// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.182 on Sun Oct 29 16:55:28 2023
//
//
// Buffer Definitions:
//
// cbuffer cb1
// {
//
//   float4 cb1[136];                   // Index:    0-135            Components:   544
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[68];                    // Index:    0-67             Components:   272
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s1_s                              sampler      NA          NA    1        1
// s2_s                              sampler      NA          NA    2        1
// s3_s                              sampler      NA          NA    3        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        1
// t3                                texture  float4          3d    3        1
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
// cb1                               cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 3     zw        0     NONE   float     zw
// TEXCOORD                 1   xyzw        1     NONE   float   xyz
// TEXCOORD                 2   xyzw        2     NONE   float     zw
// TEXCOORD                 4   xy          3     NONE   float
// SV_POSITION              0   xyzw        4      POS   float
//
//
// 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 CB1[136], immediateIndexed
dcl_constantbuffer CB0[68], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture3d (float,float,float,float) t3
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear noperspective v0.xy
dcl_input_ps linear noperspective v0.zw
dcl_input_ps linear noperspective v1.xyz
dcl_input_ps linear noperspective v2.zw
dcl_output o0.xyzw
dcl_temps 3
mad r0.xy, cb0[58].zwzz, v0.xyxx, cb0[59].xyxx
max r0.xy, r0.xyxx, cb0[50].zwzz
min r0.xy, r0.xyxx, cb0[51].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t1.xyzw, s1
mul r0.xyz, r0.xyzx, cb1[135].zzzz
mad r1.xy, v0.zwzz, cb0[67].zwzz, cb0[67].xyxx
mad r1.xy, r1.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t2.xyzw, s2
mad r1.xyz, r1.xyzx, cb0[66].xyzx, cb0[61].xyzx
mul r0.xyz, r0.xyzx, r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v0.xyxx, t0.xyzw, s0
mul r1.xyz, r1.xyzx, cb1[135].zzzz
mad r0.xyz, r1.xyzx, cb0[60].xyzx, r0.xyzx
mul r0.xyz, r0.xyzx, v1.xxxx
ld_indexable(buffer)(float,float,float,float) r0.w, l(0, 0, 0, 0), t125.yzwx
mad r1.x, cb0[62].x, v1.y, -r0.w
mul r1.z, v1.z, cb0[62].x
dp2 r0.w, r1.xzxx, r1.xzxx
add r0.w, r0.w, l(1.000000)
rcp r0.w, r0.w
ld_indexable(texture1d)(float,float,float,float) r1.x, l(90, 0, 0, 0), t120.yxzw
eq r1.x, r1.x, l(1.000000)
movc r0.w, r1.x, l(1.000000), r0.w
mul r0.w, r0.w, r0.w
mad r0.xyz, r0.xyzx, r0.wwww, l(0.00266771927, 0.00266771927, 0.00266771927, 0.000000)
log r0.xyz, r0.xyzx
mad_sat r0.xyz, r0.xyzx, l(0.0714285746, 0.0714285746, 0.0714285746, 0.000000), l(0.610726953, 0.610726953, 0.610726953, 0.000000)
mad r0.xyz, r0.xyzx, l(0.968750, 0.968750, 0.968750, 0.000000), l(0.015625, 0.015625, 0.015625, 0.000000)
sample_indexable(texture3d)(float,float,float,float) r0.xyz, r0.xyzx, t3.xyzw, s3
mad r0.w, v2.w, l(543.309998), v2.z
sincos r0.w, null, r0.w
mul r0.w, r0.w, l(493013.000000)
frc r0.w, r0.w
mad r0.w, r0.w, l(0.00390625000), l(-0.00195312500)
mad r1.xyz, r0.xyzx, l(1.050000, 1.050000, 1.050000, 0.000000), r0.wwww
mul r0.xyz, r0.xyzx, l(1.050000, 1.050000, 1.050000, 0.000000)
dp3_sat o0.w, r0.xyzx, l(0.299000, 0.587000, 0.114000, 0.000000)
log r0.xyz, r1.xyzx
mul r0.xyz, r0.xyzx, l(0.0126833133, 0.0126833133, 0.0126833133, 0.000000)
exp r0.xyz, r0.xyzx
add r2.xyz, r0.xyzx, l(-0.835937500, -0.835937500, -0.835937500, 0.000000)
mad r0.xyz, r0.xyzx, l(-18.687500, -18.687500, -18.687500, 0.000000), l(18.851562, 18.851562, 18.851562, 0.000000)
max r2.xyz, r2.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
div r0.xyz, r2.xyzx, r0.xyzx
log r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, l(6.277395, 6.277395, 6.277395, 0.000000)
exp r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, l(10000.000000, 10000.000000, 10000.000000, 0.000000)
div r0.xyz, r0.xyzx, cb0[64].wwww
