// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.132 on Sun Mar 19 23:24:04 2023
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[6];                     // Index:    0-5              Components:    24
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float          2d  110        1
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   x           0     NONE    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   x           1     NONE   float   x
// P                        0   x           2  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o2.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_immediateConstantBuffer { { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0},
                              { 0, 0, 0, 1.000000} }
dcl_constantbuffer CB0[6], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t110
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.x
dcl_output_siv o0.xyzw, position
dcl_output o1.x
dcl_temps 11
ld_indexable(buffer)(float,float,float,float) r10.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o2.x, r10.z
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture1d)(float,float,float,float) r0.z, l(20, 0, 0, 0), t120.yzxw
ld_indexable(texture1d)(float,float,float,float) r0.w, l(22, 0, 0, 0), t120.yzwx
ld_indexable(texture1d)(float,float,float,float) r1.x, l(23, 0, 0, 0), t120.xyzw
ld_indexable(texture1d)(float,float,float,float) r1.y, l(13, 0, 0, 0), t120.yxzw
ld_indexable(texture1d)(float,float,float,float) r1.z, l(14, 0, 0, 0), t120.yzxw
ld_indexable(texture1d)(float,float,float,float) r1.w, l(15, 0, 0, 0), t120.yzwx
ld_indexable(texture1d)(float,float,float,float) r2.x, l(16, 0, 0, 0), t120.xyzw
ld_indexable(texture1d)(float,float,float,float) r2.y, l(71, 0, 0, 0), t120.yxzw
ld_indexable(texture1d)(float,float,float,float) r2.z, l(75, 0, 0, 0), t120.yzxw
ld_indexable(texture1d)(float,float,float,float) r2.w, l(74, 0, 0, 0), t120.yzwx
mov r3.x, v0.x
mul r4.xyzw, cb0[4].xyzw, icb[r3.x + 0].xxyy
add r3.yz, r4.xxyx, r4.zzwz
mad r3.yz, icb[r3.x + 0].zzzz, cb0[5].xxyx, r3.yyzy
mad r3.xy, icb[r3.x + 0].wwww, cb0[5].zwzz, r3.yzyy
mul r4.xyzw, r3.yyyy, cb0[1].xyzw
mad r3.xyzw, r3.xxxx, cb0[0].xyzw, r4.xyzw
add r3.xyzw, r3.xyzw, cb0[3].xyzw
eq r4.xy, r0.wwww, l(1.000000, 0.000000, 0.000000, 0.000000)
if_nz r4.x
  eq r0.w, r1.y, l(1.000000)
  mul r4.x, r1.y, l(1.100000)
  movc r1.y, r0.w, r4.x, r1.y
  eq r0.w, r1.z, l(1.000000)
  mul r4.x, r1.z, l(1.100000)
  movc r1.z, r0.w, r4.x, r1.z
  eq r0.w, r1.w, l(1.000000)
  mul r4.x, r1.w, l(1.100000)
  movc r1.w, r0.w, r4.x, r1.w
  eq r0.w, r2.x, l(1.000000)
  mul r4.x, r2.x, l(1.100000)
  movc r2.x, r0.w, r4.x, r2.x
  lt r0.w, -r2.x, r3.y
  lt r4.x, r3.y, r1.w
  and r0.w, r0.w, r4.x
  lt r4.x, -r1.y, r3.x
  and r0.w, r0.w, r4.x
  lt r4.x, r3.x, r1.z
  and r0.w, r0.w, r4.x
  if_nz r0.w
    ld_indexable(texture1d)(float,float,float,float) r0.w, l(27, 0, 0, 0), t120.yzwx
    ne r4.x, r0.x, l(0.000000)
    if_nz r4.x
      mul r4.x, r0.y, r0.x
      mul r4.x, r4.x, l(0.100000)
      resinfo_indexable(texture2d)(float,float,float,float)_uint r4.zw, l(0), t110.zwxy
