// 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
//   float4x4 proj_g;                   // Index:    8 9 10 11        Components:    16 [unused]
//   float4x4 projInv_g;                // Index:   12 13 14 15       Components:    16 [unused]
//   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 [unused]
//   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_post_sky
// {
//
//   float3 incomingLight_g;            // Index:    0.xyz            Components:     3
//   float3 scatteringR_g;              // Index:    1.xyz            Components:     3
//   float3 scatteringM_g;              // Index:    2.xyz            Components:     3
//   float3 extinctionR_g;              // Index:    3.xyz            Components:     3 [unused]
//   float3 extinctionM_g;              // Index:    4.xyz            Components:     3 [unused]
//   float3 densityScaleHeight_g;       // Index:    5.xyz            Components:     3 [unused]
//   float skyHorizonBottomLimit_g;     // Index:    5.w              Components:     1 [unused]
//   float3 sunDirection_g;             // Index:    6.xyz            Components:     3
//   float skyHorizonTopLimit_g;        // Index:    6.w              Components:     1 [unused]
//   float mieG_g;                      // Index:    7.x              Components:     1
//   float distanceScale_g;             // Index:    7.y              Components:     1 [unused]
//   float planetRadius_g;              // Index:    7.z              Components:     1 [unused]
//   float atmosphereHeight_g;          // Index:    7.w              Components:     1
//   float sunIntensity_g;              // Index:    8.x              Components:     1
//   float skyLutNearOverFarClip_g;     // Index:    8.y              Components:     1 [unused]
//   float skyLutCameraFarClip_g;       // Index:    8.z              Components:     1 [unused]
//   float skyBrightness_g;             // Index:    8.w              Components:     1
//
// }
//
// cbuffer cb_post_sky2
// {
//
//   float4x4 skyViewProjInv_g;         // Index:    0 1 2 3          Components:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samLinear_s                       sampler      NA          NA    0        1
// skyLUT                            texture  float4          3d    0        1
// skyLUT2                           texture  float2          3d    1        1
// StereoParams                      texture  float4          2d  125        1
// cb_scene                          cbuffer      NA          NA    0        1
// cb_post_sky2                      cbuffer      NA          NA    3        1
// cb_post_sky                       cbuffer      NA          NA    6        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float     zw
//
//
// 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[6], immediateIndexed
dcl_constantbuffer CB6[9], immediateIndexed
dcl_constantbuffer CB3[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture3d (float,float,float,float) t0
dcl_resource_texture3d (float,float,float,float) t1
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear v1.zw
dcl_output o0.xyzw
dcl_temps 4
mad r0.x, v1.z, l(2.000000), l(-1.000000)
ld_indexable(buffer)(float,float,float,float) r0.yz, l(0, 0, 0, 0), t125.zxyw
mad r1.yz, v1.zzwz, l(0.000000, 2.000000, -2.000000, 0.000000), l(0.000000, -1.000000, 1.000000, 0.000000)
mov r1.w, l(1.000000)
dp3 r0.w, r1.yzwy, cb3[3].xywx
mad r0.z, r0.z, r0.w, l(-1.000000)
mad r1.x, r0.y, r0.z, r0.x
dp3 r0.x, r1.xzwx, cb3[0].xywx
dp3 r0.y, r1.xzwx, cb3[1].xywx
dp3 r0.z, r1.xzwx, cb3[2].xywx
dp3 r0.w, r1.xzwx, cb3[3].xywx
div r0.xyz, r0.xyzx, r0.wwww
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r0.x, r0.xyzx, -cb6[6].xyzx
max r0.y, |r0.y|, l(0.050000)
mad r1.y, r0.y, l(0.500000), l(0.500000)
dp2 r0.y, r0.xxxx, cb6[7].xxxx
mad r0.zw, cb6[7].xxxx, cb6[7].xxxx, l(0.000000, 0.000000, 2.000000, 1.000000)
add r0.y, -r0.y, r0.w
add r0.z, r0.z, r0.z
log r0.y, r0.y
mul r0.y, r0.y, l(1.500000)
exp r0.y, r0.y
mad r0.w, r0.x, r0.x, l(1.000000)
mad r2.xy, r0.xxxx, l(0.500000, -1.960000, 0.000000, 0.000000), l(1.400000, 1.96040010, 0.000000, 0.000000)
div r0.x, r0.w, r0.y
mad r0.y, -cb6[7].x, cb6[7].x, l(1.000000)