max r0.xyz, r0.xyzx, l(0.0000610351999, 0.0000610351999, 0.0000610351999, 0.000000)
max r2.xyz, r0.xyzx, l(0.00313066994, 0.00313066994, 0.00313066994, 0.000000)
mul r0.xyz, r0.xyzx, l(12.920000, 12.920000, 12.920000, 0.000000)
log r2.xyz, r2.xyzx
mul r2.xyz, r2.xyzx, l(0.416666657, 0.416666657, 0.416666657, 0.000000)
exp r2.xyz, r2.xyzx
mad r2.xyz, r2.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000)
min r0.xyz, r0.xyzx, r2.xyzx
ne r0.w, cb0[65].x, l(0.000000)
movc o0.xyz, r0.wwww, r0.xyzx, r1.xyzx
ret
// Approximately 60 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.182 on Sun Oct 29 16:55:28 2023
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[136] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[68] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// SamplerState s2_s_s : register(s2);
// SamplerState s3_s_s : register(s3);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
// Texture3D<float4> t3 : register(t3);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   linear noperspective float2 v0 : TEXCOORD0,
//   linear noperspective float2 w0 : TEXCOORD3,
//   linear noperspective float4 v1 : TEXCOORD1,
//   linear noperspective float4 v2 : TEXCOORD2,
//   float2 v3 : TEXCOORD4,
//   float4 v4 : SV_POSITION0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = cb0[58].zw * v0.xy + cb0[59].xy;
//   r0.xy = max(cb0[50].zw, r0.xy);
//   r0.xy = min(cb0[51].xy, r0.xy);
//   r0.xyz = t1.Sample(s1_s_s, r0.xy).xyz;
//   r0.xyz = cb1[135].zzz * r0.xyz;
//   r1.xy = w0.xy * cb0[67].zw + cb0[67].xy;
//   r1.xy = r1.xy * float2(0.5,-0.5) + float2(0.5,0.5);
//   r1.xyz = t2.Sample(s2_s_s, r1.xy).xyz;
//   r1.xyz = r1.xyz * cb0[66].xyz + cb0[61].xyz;
//   r0.xyz = r1.xyz * r0.xyz;
//   r1.xyz = t0.Sample(s0_s_s, v0.xy).xyz;
//   r1.xyz = cb1[135].zzz * r1.xyz;
//   r0.xyz = r1.xyz * cb0[60].xyz + r0.xyz;
//   r0.xyz = v1.xxx * r0.xyz;
//   r0.w = StereoParams.Load(float4(0,0,0,0)).x;
//   r1.x = cb0[62].x * v1.y + -r0.w;
//   r1.z = cb0[62].x * v1.z;
//   r0.w = dot(r1.xz, r1.xz);
//   r0.w = 1 + r0.w;
//   r0.w = rcp(r0.w);
//   r1.x = IniParams.Load(float4(90,0,0,0)).y;
//   r1.x = cmp(r1.x == 1.000000);
//   r0.w = r1.x ? 1 : r0.w;
//   r0.w = r0.w * r0.w;
//   r0.xyz = r0.xyz * r0.www + float3(0.00266771927,0.00266771927,0.00266771927);
//   r0.xyz = log2(r0.xyz);
//   r0.xyz = saturate(r0.xyz * float3(0.0714285746,0.0714285746,0.0714285746) + float3(0.610726953,0.610726953,0.610726953));
//   r0.xyz = r0.xyz * float3(0.96875,0.96875,0.96875) + float3(0.015625,0.015625,0.015625);
//   r0.xyz = t3.Sample(s3_s_s, r0.xyz).xyz;
//   r0.w = v2.w * 543.309998 + v2.z;
//   r0.w = sin(r0.w);
//   r0.w = 493013 * r0.w;
//   r0.w = frac(r0.w);
//   r0.w = r0.w * 0.00390625 + -0.001953125;
//   r1.xyz = r0.xyz * float3(1.04999995,1.04999995,1.04999995) + r0.www;
//   r0.xyz = float3(1.04999995,1.04999995,1.04999995) * r0.xyz;
//   o0.w = saturate(dot(r0.xyz, float3(0.298999995,0.587000012,0.114)));
//   r0.xyz = log2(r1.xyz);
//   r0.xyz = float3(0.0126833133,0.0126833133,0.0126833133) * r0.xyz;
//   r0.xyz = exp2(r0.xyz);
//   r2.xyz = float3(-0.8359375,-0.8359375,-0.8359375) + r0.xyz;
//   r0.xyz = r0.xyz * float3(-18.6875,-18.6875,-18.6875) + float3(18.8515625,18.8515625,18.8515625);
//   r2.xyz = max(float3(0,0,0), r2.xyz);
//   r0.xyz = r2.xyz / r0.xyz;
//   r0.xyz = log2(r0.xyz);
//   r0.xyz = float3(6.27739477,6.27739477,6.27739477) * r0.xyz;
//   r0.xyz = exp2(r0.xyz);
//   r0.xyz = float3(10000,10000,10000) * r0.xyz;
//   r0.xyz = r0.xyz / cb0[64].www;
//   r0.xyz = max(float3(6.10351999e-05,6.10351999e-05,6.10351999e-05), r0.xyz);
//   r2.xyz = max(float3(0.00313066994,0.00313066994,0.00313066994), r0.xyz);
//   r0.xyz = float3(12.9200001,12.9200001,12.9200001) * r0.xyz;
//   r2.xyz = log2(r2.xyz);
//   r2.xyz = float3(0.416666657,0.416666657,0.416666657) * r2.xyz;
//   r2.xyz = exp2(r2.xyz);
//   r2.xyz = r2.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
//   r0.xyz = min(r2.xyz, r0.xyz);
//   r0.w = cmp(cb0[65].x != 0.000000);
//   o0.xyz = r0.www ? r0.xyz : r1.xyz;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