      iadd r5.xy, r4.zwzz, l(-1, -1, 0, 0)
      utof r4.zw, r4.zzzw
      mul r4.w, r4.w, l(0.500000)
      utof r5.xy, r5.xyxx
      min r4.w, r4.w, r5.y
      ftoi r6.y, r4.w
      mov r6.zw, l(0,0,0,0)
      mov r4.w, l(0)
      mov r5.yzw, l(0,0,0,0)
      mov r7.x, l(0)
      loop
        utof r7.y, r5.w
        ge r7.y, r7.y, l(5000.000000)
        mov r7.x, l(0)
        breakc_nz r7.y
        mad r5.z, r0.x, l(0.000200), r5.z
        mad r7.y, r5.z, l(0.500000), l(0.500000)
        mul r7.y, r4.z, r7.y
        max r7.y, r7.y, l(0.000000)
        min r7.y, r5.x, r7.y
        ftoi r6.x, r7.y
        ld_indexable(texture2d)(float,float,float,float) r6.x, r6.xyzw, t110.xyzw
        ne r7.y, r6.x, l(1.000000)
        mul r7.z, r6.x, l(0.000010)
        div r7.z, l(0.000010), r7.z
        add r6.x, r6.x, r7.z
        and r6.x, r6.x, r7.y
        eq r7.y, r6.x, l(0.000000)
        if_nz r7.y
          mov r4.w, r0.x
          mov r7.x, l(-1)
          break
        endif
        add r7.z, r0.x, -r5.z
        div r7.z, r4.x, r7.z
        lt r6.x, r6.x, r7.z
        if_nz r6.x
          mov r4.w, l(0)
          mov r7.x, l(0)
          break
        endif
        mov r5.y, r5.z
        iadd r5.w, r5.w, l(1)
        mov r7.x, r7.y
        mov r4.w, l(0)
      endloop
      movc r4.x, r7.x, r4.w, r5.y
    else
      mov r4.x, l(0)
    endif
    mul r4.x, r3.w, r4.x
    mul r0.w, r0.w, r4.x
    mul r4.x, r0.w, l(0.970000)
    mad r4.z, r0.w, l(0.970000), r3.x
    mov o1.x, r4.x
  else
    ge r0.w, l(-0.400000), r3.y
    lt r4.x, l(-0.700000), r3.x
    and r0.w, r0.w, r4.x
    lt r4.x, r3.x, l(0.700000)
    and r0.w, r0.w, r4.x
    eq r4.x, r2.z, l(1.000000)
    and r0.w, r0.w, r4.x
    mul r5.y, r0.x, r2.w
    mad r5.x, r0.x, r2.w, r3.x
    mul r6.y, r0.z, r0.x
    mad r6.x, r0.x, r0.z, r3.x
    movc r4.zw, r0.wwww, r5.xxxy, r6.xxxy
    mov o1.x, r4.w
  endif
else
  mov r4.z, r3.x
endif
eq r5.xy, r1.xxxx, l(1.000000, 0.000000, 0.000000, 0.000000)
and r4.xy, r4.yyyy, r5.xyxx
if_nz r4.x
  ld_indexable(texture1d)(float,float,float,float) r0.w, l(21, 0, 0, 0), t120.yzwx
  ne r1.x, r0.w, l(1.000000)
  lt r2.x, -r2.x, r3.y
  lt r1.w, r3.y, r1.w
  and r1.w, r1.w, r2.x
  lt r1.y, -r1.y, r4.z
  and r1.y, r1.y, r1.w
  lt r1.z, r4.z, r1.z
  and r1.y, r1.z, r1.y
  mul r5.y, r0.z, r0.x
  mul r6.y, r0.w, r5.y
  mad r6.x, r5.y, r0.w, r4.z
  ge r0.w, l(-0.400000), r3.y
  lt r1.z, l(-0.700000), r4.z
  and r0.w, r0.w, r1.z
  lt r1.z, r4.z, l(0.700000)
  and r0.w, r0.w, r1.z
  eq r1.z, r2.z, l(1.000000)
  and r0.w, r0.w, r1.z
  mul r7.y, r0.x, r2.w
  mad r7.x, r0.x, r2.w, r4.z
  mad r5.x, r0.x, r0.z, r4.z
  movc r1.zw, r0.wwww, r7.xxxy, r5.xxxy
  movc r5.xy, r1.yyyy, r6.xyxx, r1.zwzz
  movc r4.zw, r1.xxxx, r5.xxxy, r1.zzzw
  mov o1.x, r4.w
endif
if_nz r4.y
  ge r0.w, l(-0.400000), r3.y
  lt r1.x, l(-0.700000), r4.z
  and r0.w, r0.w, r1.x
  lt r1.x, r4.z, l(0.700000)
  and r0.w, r0.w, r1.x
  eq r1.x, r2.z, l(1.000000)
  and r0.w, r0.w, r1.x
  if_nz r0.w
    mul r0.w, r0.x, r2.w
    mad r4.z, r0.x, r2.w, r4.z
    mov o1.x, r0.w
  else
    ld_indexable(texture1d)(float,float,float,float) r0.w, l(90, 0, 0, 0), t120.xywz
