// 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_godray
// {
//
//   float2 blurCenter_g;               // Index:    0.xy             Components:     2
//   float2 blurScale_g;                // Index:    0.zw             Components:     2
//   float zThreshold_g;                // Index:    1.x              Components:     1 [unused]
//   float isFlip_g;                    // Index:    1.y              Components:     1
//   float brightnessThreshold_g;       // Index:    1.z              Components:     1 [unused]
//   float centricSharpness_g;          // Index:    1.w              Components:     1 [unused]
//   float3 godrayColor_g;              // Index:    2.xyz            Components:     3 [unused]
//   float4 uvClamp_g;                  // Index:    3.xyzw           Components:     4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samLinear_s                       sampler      NA          NA    0        1
// colorTexture                      texture  float4          2d    0        1
// StereoParams                      texture  float4          2d  125        1
// cb_godray                         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 CB2[2], 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 3
ld_indexable(buffer)(float,float,float,float) r0.x, l(0, 0, 0, 0), t125.xyzw
mad r0.xz, -r0.xxxx, l(0.500000, 0.000000, 0.500000, 0.000000), v1.zzzz
mov r0.yw, v1.wwww
add r0.xyzw, -r0.xyzw, cb2[0].xyxy
mul r0.xyzw, r0.xyzw, cb2[1].yyyy
dp2 r1.x, r0.zwzz, r0.zwzz
rsq r1.y, r1.x
sqrt r1.x, r1.x
min r1.x, r1.x, l(1.000000)
mul r0.xyzw, r0.xyzw, r1.yyyy
mul r0.xyzw, r0.xyzw, cb2[0].zwzw
mad r1.yz, r0.zzwz, r1.xxxx, v1.xxyx
mul r0.xyzw, r1.xxxx, r0.xyzw
sample_l_indexable(texture2d)(float,float,float,float) r1.xyz, r1.yzyy, t0.xyzw, s0, l(0.000000)
mul r1.xyz, r1.xyzx, l(0.280000, 0.280000, 0.280000, 0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, v1.xyxx, t0.xyzw, s0, l(0.000000)
mad r1.xyz, r2.xyzx, l(0.360000, 0.360000, 0.360000, 0.000000), r1.xyzx
mad r2.xy, r0.zwzz, l(2.000000, 2.000000, 0.000000, 0.000000), v1.xyxx
mad r0.xyzw, r0.xyzw, l(4.000000, 4.000000, 8.000000, 8.000000), v1.xyxy
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyxx, t0.xyzw, s0, l(0.000000)
mad r1.xyz, r2.xyzx, l(0.200000, 0.200000, 0.200000, 0.000000), r1.xyzx
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.xyz, r0.zwzz, t0.xyzw, s0, l(0.000000)
mad r1.xyz, r2.xyzx, l(0.120000, 0.120000, 0.120000, 0.000000), r1.xyzx
mad o0.xyz, r0.xyzx, l(0.040000, 0.040000, 0.040000, 0.000000), r1.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 27 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Fri Oct 31 20:25:24 2025
//
// cbuffer cb_godray : register(b2)
// {
//   float2 blurCenter_g : packoffset(c0);
//   float2 blurScale_g : packoffset(c0.z);
//   float zThreshold_g : packoffset(c1);
//   float isFlip_g : packoffset(c1.y);
//   float brightnessThreshold_g : packoffset(c1.z);
//   float centricSharpness_g : packoffset(c1.w);
//   float3 godrayColor_g : packoffset(c2);
//   float4 uvClamp_g : packoffset(c3);
// }
//
// SamplerState samLinear_s_s : register(s0);
// Texture2D<float4> colorTexture : 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,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.xz = -r0.xx * float2(0.5,0.5) + v1.zz;
//   r0.yw = v1.ww;
//   r0.xyzw = blurCenter_g.xyxy + -r0.xyzw;
//   r0.xyzw = isFlip_g * r0.xyzw;
//   r1.x = dot(r0.zw, r0.zw);
//   r1.y = rsqrt(r1.x);
//   r1.x = sqrt(r1.x);
//   r1.x = min(1, r1.x);
//   r0.xyzw = r1.yyyy * r0.xyzw;
//   r0.xyzw = blurScale_g.xyxy * r0.xyzw;
//   r1.yz = r0.zw * r1.xx + v1.xy;
//   r0.xyzw = r0.xyzw * r1.xxxx;
//   r1.xyz = colorTexture.SampleLevel(samLinear_s_s, r1.yz, 0).xyz;
//   r1.xyz = float3(0.280000001,0.280000001,0.280000001) * r1.xyz;
//   r2.xyz = colorTexture.SampleLevel(samLinear_s_s, v1.xy, 0).xyz;
//   r1.xyz = r2.xyz * float3(0.360000014,0.360000014,0.360000014) + r1.xyz;
//   r2.xy = r0.zw * float2(2,2) + v1.xy;
//   r0.xyzw = r0.xyzw * float4(4,4,8,8) + v1.xyxy;
//   r2.xyz = colorTexture.SampleLevel(samLinear_s_s, r2.xy, 0).xyz;
//   r1.xyz = r2.xyz * float3(0.200000003,0.200000003,0.200000003) + r1.xyz;
//   r2.xyz = colorTexture.SampleLevel(samLinear_s_s, r0.xy, 0).xyz;
//   r0.xyz = colorTexture.SampleLevel(samLinear_s_s, r0.zw, 0).xyz;
//   r1.xyz = r2.xyz * float3(0.119999997,0.119999997,0.119999997) + r1.xyz;
//   o0.xyz = r0.xyz * float3(0.0399999991,0.0399999991,0.0399999991) + r1.xyz;
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
