// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.132 on Mon Mar 20 20:02:24 2023
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
//
// 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   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   xy          1     NONE   float   xy
// ATTRIBUTE                2   xy          2     NONE   float   xy
// ATTRIBUTE                3   xyzw        3     NONE   float   xyzw
// ATTRIBUTE                4   xy          4     NONE    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// ORIGINAL_POSITION        0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   xyzw        3     NONE   float   xy
// TEXCOORD                 1   xyzw        4     NONE   float   xyzw
// TEXCOORD                 2   x           5     NONE   float   x
// P                        0   x           6  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o6.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[4], 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.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output o4.xyzw
dcl_output o5.x
dcl_temps 9
ld_indexable(buffer)(float,float,float,float) r8.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o6.x, r8.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(90, 0, 0, 0), t120.xyzw
mul r1.xyzw, v2.yyyy, cb0[1].xyzw
mad r1.xyzw, v2.xxxx, cb0[0].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[3].xyzw
max r2.xyz, v3.xyzx, l(0.0000610351999, 0.0000610351999, 0.0000610351999, 0.000000)
mad r3.xyz, r2.xyzx, l(0.947867274, 0.947867274, 0.947867274, 0.000000), l(0.0521326996, 0.0521326996, 0.0521326996, 0.000000)
log r3.xyz, r3.xyzx
mul r3.xyz, r3.xyzx, l(2.400000, 2.400000, 2.400000, 0.000000)
exp r3.xyz, r3.xyzx
lt r4.xyz, l(0.040450, 0.040450, 0.040450, 0.000000), r2.xyzx
mul r2.xyz, r2.xyzx, l(0.0773993805, 0.0773993805, 0.0773993805, 0.000000)
movc o1.xyz, r4.xyzx, r3.xyzx, r2.xyzx
eq r0.w, r0.z, l(1.000000)
lt r2.x, r1.x, l(0.500000)
lt r2.y, l(-0.400000), r1.y
or r2.x, r2.y, r2.x
and r0.w, r0.w, r2.x
if_nz r0.w
  ne r0.w, r0.x, l(0.000000)
  if_nz r0.w
    mul r0.w, r0.y, r0.x
    mul r0.w, r0.w, l(0.100000)
    resinfo_indexable(texture2d)(float,float,float,float)_uint r2.xy, l(0), t110.xyzw
    iadd r2.zw, r2.xxxy, l(0, 0, -1, -1)
    utof r2.xyzw, r2.xyzw
    mul r2.y, r2.y, l(0.625000)
    min r2.y, r2.w, r2.y
    ftoi r3.y, r2.y
    mov r3.zw, l(0,0,0,0)
    mov r2.yw, l(0,0,0,0)
    mov r4.xyz, l(0,0,0,0)
    loop
      utof r4.w, r4.y
      ge r4.w, r4.w, l(150.000000)
      mov r4.z, l(0)
      breakc_nz r4.w
      mad r4.x, r0.x, l(0.00666666683), r4.x
      mad r4.w, r4.x, l(0.500000), l(0.500000)
      mul r4.w, r2.x, r4.w
      max r4.w, r4.w, l(0.000000)
      min r4.w, r2.z, r4.w
      ftoi r3.x, r4.w
      ld_indexable(texture2d)(float,float,float,float) r3.x, r3.xyzw, t110.xyzw
      ne r4.w, r3.x, l(1.000000)
      mul r5.x, r3.x, l(0.000010)
      div r5.x, l(0.000010), r5.x
      add r3.x, r3.x, r5.x
      and r3.x, r3.x, r4.w
      eq r4.w, r3.x, l(0.000000)
      if_nz r4.w
        mov r2.y, r0.x
        mov r4.z, l(-1)
        break
      endif
      add r5.x, r0.x, -r4.x
      div r5.x, r0.w, r5.x
      lt r3.x, r3.x, r5.x
      if_nz r3.x
        mov r2.y, l(0)
        mov r4.z, l(0)
        break
      endif
      mov r2.w, r4.x
      iadd r4.y, r4.y, l(1)
      mov r4.xyz, r4.xywx
      mov r2.y, l(0)
    endloop
    movc r0.w, r4.z, r2.y, r2.w
  else
    mov r0.w, l(0)
  endif
  mul r2.x, r1.w, r0.w
  mad r1.x, r0.w, r1.w, r1.x
  mov o5.x, r2.x
else
  eq r0.z, r0.z, l(2.000000)
  if_nz r0.z
    ne r0.z, r0.x, l(0.000000)
    if_nz r0.z
      mul r0.y, r0.y, r0.x
      mul r0.y, r0.y, l(0.100000)
      resinfo_indexable(texture2d)(float,float,float,float)_uint r0.zw, l(0), t110.zwxy
      iadd r2.xy, r0.zwzz, l(-1, -1, 0, 0)
