// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789
//
//   using 3Dmigoto v0.6.123 on Fri Mar  3 16:59:09 2023
//
//
// Buffer Definitions:
//
// cbuffer cb1
// {
//
//   float4 cb1[7];                     // Index:    0-6              Components:    28
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[5];                     // Index:    0-4              Components:    20
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s1_s                              sampler      NA          NA    1        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// IniParams                         texture  float4          1d  120        1
// cb0                               cbuffer      NA          NA    0        1
// cb1                               cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy w
// COLOR                    0   xyzw        1     NONE   float   xyzw
// ORIGINAL_POSITION        0   xyzw        2     NONE   float
// TEXCOORD                 0   xyzw        3     NONE   float
// TEXCOORD                 1   xyzw        4     NONE   float   xyzw
// TEXCOORD                 2   x           5     NONE   float   x
//
//
// 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[7], immediateIndexed
dcl_constantbuffer CB0[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture1d (float,float,float,float) t120
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.x
dcl_output o0.xyzw
dcl_temps 4
ld_indexable(texture1d)(float,float,float,float) r0.xyzw, l(84, 0, 0, 0), t120.xzyw
ld_indexable(texture1d)(float,float,float,float) r1.x, l(85, 0, 0, 0), t120.xyzw
mul r1.x, r1.x, v5.x
mul r1.x, r1.x, l(0.500000)
round_ni r1.x, r1.x
add r0.xy, r0.xyxx, r1.xxxx
eq r1.x, v0.w, l(1.000000)
lt r0.xz, v0.xxyx, r0.xxzx
or r0.x, r0.z, r0.x
ge r0.yz, v0.xxyx, r0.yywy
or r0.y, r0.z, r0.y
or r0.x, r0.y, r0.x
and r0.x, r0.x, r1.x
mul r0.yz, v4.zzwz, v4.xxyx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r0.yzyy, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.yzyy, t1.xyzw, s1
if_nz r0.x
  mov o0.xyzw, l(0,0,0,0)
  ret
endif
add r0.xyw, cb1[3].xyxz, -cb1[4].xyxz
mad r0.xyz, r0.zzzz, r0.xywx, cb1[4].xyzx
mul r1.xyz, r1.xyzx, cb1[6].xxxx
mul r3.xyz, r0.xyzx, r1.xyzx
mad r0.xyz, -r0.xyzx, r1.xyzx, r0.xyzx
mad r0.xyz, r2.xyzx, r0.xyzx, r3.xyzx
mov_sat r2.w, r2.w
add r1.xyz, -r0.xyzx, cb1[5].xyzx
mad r0.xyz, cb1[6].yyyy, r1.xyzx, r0.xyzx
max r2.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r0.xyzw, r2.xyzw, v1.xyzw
dp3 r1.x, l(0.300000, 0.590000, 0.110000, 0.000000), r0.xyzx
mad r1.xyz, -r2.xyzx, v1.xyzx, r1.xxxx
mad r1.xyz, r1.xyzx, l(0.800000, 0.800000, 0.800000, 0.000000), r0.xyzx
add r2.xyz, r1.xyzx, l(-0.100000, -0.100000, -0.100000, 0.000000)
dp3 r1.w, r2.xyzx, r2.xyzx
sqrt r1.w, r1.w
min r1.w, r1.w, l(0.800000)
add r2.xyz, -r1.xyzx, l(0.100000, 0.100000, 0.100000, 0.000000)
mad r1.xyz, r1.wwww, r2.xyzx, r1.xyzx
ne r1.w, cb0[4].x, l(0.000000)
movc r0.xyz, r1.wwww, r1.xyzx, r0.xyzx
add r1.xyz, r0.xyzx, l(-0.250000, -0.250000, -0.250000, 0.000000)
mad_sat r1.xyz, r1.xyzx, cb0[2].wwww, l(0.250000, 0.250000, 0.250000, 0.000000)
ne r2.xy, cb0[2].wyww, l(1.000000, 1.000000, 0.000000, 0.000000)
movc r0.xyz, r2.xxxx, r1.xyzx, r0.xyzx
log r1.xyz, r0.xyzx
mul r1.xyz, r1.xyzx, cb0[2].xxxx