    eq r1.x, r0.w, l(1.000000)
    if_nz r1.x
      ne r1.x, r0.x, l(0.000000)
      if_nz r1.x
        mul r1.x, r0.y, r0.x
        mul r1.x, r1.x, l(0.100000)
        resinfo_indexable(texture2d)(float,float,float,float)_uint r1.yz, l(0), t110.zxyw
        iadd r2.xz, r1.yyzy, l(-1, 0, -1, 0)
        utof r1.yz, r1.yyzy
        mul r1.z, r1.z, l(0.625000)
        utof r2.xz, r2.xxzx
        min r1.z, r1.z, r2.z
        ftoi r5.y, r1.z
        mov r5.zw, l(0,0,0,0)
        mov r1.zw, l(0,0,0,0)
        mov r2.zw, l(0,0,0,0)
        mov r3.x, l(0)
        loop
          utof r4.x, r2.w
          ge r4.x, r4.x, l(150.000000)
          mov r3.x, l(0)
          breakc_nz r4.x
          mad r2.z, r0.x, l(0.00666666683), r2.z
          mad r4.x, r2.z, l(0.500000), l(0.500000)
          mul r4.x, r1.y, r4.x
          max r4.x, r4.x, l(0.000000)
          min r4.x, r2.x, r4.x
          ftoi r5.x, r4.x
          ld_indexable(texture2d)(float,float,float,float) r4.x, r5.xyzw, t110.xyzw
          ne r4.y, r4.x, l(1.000000)
          mul r4.w, r4.x, l(0.000010)
          div r4.w, l(0.000010), r4.w
          add r4.x, r4.x, r4.w
          and r4.x, r4.x, r4.y
          eq r4.y, r4.x, l(0.000000)
          if_nz r4.y
            mov r1.z, r0.x
            mov r3.x, l(-1)
            break
          endif
          add r4.w, r0.x, -r2.z
          div r4.w, r1.x, r4.w
          lt r4.x, r4.x, r4.w
          if_nz r4.x
            mov r1.z, l(0)
            mov r3.x, l(0)
            break
          endif
          mov r1.w, r2.z
          iadd r2.w, r2.w, l(1)
          mov r3.x, r4.y
          mov r1.z, l(0)
        endloop
        movc r1.x, r3.x, r1.z, r1.w
      else
        mov r1.x, l(0)
      endif
      mul r1.y, r3.w, r1.x
      mad r4.z, r1.x, r3.w, r4.z
      mov o1.x, r1.y
    else
      eq r0.w, r0.w, l(2.000000)
      if_nz r0.w
        ne r0.w, r0.x, l(0.000000)
        if_nz r0.w
          mul r0.y, r0.y, r0.x
          mul r0.y, r0.y, l(0.100000)
          resinfo_indexable(texture2d)(float,float,float,float)_uint r1.xy, l(0), t110.xyzw
          iadd r1.zw, r1.xxxy, l(0, 0, -1, -1)
          utof r1.xy, r1.xyxx
          mul r0.w, r1.y, l(0.812500)
          utof r1.yz, r1.zzwz
          min r0.w, r0.w, r1.z
          ftoi r5.y, r0.w
          mov r5.zw, l(0,0,0,0)
          mov r0.w, l(0)
          mov r1.zw, l(0,0,0,0)
          mov r2.xz, l(0,0,0,0)
          loop
            utof r2.w, r2.x
            ge r2.w, r2.w, l(150.000000)
            mov r2.z, l(0)
            breakc_nz r2.w
            mad r1.w, r0.x, l(0.00666666683), r1.w
            mad r2.w, r1.w, l(0.500000), l(0.500000)
            mul r2.w, r1.x, r2.w
            max r2.w, r2.w, l(0.000000)
            min r2.w, r1.y, r2.w
            ftoi r5.x, r2.w
            ld_indexable(texture2d)(float,float,float,float) r2.w, r5.xyzw, t110.yzwx
            ne r3.x, r2.w, l(1.000000)
            mul r4.x, r2.w, l(0.000010)
            div r4.x, l(0.000010), r4.x
            add r2.w, r2.w, r4.x
            and r2.w, r2.w, r3.x
            eq r3.x, r2.w, l(0.000000)