mul r0.y, r0.y, l(3.000000)
div r0.y, r0.y, r0.z
mul r0.x, r0.y, r0.x
mul r0.x, r0.x, l(0.0795774683)
div r1.z, cb0[5].w, cb6[7].w
mad r1.x, cb6[6].y, l(-0.500000), l(0.500000)
sample_l_indexable(texture3d)(float,float,float,float) r0.zw, r1.xyzx, t1.wzxy, s0, l(0.000000)
sample_l_indexable(texture3d)(float,float,float,float) r1.xyzw, r1.xyzx, t0.xyzw, s0, l(0.000000)
mov r0.y, r1.w
mul r3.xyz, r0.xxxx, r0.yzwy
mul r3.xyz, r3.xyzx, cb6[2].xyzx
mul r0.x, r2.x, l(0.0636619776)
log r1.w, r2.y
mul r1.w, r1.w, l(1.500000)
exp r1.w, r1.w
mul r1.w, r1.w, l(12.566371)
div r1.w, l(0.000399999233), r1.w
mul r1.w, r1.w, l(0.003000)
mul r0.yzw, r0.yyzw, r1.wwww
mul r0.yzw, r0.yyzw, cb6[8].xxxx
mul r1.xyz, r0.xxxx, r1.xyzx
mad r1.xyz, r1.xyzx, cb6[1].xyzx, r3.xyzx
mad r0.xyz, r1.xyzx, cb6[0].xyzx, r0.yzwy
mul r0.xyz, r0.xyzx, cb6[8].wwww
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.w, l(1.000000)
ret
// Approximately 56 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_post_sky : register(b6)
// {
//   float3 incomingLight_g : packoffset(c0);
//   float3 scatteringR_g : packoffset(c1);
//   float3 scatteringM_g : packoffset(c2);
//   float3 extinctionR_g : packoffset(c3);
//   float3 extinctionM_g : packoffset(c4);
//   float3 densityScaleHeight_g : packoffset(c5);
//   float skyHorizonBottomLimit_g : packoffset(c5.w);
//   float3 sunDirection_g : packoffset(c6);
//   float skyHorizonTopLimit_g : packoffset(c6.w);
//   float mieG_g : packoffset(c7);
//   float distanceScale_g : packoffset(c7.y);
//   float planetRadius_g : packoffset(c7.z);
//   float atmosphereHeight_g : packoffset(c7.w);
//   float sunIntensity_g : packoffset(c8);
//   float skyLutNearOverFarClip_g : packoffset(c8.y);
//   float skyLutCameraFarClip_g : packoffset(c8.z);
//   float skyBrightness_g : packoffset(c8.w);
// }
//
// cbuffer cb_post_sky2 : register(b3)
// {
//   float4x4 skyViewProjInv_g : packoffset(c0);
// }
//
// SamplerState samLinear_s_s : register(s0);
// Texture3D<float4> skyLUT : register(t0);
// Texture3D<float2> skyLUT2 : register(t1);
//
//
// // 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;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = v1.z * 2 + -1;
//   r0.yz = StereoParams.Load(float4(0,0,0,0)).xy;
//   r1.yz = v1.zw * float2(2,-2) + float2(-1,1);
//   r1.w = 1;
//   r0.w = dot(r1.yzw, skyViewProjInv_g._m03_m13_m33);
//   r0.z = r0.z * r0.w + -1;
//   r1.x = r0.y * r0.z + r0.x;
//   r0.x = dot(r1.xzw, skyViewProjInv_g._m00_m10_m30);
//   r0.y = dot(r1.xzw, skyViewProjInv_g._m01_m11_m31);
//   r0.z = dot(r1.xzw, skyViewProjInv_g._m02_m12_m32);
//   r0.w = dot(r1.xzw, skyViewProjInv_g._m03_m13_m33);
//   r0.xyz = r0.xyz / r0.www;
//   r0.w = dot(r0.xyz, r0.xyz);
//   r0.w = rsqrt(r0.w);
//   r0.xyz = r0.xyz * r0.www;
//   r0.x = dot(r0.xyz, -sunDirection_g.xyz);
//   r0.y = max(0.0500000007, abs(r0.y));
//   r1.y = r0.y * 0.5 + 0.5;
//   r0.y = dot(r0.xx, mieG_g);
//   r0.zw = mieG_g * mieG_g + float2(2,1);
//   r0.y = r0.w + -r0.y;
//   r0.z = r0.z + r0.z;
//   r0.y = log2(r0.y);
//   r0.y = 1.5 * r0.y;
//   r0.y = exp2(r0.y);
//   r0.w = r0.x * r0.x + 1;
//   r2.xy = r0.xx * float2(0.5,-1.96000004) + float2(1.39999998,1.9604001);
//   r0.x = r0.w / r0.y;
//   r0.y = -mieG_g * mieG_g + 1;
//   r0.y = 3 * r0.y;
//   r0.y = r0.y / r0.z;
//   r0.x = r0.x * r0.y;
//   r0.x = 0.0795774683 * r0.x;
//   r1.z = viewInv_g._m31 / atmosphereHeight_g;
//   r1.x = sunDirection_g.y * -0.5 + 0.5;
//   r0.zw = skyLUT2.SampleLevel(samLinear_s_s, r1.xyz, 0).xy;
//   r1.xyzw = skyLUT.SampleLevel(samLinear_s_s, r1.xyz, 0).xyzw;
//   r0.y = r1.w;
//   r3.xyz = r0.yzw * r0.xxx;
//   r3.xyz = scatteringM_g.xyz * r3.xyz;
//   r0.x = 0.0636619776 * r2.x;
//   r1.w = log2(r2.y);
//   r1.w = 1.5 * r1.w;
//   r1.w = exp2(r1.w);
//   r1.w = 12.566371 * r1.w;
//   r1.w = 0.000399999233 / r1.w;
//   r1.w = 0.00300000003 * r1.w;
//   r0.yzw = r1.www * r0.yzw;
//   r0.yzw = sunIntensity_g * r0.yzw;
//   r1.xyz = r1.xyz * r0.xxx;
//   r1.xyz = r1.xyz * scatteringR_g.xyz + r3.xyz;
//   r0.xyz = r1.xyz * incomingLight_g.xyz + r0.yzw;
//   r0.xyz = skyBrightness_g * r0.xyz;
//   o0.xyz = max(float3(0,0,0), r0.xyz);
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