      utof r0.zw, r0.zzzw
      mul r0.w, r0.w, l(0.812500)
      utof r2.xy, r2.xyxx
      min r0.w, r0.w, r2.y
      ftoi r3.y, r0.w
      mov r3.zw, l(0,0,0,0)
      mov r0.w, l(0)
      mov r2.yzw, l(0,0,0,0)
      mov r4.x, l(0)
      loop
        utof r4.y, r2.w
        ge r4.y, r4.y, l(150.000000)
        mov r4.x, l(0)
        breakc_nz r4.y
        mad r2.z, r0.x, l(0.00666666683), r2.z
        mad r4.y, r2.z, l(0.500000), l(0.500000)
        mul r4.y, r0.z, r4.y
        max r4.y, r4.y, l(0.000000)
        min r4.y, r2.x, r4.y
        ftoi r3.x, r4.y
        ld_indexable(texture2d)(float,float,float,float) r3.x, r3.xyzw, t110.xyzw
        ne r4.y, r3.x, l(1.000000)
        mul r4.z, r3.x, l(0.000010)
        div r4.z, l(0.000010), r4.z
        add r3.x, r3.x, r4.z
        and r3.x, r3.x, r4.y
        eq r4.y, r3.x, l(0.000000)
        if_nz r4.y
          mov r0.w, r0.x
          mov r4.x, l(-1)
          break
        endif
        add r4.z, r0.x, -r2.z
        div r4.z, r0.y, r4.z
        lt r3.x, r3.x, r4.z
        if_nz r3.x
          mov r0.w, l(0)
          mov r4.x, l(0)
          break
        endif
        mov r2.y, r2.z
        iadd r2.w, r2.w, l(1)
        mov r4.x, r4.y
        mov r0.w, l(0)
      endloop
      movc r0.y, r4.x, r0.w, r2.y
    else
      mov r0.y, l(0)
    endif
    mul r0.z, r1.w, r0.y
    mad r1.x, r0.y, r1.w, r1.x
    mov o5.x, r0.z
  else
    ld_indexable(texture1d)(float,float,float,float) r0.y, l(20, 0, 0, 0), t120.yxzw
    mul r0.z, r0.y, r0.x
    mad r1.x, r0.x, r0.y, r1.x
    mov o5.x, r0.z
  endif
endif
mov r6.xyzw, r1.xyzw
mov o1.w, v3.w
mov o2.xy, v2.xyxx
mov o2.zw, l(0,0,0,1.000000)
mov o4.xyzw, v0.xyzw
mov o3.xy, v1.xyxx
add r7.x, -r8.y, r6.w
mul r7.y, r8.x, r8.w
mad r7.x, r7.x, r7.y, r6.x
ne r7.y, l(1.000000), r6.w
movc r6.x, r7.y, r7.x, r6.x
mov o0.xyzw, r6.xyzw
ret
// Approximately 150 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.132 on Mon Mar 20 20:02:24 2023
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[4] : packoffset(c0);
// }
//
// Texture2D<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : ATTRIBUTE0,
//   float2 v1 : ATTRIBUTE1,
//   float2 v2 : ATTRIBUTE2,
//   float4 v3 : ATTRIBUTE3,
//   uint2 v4 : ATTRIBUTE4,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : COLOR0,
//   out float4 o2 : ORIGINAL_POSITION0,
//   out float4 o3 : TEXCOORD0,
//   out float4 o4 : TEXCOORD1,
//   out float o5 : TEXCOORD2,
//   out uint o6 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r8.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o6.x = r8.z;
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.z = IniParams.Load(float4(90,0,0,0)).z;
//   r1.xyzw = cb0[1].xyzw * v2.yyyy;
//   r1.xyzw = v2.xxxx * cb0[0].xyzw + r1.xyzw;
//   r1.xyzw = cb0[3].xyzw + r1.xyzw;
//   r2.xyz = max(float3(6.10351999e-05,6.10351999e-05,6.10351999e-05), v3.xyz);
//   r3.xyz = r2.xyz * float3(0.947867274,0.947867274,0.947867274) + float3(0.0521326996,0.0521326996,0.0521326996);
//   r3.xyz = log2(r3.xyz);
//   r3.xyz = float3(2.4000001,2.4000001,2.4000001) * r3.xyz;
//   r3.xyz = exp2(r3.xyz);
//   r4.xyz = cmp(float3(0.0404499993,0.0404499993,0.0404499993) < r2.xyz);
//   r2.xyz = float3(0.0773993805,0.0773993805,0.0773993805) * r2.xyz;
//   o1.xyz = r4.xyz ? r3.xyz : r2.xyz;
//   r0.w = cmp(r0.z == 1.000000);
//   r2.x = cmp(r1.x < 0.5);
//   r2.y = cmp(-0.400000006 < r1.y);
//   r2.x = (int)r2.y | (int)r2.x;
//   r0.w = r0.w ? r2.x : 0;
//   if (r0.w != 0) {
//     r0.w = cmp(r0.x != 0.000000);
//     if (r0.w != 0) {
//       r0.w = r0.x * r0.y;
//       r0.w = 0.100000001 * r0.w;
//       DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//       r2.xy = uiDest.xy;
//       r2.zw = (int2)r2.xy + int2(-1,-1);
//       r2.xyzw = (uint4)r2.xyzw;
//       r2.y = 0.625 * r2.y;