            if_nz r3.x
              mov r0.w, r0.x
              mov r2.z, l(-1)
              break
            endif
            add r4.x, r0.x, -r1.w
            div r4.x, r0.y, r4.x
            lt r2.w, r2.w, r4.x
            if_nz r2.w
              mov r0.w, l(0)
              mov r2.z, l(0)
              break
            endif
            mov r1.z, r1.w
            iadd r2.x, r2.x, l(1)
            mov r2.z, r3.x
            mov r0.w, l(0)
          endloop
          movc r0.y, r2.z, r0.w, r1.z
        else
          mov r0.y, l(0)
        endif
        mul r0.w, r3.w, r0.y
        mad r4.z, r0.y, r3.w, r4.z
        mov o1.x, r0.w
      else
        mul r0.y, r0.z, r0.x
        mad r4.z, r0.x, r0.z, r4.z
        mov o1.x, r0.y
      endif
    endif
  endif
endif
eq r0.xy, r2.yyyy, l(2.000000, 0.000000, 0.000000, 0.000000)
lt r0.z, l(-0.200000), r3.y
lt r0.w, r3.y, l(0.200000)
and r0.z, r0.w, r0.z
lt r0.w, l(-0.200000), r4.z
and r0.z, r0.w, r0.z
lt r0.w, r4.z, l(0.200000)
and r0.z, r0.w, r0.z
and r0.z, r4.z, r0.z
movc r0.x, r0.x, r0.z, r4.z
movc r8.x, r0.y, l(0), r0.x
mov r8.yzw, r3.yyzw
add r9.x, -r10.y, r8.w
mul r9.y, r10.x, r10.w
mad r9.x, r9.x, r9.y, r8.x
ne r9.y, l(1.000000), r8.w
movc r8.x, r9.y, r9.x, r8.x
mov o0.xyzw, r8.xyzw
ret
// Approximately 306 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.132 on Sun Mar 19 23:24:04 2023
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[6] : packoffset(c0);
// }
//
// Texture2D<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   uint v0 : ATTRIBUTE0,
//   out float4 o0 : SV_POSITION0,
//   out float o1 : TEXCOORD0,
//   out uint o2 : P0)
// {
//   const float4 icb[] = { { 1.000000, 0, 0, 0},
//                               { 0, 1.000000, 0, 0},
//                               { 0, 0, 1.000000, 0},
//                               { 0, 0, 0, 1.000000} };
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r10.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o2.x = r10.z;
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.z = IniParams.Load(float4(20,0,0,0)).x;
//   r0.w = IniParams.Load(float4(22,0,0,0)).x;
//   r1.x = IniParams.Load(float4(23,0,0,0)).x;
//   r1.y = IniParams.Load(float4(13,0,0,0)).x;
//   r1.z = IniParams.Load(float4(14,0,0,0)).x;
//   r1.w = IniParams.Load(float4(15,0,0,0)).x;
//   r2.x = IniParams.Load(float4(16,0,0,0)).x;
//   r2.y = IniParams.Load(float4(71,0,0,0)).x;
//   r2.z = IniParams.Load(float4(75,0,0,0)).x;
//   r2.w = IniParams.Load(float4(74,0,0,0)).x;
//   r3.x = v0.x;
//   r4.xyzw = icb[r3.x+0].xxyy * cb0[4].xyzw;
//   r3.yz = r4.zw + r4.xy;
//   r3.yz = icb[r3.x+0].zz * cb0[5].xy + r3.yz;
//   r3.xy = icb[r3.x+0].ww * cb0[5].zw + r3.yz;
//   r4.xyzw = cb0[1].xyzw * r3.yyyy;
//   r3.xyzw = r3.xxxx * cb0[0].xyzw + r4.xyzw;
//   r3.xyzw = cb0[3].xyzw + r3.xyzw;
//   r4.xy = cmp(r0.ww == float2(1,0));
//   if (r4.x != 0) {
//     r0.w = cmp(r1.y == 1.000000);
//     r4.x = 1.10000002 * r1.y;
//     r1.y = r0.w ? r4.x : r1.y;
//     r0.w = cmp(r1.z == 1.000000);
//     r4.x = 1.10000002 * r1.z;
//     r1.z = r0.w ? r4.x : r1.z;
//     r0.w = cmp(r1.w == 1.000000);
