// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Fri Oct 31 20:25:24 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xy          0   TARGET   float   xy
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (uint,uint,uint,uint) t1
dcl_resource_texture2d (uint,uint,uint,uint) t2
dcl_input_ps linear v1.xy
dcl_output o0.xy
dcl_temps 25
dcl_resource_texture1d (float,float,float,float) t120
ld_indexable(texture1d)(float,float,float,float) r10.xyzw, l(10, 0, 0, 0), t120.xyzw
eq r11.x, r10.z, l(1.000000)
if_nz r11.x
  mov o0.xy, l(0)
  ret
endif
sample_l_indexable(texture2d)(float,float,float,float) r0.y, v1.xyxx, t0.yxzw, s0, l(0.000000)
resinfo_indexable(texture2d)(uint,uint,uint,uint) r0.zw, l(0), t1.zwxy
mul r0.zw, r0.zzzw, v1.xxxy
ftoi r1.xy, r0.zwzz
mov r1.zw, l(0,0,0,0)
ld_indexable(texture2d)(uint,uint,uint,uint) r0.z, r1.xyzw, t1.xywz
and r0.z, r0.z, l(1)
if_nz r0.z
  resinfo_indexable(texture2d)(uint,uint,uint,uint) r0.zw, l(0), t2.zwxy
  mul r0.zw, r0.zzzw, v1.xxxy
  ftoi r1.xy, r0.zwzz
  mov r1.zw, l(0,0,0,0)
  ld_indexable(texture2d)(uint,uint,uint,uint) r0.z, r1.xyzw, t2.xzyw
  and r0.z, r0.z, l(255)
  utof r0.z, r0.z
  mul r0.x, r0.z, l(0.00392156886)
else
  mov r0.x, l(-100.000000)
endif
mov o0.xy, r0.yxyy
ret
// Approximately 0 instruction slots used