//       r2.y = min(r2.y, r2.w);
//       r3.y = (int)r2.y;
//       r3.zw = float2(0,0);
//       r2.yw = float2(0,0);
//       r4.xyz = float3(0,0,0);
//       while (true) {
//         r4.w = (uint)r4.y;
//         r4.w = cmp(r4.w >= 150);
//         r4.z = 0;
//         if (r4.w != 0) break;
//         r4.x = r0.x * 0.00666666683 + r4.x;
//         r4.w = r4.x * 0.5 + 0.5;
//         r4.w = r4.w * r2.x;
//         r4.w = max(0, r4.w);
//         r4.w = min(r4.w, r2.z);
//         r3.x = (int)r4.w;
//         r3.x = DepthBuffer.Load(r3.xyz).x;
//         r4.w = cmp(r3.x != 1.000000);
//         r5.x = 9.99999975e-06 * r3.x;
//         r5.x = 9.99999975e-06 / r5.x;
//         r3.x = r5.x + r3.x;
//         r3.x = r4.w ? r3.x : 0;
//         r4.w = cmp(r3.x == 0.000000);
//         if (r4.w != 0) {
//           r2.y = r0.x;
//           r4.z = -1;
//           break;
//         }
//         r5.x = -r4.x + r0.x;
//         r5.x = r0.w / r5.x;
//         r3.x = cmp(r3.x < r5.x);
//         if (r3.x != 0) {
//           r2.y = 0;
//           r4.z = 0;
//           break;
//         }
//         r2.w = r4.x;
//         r4.y = (int)r4.y + 1;
//         r4.xyz = r4.xyw;
//         r2.y = 0;
//       }
//       r0.w = r4.z ? r2.y : r2.w;
//     } else {
//       r0.w = 0;
//     }
//     r2.x = r0.w * r1.w;
//     r1.x = r0.w * r1.w + r1.x;
//     o5.x = r2.x;
//   } else {
//     r0.z = cmp(r0.z == 2.000000);
//     if (r0.z != 0) {
//       r0.z = cmp(r0.x != 0.000000);
//       if (r0.z != 0) {
//         r0.y = r0.x * r0.y;
//         r0.y = 0.100000001 * r0.y;
//         DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//         r0.zw = uiDest.xy;
//         r2.xy = (int2)r0.zw + int2(-1,-1);
//         r0.zw = (uint2)r0.zw;
//         r0.w = 0.8125 * r0.w;
//         r2.xy = (uint2)r2.xy;
//         r0.w = min(r2.y, r0.w);
//         r3.y = (int)r0.w;
//         r3.zw = float2(0,0);
//         r0.w = 0;
//         r2.yzw = float3(0,0,0);
//         r4.x = 0;
//         while (true) {
//           r4.y = (uint)r2.w;
//           r4.y = cmp(r4.y >= 150);
//           r4.x = 0;
//           if (r4.y != 0) break;
//           r2.z = r0.x * 0.00666666683 + r2.z;
//           r4.y = r2.z * 0.5 + 0.5;
//           r4.y = r4.y * r0.z;
//           r4.y = max(0, r4.y);
//           r4.y = min(r4.y, r2.x);
//           r3.x = (int)r4.y;
//           r3.x = DepthBuffer.Load(r3.xyz).x;
//           r4.y = cmp(r3.x != 1.000000);
//           r4.z = 9.99999975e-06 * r3.x;
//           r4.z = 9.99999975e-06 / r4.z;
//           r3.x = r4.z + r3.x;
//           r3.x = r4.y ? r3.x : 0;
//           r4.y = cmp(r3.x == 0.000000);
//           if (r4.y != 0) {
//             r0.w = r0.x;
//             r4.x = -1;
//             break;
//           }
//           r4.z = -r2.z + r0.x;
//           r4.z = r0.y / r4.z;
//           r3.x = cmp(r3.x < r4.z);
//           if (r3.x != 0) {
//             r0.w = 0;
//             r4.x = 0;
//             break;
//           }
//           r2.y = r2.z;
//           r2.w = (int)r2.w + 1;
//           r4.x = r4.y;
//           r0.w = 0;
//         }
//         r0.y = r4.x ? r0.w : r2.y;
//       } else {
//         r0.y = 0;
//       }
//       r0.z = r0.y * r1.w;
//       r1.x = r0.y * r1.w + r1.x;
//       o5.x = r0.z;
//     } else {
//       r0.y = IniParams.Load(float4(20,0,0,0)).x;
//       r0.z = r0.x * r0.y;
//       r1.x = r0.x * r0.y + r1.x;
//       o5.x = r0.z;
//     }
//   }
//   r6.xyzw = r1.xyzw;
//   o1.w = v3.w;
//   o2.xy = v2.xy;
//   o2.zw = float2(0,1);
//   o4.xyzw = v0.xyzw;
//   o3.xy = v1.xy;
//   r7.x = r6.w + -r8.y;
//   r7.y = r8.w * r8.x;
//   r7.x = r7.x * r7.y + r6.x;
//   r7.y = cmp(1.000000 != r6.w);
//   r6.x = r7.y ? r7.x : r6.x;
//   o0.xyzw = r6.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