mul r2.xzw, r1.xxyz, l(0.416666657, 0.000000, 0.416666657, 0.416666657)
exp r1.xyz, r1.xyzx
exp r2.xzw, r2.xxzw
mad r2.xzw, r2.xxzw, l(1.055000, 0.000000, 1.055000, 1.055000), l(-0.055000, 0.000000, -0.055000, -0.055000)
mul r3.xyz, r1.xyzx, l(12.920000, 12.920000, 12.920000, 0.000000)
ge r1.xyz, r1.xyzx, l(0.00313066994, 0.00313066994, 0.00313066994, 0.000000)
movc r1.xyz, r1.xyzx, r2.xzwx, r3.xyzx
movc o0.xyz, r2.yyyy, r1.xyzx, r0.xyzx
mov o0.w, r0.w
ret
// Approximately 58 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.123 on Fri Mar  3 16:59:09 2023
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[7] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[5] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : COLOR0,
//   float4 v2 : ORIGINAL_POSITION0,
//   float4 v3 : TEXCOORD0,
//   float4 v4 : TEXCOORD1,
//   float v5 : TEXCOORD2,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = IniParams.Load(float4(84,0,0,0)).xzyw;
//   r1.x = IniParams.Load(float4(85,0,0,0)).x;
//   r1.x = v5.x * r1.x;
//   r1.x = 0.5 * r1.x;
//   r1.x = floor(r1.x);
//   r0.xy = r1.xx + r0.xy;
//   r1.x = cmp(v0.w == 1.000000);
//   r0.xz = cmp(v0.xy < r0.xz);
//   r0.x = (int)r0.z | (int)r0.x;
//   r0.yz = cmp(v0.xy >= r0.yw);
//   r0.y = (int)r0.z | (int)r0.y;
//   r0.x = (int)r0.y | (int)r0.x;
//   r0.x = r0.x ? r1.x : 0;
//   r0.yz = v4.xy * v4.zw;
//   r1.xyz = t0.Sample(s0_s_s, r0.yz).xyz;
//   r2.xyzw = t1.Sample(s1_s_s, r0.yz).xyzw;
//   if (r0.x != 0) {
//     o0.xyzw = float4(0,0,0,0);
//     return;
//   }
//   r0.xyw = -cb1[4].xyz + cb1[3].xyz;
//   r0.xyz = r0.zzz * r0.xyw + cb1[4].xyz;
//   r1.xyz = cb1[6].xxx * r1.xyz;
//   r3.xyz = r1.xyz * r0.xyz;
//   r0.xyz = -r0.xyz * r1.xyz + r0.xyz;
//   r0.xyz = r2.xyz * r0.xyz + r3.xyz;
//   r2.w = saturate(r2.w);
//   r1.xyz = cb1[5].xyz + -r0.xyz;
//   r0.xyz = cb1[6].yyy * r1.xyz + r0.xyz;
//   r2.xyz = max(float3(0,0,0), r0.xyz);
//   r0.xyzw = v1.xyzw * r2.xyzw;
//   r1.x = dot(float3(0.300000012,0.589999974,0.109999999), r0.xyz);
//   r1.xyz = -r2.xyz * v1.xyz + r1.xxx;
//   r1.xyz = r1.xyz * float3(0.800000012,0.800000012,0.800000012) + r0.xyz;
//   r2.xyz = float3(-0.100000001,-0.100000001,-0.100000001) + r1.xyz;
//   r1.w = dot(r2.xyz, r2.xyz);
//   r1.w = sqrt(r1.w);
//   r1.w = min(0.800000012, r1.w);
//   r2.xyz = float3(0.100000001,0.100000001,0.100000001) + -r1.xyz;
//   r1.xyz = r1.www * r2.xyz + r1.xyz;
//   r1.w = cmp(cb0[4].x != 0.000000);
//   r0.xyz = r1.www ? r1.xyz : r0.xyz;
//   r1.xyz = float3(-0.25,-0.25,-0.25) + r0.xyz;
//   r1.xyz = saturate(r1.xyz * cb0[2].www + float3(0.25,0.25,0.25));
//   r2.xy = cmp(cb0[2].wy != float2(1,1));
//   r0.xyz = r2.xxx ? r1.xyz : r0.xyz;
//   r1.xyz = log2(r0.xyz);
//   r1.xyz = cb0[2].xxx * r1.xyz;
//   r2.xzw = float3(0.416666657,0.416666657,0.416666657) * r1.xyz;
//   r1.xyz = exp2(r1.xyz);
//   r2.xzw = exp2(r2.xzw);
//   r2.xzw = r2.xzw * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
//   r3.xyz = float3(12.9200001,12.9200001,12.9200001) * r1.xyz;
//   r1.xyz = cmp(r1.xyz >= float3(0.00313066994,0.00313066994,0.00313066994));
//   r1.xyz = r1.xyz ? r2.xzw : r3.xyz;
//   o0.xyz = r2.yyy ? r1.xyz : r0.xyz;
//   o0.w = r0.w;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