//     r4.x = 1.10000002 * r1.w;
//     r1.w = r0.w ? r4.x : r1.w;
//     r0.w = cmp(r2.x == 1.000000);
//     r4.x = 1.10000002 * r2.x;
//     r2.x = r0.w ? r4.x : r2.x;
//     r0.w = cmp(-r2.x < r3.y);
//     r4.x = cmp(r3.y < r1.w);
//     r0.w = r0.w ? r4.x : 0;
//     r4.x = cmp(-r1.y < r3.x);
//     r0.w = r0.w ? r4.x : 0;
//     r4.x = cmp(r3.x < r1.z);
//     r0.w = r0.w ? r4.x : 0;
//     if (r0.w != 0) {
//       r0.w = IniParams.Load(float4(27,0,0,0)).x;
//       r4.x = cmp(r0.x != 0.000000);
//       if (r4.x != 0) {
//         r4.x = r0.x * r0.y;
//         r4.x = 0.100000001 * r4.x;
//         DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//         r4.zw = uiDest.xy;
//         r5.xy = (int2)r4.zw + int2(-1,-1);
//         r4.zw = (uint2)r4.zw;
//         r4.w = 0.5 * r4.w;
//         r5.xy = (uint2)r5.xy;
//         r4.w = min(r5.y, r4.w);
//         r6.y = (int)r4.w;
//         r6.zw = float2(0,0);
//         r4.w = 0;
//         r5.yzw = float3(0,0,0);
//         r7.x = 0;
//         while (true) {
//           r7.y = (uint)r5.w;
//           r7.y = cmp(r7.y >= 5000);
//           r7.x = 0;
//           if (r7.y != 0) break;
//           r5.z = r0.x * 0.000199999995 + r5.z;
//           r7.y = r5.z * 0.5 + 0.5;
//           r7.y = r7.y * r4.z;
//           r7.y = max(0, r7.y);
//           r7.y = min(r7.y, r5.x);
//           r6.x = (int)r7.y;
//           r6.x = DepthBuffer.Load(r6.xyz).x;
//           r7.y = cmp(r6.x != 1.000000);
//           r7.z = 9.99999975e-06 * r6.x;
//           r7.z = 9.99999975e-06 / r7.z;
//           r6.x = r7.z + r6.x;
//           r6.x = r7.y ? r6.x : 0;
//           r7.y = cmp(r6.x == 0.000000);
//           if (r7.y != 0) {
//             r4.w = r0.x;
//             r7.x = -1;
//             break;
//           }
//           r7.z = -r5.z + r0.x;
//           r7.z = r4.x / r7.z;
//           r6.x = cmp(r6.x < r7.z);
//           if (r6.x != 0) {
//             r4.w = 0;
//             r7.x = 0;
//             break;
//           }
//           r5.y = r5.z;
//           r5.w = (int)r5.w + 1;
//           r7.x = r7.y;
//           r4.w = 0;
//         }
//         r4.x = r7.x ? r4.w : r5.y;
//       } else {
//         r4.x = 0;
//       }
//       r4.x = r4.x * r3.w;
//       r0.w = r4.x * r0.w;
//       r4.x = 0.970000029 * r0.w;
//       r4.z = r0.w * 0.970000029 + r3.x;
//       o1.x = r4.x;
//     } else {
//       r0.w = cmp(-0.400000006 >= r3.y);
//       r4.x = cmp(-0.699999988 < r3.x);
//       r0.w = r0.w ? r4.x : 0;
//       r4.x = cmp(r3.x < 0.699999988);
//       r0.w = r0.w ? r4.x : 0;
//       r4.x = cmp(r2.z == 1.000000);
//       r0.w = r0.w ? r4.x : 0;
//       r5.y = r2.w * r0.x;
//       r5.x = r0.x * r2.w + r3.x;
//       r6.y = r0.x * r0.z;
//       r6.x = r0.x * r0.z + r3.x;
//       r4.zw = r0.ww ? r5.xy : r6.xy;
//       o1.x = r4.w;
//     }
//   } else {
//     r4.z = r3.x;
//   }
//   r5.xy = cmp(r1.xx == float2(1,0));
//   r4.xy = r4.yy ? r5.xy : 0;
//   if (r4.x != 0) {
//     r0.w = IniParams.Load(float4(21,0,0,0)).x;
//     r1.x = cmp(r0.w != 1.000000);
