0) {
//     r5.xyz = r11.xyz + -r10.xyz;
//     r6.xyz = float3(0.25,0.25,0.25) * r10.xyz;
//     r7.w = 1;
//     r1.y = 1;
//     r7.xyz = r5.xyz;
//     r8.xy = r2.xw;
//     r5.w = 2;
//     r6.w = 2;
//     r8.w = 0;
//     while (true) {
//       r9.x = (int)r8.w;
//       r9.y = cmp((int)r9.x >= 4);
//       if (r9.y != 0) {
//         break;
//       }
//       r9.yzw = r6.xyz * r6.www;
//       r10.xyz = sceneTime_g * r7.xyz;
//       r10.x = dot(r10.xyz, float3(12.9898005,78.2330017,56.7869987));
//       r10.x = sin(r10.x);
//       r10.x = 43758.5469 * r10.x;
//       r10.x = frac(r10.x);
//       r10.x = r10.x * 0.200000048 + 0.899999976;
//       r7.xyz = r9.yzw * r10.xxx + r7.xyz;
//       r9.y = dot(r7.xyzw, proj_g._m00_m10_m20_m30);
//       r10.y = dot(r7.xyzw, proj_g._m01_m11_m21_m31);
//       r9.z = dot(r7.xyzw, proj_g._m03_m13_m23_m33);
//       r9.w = r9.z + -r0.w;
//       r10.x = r0.z * r9.w + r9.y;
//       r9.yz = r10.xy / r9.zz;
//       r8.xz = r9.yz * float2(0.5,0.5) + float2(0.5,0.5);
//       r5.w = 0.5 * r5.w;
//       r8.y = 1 + -r8.z;
//       r9.yz = resolutionScaling_g.xy * r8.xy;
//       r1.x = depthTexture.SampleLevel(samPoint_s_s, r9.yz, 0).x;
//       r8.z = dot(projInv_g._m22_m32, r1.xy);
//       r1.x = dot(projInv_g._m23_m33, r1.xy);
//       r1.x = r8.z / r1.x;
//       r1.x = r1.x + -r7.z;
//       r8.z = cmp(0 < r1.x);
//       r8.z = r8.z ? -1.000000 : 0;
//       r1.x = cmp(r1.x < 0);
//       r1.x = r8.z ? r1.x : 0;
//       r1.x = cmp(0 != r1.x);
//       r6.w = r1.x ? -r5.w : r5.w;
//       r1.x = (int)r9.x + 1;
//       r8.w = (int)r1.x;
//     }
//     r2.xw = r8.xy;
//     r5.yz = float2(-0.5,-0.5) + r2.xw;
//     r1.x = -r0.w * r2.z + 1;
//     r1.x = r1.x * r0.z;
//     r5.x = r1.x * -0.5 + r5.y;
//     r1.x = dot(r5.xz, r5.xz);
//     r1.x = sqrt(r1.x);
//     r1.x = r1.x + r1.x;
//     r1.y = r1.x * r1.x;
//     r1.x = -r1.x * r1.y + 1;
//     r5.xy = resolutionScaling_g.xy * r2.xw;
//     r0.xy = r5.xy * r0.xy;
//     r0.xy = trunc(r0.xy);
//     r5.xy = (int2)r0.xy;
//     r5.zw = float2(0,0);
//     r0.x = mrtTexture0.Load(r5.xyz).w;
//     r0.x = (uint)r0.x;
//     r0.x = (int)r0.x;
//     r0.x = (int)r0.x & 2;
//     r0.x = (int)r0.x;
//     r0.x = cmp(0 != r0.x);
//     r0.x = r0.x ? 0 : r1.x;
//   } else {
//     r5.yz = float2(-0.5,-0.5) + r2.xw;
//     r0.y = -r0.w * r2.z + 1;
//     r0.y = r0.z * r0.y;
//     r5.x = r0.y * -0.5 + r5.y;
//     r0.y = dot(r5.xz, r5.xz);
//     r0.y = sqrt(r0.y);
//     r0.y = r0.y + r0.y;
//     r1.x = r0.y * r0.y;
//     r0.x = -r0.y * r1.x + 1;
//   }
//   r1.xy = resolutionScaling_g.xy * r2.xw;
//   r5.xyz = colorTexture.SampleLevel(samPoint_s_s, r1.xy, 0).xyz;
//   r5.w = max(0, r0.x);
//   r0.x = dot(r3.xyzw, viewProjInv_g._m03_m13_m23_m33);
//   r0.x = r0.w * r0.x + -1;
//   r4.x = r0.z * r0.x + r2.y;
//   r0.x = dot(r4.xyzw, viewProjInv_g._m00_m10_m20_m30);
//   r0.y = dot(r4.xyzw, viewProjInv_g._m01_m11_m21_m31);
//   r0.z = dot(r4.xyzw, viewProjInv_g._m02_m12_m22_m32);
//   r0.w = dot(r4.xyzw, viewProjInv_g._m03_m13_m23_m33);
//   r0.xyzw = r0.xyzw / r0.wwww;
//   r1.x = dot(r0.xyzw, prevViewProj_g._m00_m10_m20_m30);
//   r2.y = dot(r0.xyzw, prevViewProj_g._m01_m11_m21_m31);
//   r0.x = dot(r0.xyzw, prevViewProj_g._m03_m13_m23_m33);
//   r0.y = r0.x + -r1.w;
//   r2.x = r1.z * r0.y + r1.x;
//   r0.xy = r2.xy / r0.xx;
//   r0.xy = r0.xy * float2(0.5,0.5) + float2(0.5,0.5);
//   r0.z = 1 + -r0.y;
//   r0.yw = -v1.zw + r0.xz;
//   r0.y = dot(r0.yw, r0.yw);
//   r0.y = sqrt(r0.y);
//   r0.y = -1442.69507 * r0.y;
//   r0.y = exp2(r0.y);
//   r0.y = r0.y * -0.300000012 + 0.400000006;
//   r0.xz = resolutionScaling_g.xy * r0.xz;
//   r0.xz = prevResolutionScaling_g.xy * r0.xz;
//   r1.xyzw = prevSSRTexture.SampleLevel(samLinear_s_s, r0.xz, 0).xyzw;
//   r2.xyzw = -r1.xyzw + r5.xyzw;
//   o0.xyzw = r0.yyyy * r2.xyzw + r1.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