//     r2.x = cmp(-r2.x < r3.y);
//     r1.w = cmp(r3.y < r1.w);
//     r1.w = r1.w ? r2.x : 0;
//     r1.y = cmp(-r1.y < r4.z);
//     r1.y = r1.y ? r1.w : 0;
//     r1.z = cmp(r4.z < r1.z);
//     r1.y = r1.z ? r1.y : 0;
//     r5.y = r0.x * r0.z;
//     r6.y = r5.y * r0.w;
//     r6.x = r5.y * r0.w + r4.z;
//     r0.w = cmp(-0.400000006 >= r3.y);
//     r1.z = cmp(-0.699999988 < r4.z);
//     r0.w = r0.w ? r1.z : 0;
//     r1.z = cmp(r4.z < 0.699999988);
//     r0.w = r0.w ? r1.z : 0;
//     r1.z = cmp(r2.z == 1.000000);
//     r0.w = r0.w ? r1.z : 0;
//     r7.y = r2.w * r0.x;
//     r7.x = r0.x * r2.w + r4.z;
//     r5.x = r0.x * r0.z + r4.z;
//     r1.zw = r0.ww ? r7.xy : r5.xy;
//     r5.xy = r1.yy ? r6.xy : r1.zw;
//     r4.zw = r1.xx ? r5.xy : r1.zw;
//     o1.x = r4.w;
//   }
//   if (r4.y != 0) {
//     r0.w = cmp(-0.400000006 >= r3.y);
//     r1.x = cmp(-0.699999988 < r4.z);
//     r0.w = r0.w ? r1.x : 0;
//     r1.x = cmp(r4.z < 0.699999988);
//     r0.w = r0.w ? r1.x : 0;
//     r1.x = cmp(r2.z == 1.000000);
//     r0.w = r0.w ? r1.x : 0;
//     if (r0.w != 0) {
//       r0.w = r2.w * r0.x;
//       r4.z = r0.x * r2.w + r4.z;
//       o1.x = r0.w;
//     } else {
//       r0.w = IniParams.Load(float4(90,0,0,0)).z;
//       r1.x = cmp(r0.w == 1.000000);
//       if (r1.x != 0) {
//         r1.x = cmp(r0.x != 0.000000);
//         if (r1.x != 0) {
//           r1.x = r0.x * r0.y;
//           r1.x = 0.100000001 * r1.x;
//           DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//           r1.yz = uiDest.xy;
//           r2.xz = (int2)r1.yz + int2(-1,-1);
//           r1.yz = (uint2)r1.yz;
//           r1.z = 0.625 * r1.z;
//           r2.xz = (uint2)r2.xz;
//           r1.z = min(r2.z, r1.z);
//           r5.y = (int)r1.z;
//           r5.zw = float2(0,0);
//           r1.zw = float2(0,0);
//           r2.zw = float2(0,0);
//           r3.x = 0;
//           while (true) {
//             r4.x = (uint)r2.w;
//             r4.x = cmp(r4.x >= 150);
//             r3.x = 0;
//             if (r4.x != 0) break;
//             r2.z = r0.x * 0.00666666683 + r2.z;
//             r4.x = r2.z * 0.5 + 0.5;
//             r4.x = r4.x * r1.y;
//             r4.x = max(0, r4.x);
//             r4.x = min(r4.x, r2.x);
//             r5.x = (int)r4.x;
//             r4.x = DepthBuffer.Load(r5.xyz).x;
//             r4.y = cmp(r4.x != 1.000000);
//             r4.w = 9.99999975e-06 * r4.x;
//             r4.w = 9.99999975e-06 / r4.w;
//             r4.x = r4.w + r4.x;
//             r4.x = r4.y ? r4.x : 0;
//             r4.y = cmp(r4.x == 0.000000);
//             if (r4.y != 0) {
//               r1.z = r0.x;
//               r3.x = -1;
//               break;
//             }
//             r4.w = -r2.z + r0.x;
//             r4.w = r1.x / r4.w;
//             r4.x = cmp(r4.x < r4.w);
//             if (r4.x != 0) {
//               r1.z = 0;
//               r3.x = 0;
//               break;
//             }
//             r1.w = r2.z;
//             r2.w = (int)r2.w + 1;
//             r3.x = r4.y;
//             r1.z = 0;
//           }
//           r1.x = r3.x ? r1.z : r1.w;
//         } else {
//           r1.x = 0;
//         }
//         r1.y = r1.x * r3.w;
//         r4.z = r1.x * r3.w + r4.z;
//         o1.x = r1.y;
//       } else {
//         r0.w = cmp(r0.w == 2.000000);
//         if (r0.w != 0) {
//           r0.w = cmp(r0.x != 0.000000);
//           if (r0.w != 0) {
//             r0.y = r0.x * r0.y;
//             r0.y = 0.100000001 * r0.y;
//             DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//             r1.xy = uiDest.xy;
//             r1.zw = (int2)r1.xy + int2(-1,-1);
//             r1.xy = (uint2)r1.xy;
//             r0.w = 0.8125 * r1.y;
//             r1.yz = (uint2)r1.zw;
//             r0.w = min(r1.z, r0.w);
//             r5.y = (int)r0.w;
//             r5.zw = float2(0,0);
//             r0.w = 0;
//             r1.zw = float2(0,0);
//             r2.xz = float2(0,0);
//             while (true) {
//               r2.w = (uint)r2.x;
//               r2.w = cmp(r2.w >= 150);
//               r2.z = 0;
//               if (r2.w != 0) break;
//               r1.w = r0.x * 0.00666666683 + r1.w;
//               r2.w = r1.w * 0.5 + 0.5;
//               r2.w = r2.w * r1.x;
//               r2.w = max(0, r2.w);
//               r2.w = min(r2.w, r1.y);
//               r5.x = (int)r2.w;
//               r2.w = DepthBuffer.Load(r5.xyz).x;
//               r3.x = cmp(r2.w != 1.000000);
//               r4.x = 9.99999975e-06 * r2.w;
//               r4.x = 9.99999975e-06 / r4.x;
//               r2.w = r4.x + r2.w;
//               r2.w = r3.x ? r2.w : 0;
//               r3.x = cmp(r2.w == 0.000000);
//               if (r3.x != 0) {
//                 r0.w = r0.x;
//                 r2.z = -1;
//                 break;
//               }
//               r4.x = -r1.w + r0.x;
//               r4.x = r0.y / r4.x;
//               r2.w = cmp(r2.w < r4.x);
//               if (r2.w != 0) {
//                 r0.w = 0;
//                 r2.z = 0;
//                 break;
//               }
//               r1.z = r1.w;
//               r2.x = (int)r2.x + 1;
//               r2.z = r3.x;
//               r0.w = 0;
//             }
//             r0.y = r2.z ? r0.w : r1.z;
//           } else {
//             r0.y = 0;
//           }
//           r0.w = r0.y * r3.w;
//           r4.z = r0.y * r3.w + r4.z;
//           o1.x = r0.w;
//         } else {
//           r0.y = r0.x * r0.z;
//           r4.z = r0.x * r0.z + r4.z;
//           o1.x = r0.y;
//         }
//       }
//     }
//   }
//   r0.xy = cmp(r2.yy == float2(2,0));
//   r0.z = cmp(-0.200000003 < r3.y);
//   r0.w = cmp(r3.y < 0.200000003);
//   r0.z = r0.w ? r0.z : 0;
//   r0.w = cmp(-0.200000003 < r4.z);
//   r0.z = r0.w ? r0.z : 0;
//   r0.w = cmp(r4.z < 0.200000003);
//   r0.z = r0.w ? r0.z : 0;
//   r0.z = r0.z ? r4.z : 0;
//   r0.x = r0.x ? r0.z : r4.z;
//   r8.x = r0.y ? 0 : r0.x;
//   r8.yzw = r3.yzw;
//   r9.x = r8.w + -r10.y;
//   r9.y = r10.w * r10.x;
//   r9.x = r9.x * r9.y + r8.x;
//   r9.y = cmp(1.000000 != r8.w);
//   r8.x = r9.y ? r9.x : r8.x;
//   o0.xyzw = r8.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
