// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Thu Jul 11 23:44:24 2024
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[21];                    // Index:    0-20             Components:    84
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[10];                    // Index:    0-9              Components:    40
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float     2darray  110        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
// cb2                               cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xy
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// P                        0   x           4  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o4.x, rendertarget_array_index
dcl_constantbuffer CB2[21], immediateIndexed
dcl_constantbuffer CB1[4], immediateIndexed
dcl_constantbuffer CB0[10], immediateIndexed
dcl_resource_texture2darray (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.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o3.xyzw
dcl_temps 11
ld_indexable(buffer)(float,float,float,float) r10.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o4.x, r10.z
ld r0.xyzw, l(11, 0, 0, 0), t120.xyzw
mul r1.xyzw, v0.yyyy, cb1[1].xyzw
mad r1.xyzw, cb1[0].xyzw, v0.xxxx, r1.xyzw
mad r1.xyzw, cb1[2].xyzw, v0.zzzz, r1.xyzw
add r1.xyzw, r1.xyzw, cb1[3].xyzw
mul r2.xyzw, r1.yyyy, cb2[18].xyzw
mad r2.xyzw, cb2[17].xyzw, r1.xxxx, r2.xyzw
mad r2.xyzw, cb2[19].xyzw, r1.zzzz, r2.xyzw
mad r1.xyzw, cb2[20].xyzw, r1.wwww, r2.xyzw
eq r0.y, r1.w, l(1.000000)
eq r0.x, r0.x, l(1.000000)
and r0.x, r0.x, r0.y
if_nz r0.x
  ld r0.xyzw, l(0, 0, 0, 0), t125.xyzw
  movc r0.z, r0.z, l(-1.000000), l(1.000000)
  add r0.w, -r0.y, l(0.000010)
  mul r0.yw, r0.yyyx, r0.xxxw
  mul r2.x, r0.w, l(0.200000)
  mad r0.w, -r0.w, l(0.200000), r0.x
  mul r0.y, r0.y, l(10.000000)
  resinfo_uint r3.xyzw, l(0), t110.xyzw
  iadd r2.yz, r3.xxyx, l(0, -1, -1, 0)
  utof r3.xy, r3.xyxx
  mul r2.w, r3.y, l(0.250000)
  utof r2.yz, r2.yyzy
  min r2.z, r2.z, r2.w
  ftoi r4.y, r2.z
  mov r4.zw, l(0,0,0,0)
  ftoi r5.y, r2.z
  mov r5.zw, l(0,0,1,0)
  mov r2.z, l(0)
  mov r2.w, r2.x
  mov r3.y, r2.x
  mov r3.zw, l(0,0,0,0)
  loop
    utof r6.x, r3.z
    ge r6.x, r6.x, l(300.000000)
    mov r3.w, l(0)
    breakc_nz r6.x
    mad r3.y, r0.w, l(0.00333333341), r3.y
    mul r6.x, r0.z, r3.y
    min r6.y, r6.x, l(0.000000)
    max r6.x, -r6.x, l(0.000000)
    mad r6.y, r6.y, l(0.500000), l(0.500000)
    mul r6.y, r3.x, r6.y
    max r6.y, r6.y, l(0.000000)
    min r6.y, r2.y, r6.y
    ftoi r4.x, r6.y
    ld r7.xyzw, r4.xyzw, t110.xyzw
    ne r4.x, r7.x, l(0.000000)
    mul r6.y, r7.x, l(0.000010)
    div r6.y, l(0.000010), r6.y
    add r6.y, r7.x, r6.y
    and r4.x, r4.x, r6.y
    mad r6.x, r6.x, l(0.500000), l(0.500000)
    mul r6.x, r3.x, r6.x
    min r6.x, r2.y, r6.x
    ftoi r5.x, r6.x
    ld r6.xyzw, r5.xyzw, t110.xyzw
    ne r5.x, r6.x, l(0.000000)
    mul r6.y, r6.x, l(0.000010)
    div r6.y, l(0.000010), r6.y
    add r6.x, r6.x, r6.y
    and r5.x, r5.x, r6.x
    max r4.x, r4.x, r5.x
    eq r5.x, r4.x, l(0.000000)
    if_nz r5.x
      mov r2.z, r0.x
      mov r3.w, l(-1)
      break
    endif
    add r6.x, r0.x, -r3.y
    div r6.x, r0.y, r6.x
    lt r4.x, r4.x, r6.x
    if_nz r4.x
      mov r2.z, l(0)
      mov r3.w, l(0)
      break
    endif
    mov r2.w, r3.y
    iadd r3.z, r3.z, l(1)
    mov r3.w, r5.x
    mov r2.z, l(0)
  endloop
  movc r0.x, r3.w, r2.z, r2.w
  add r1.x, r0.x, r1.x
endif
mul o1.xyzw, v1.xyzw, cb0[6].xyzw
mad o2.xy, v2.xyxx, cb0[9].xyxx, cb0[9].zwzz
mov r8.xyzw, r1.xyzw
mov o3.xyzw, v0.xyzw
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 91 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Thu Jul 11 23:44:24 2024
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[21] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[4] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[10] : packoffset(c0);
// }
//
// Texture2DArray<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float4 v1 : COLOR0,
//   float2 v2 : TEXCOORD0,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : COLOR0,
//   out float4 o2 : TEXCOORD0,
//   out float4 o3 : TEXCOORD1,
//   out uint o4 : P0)
// {
//   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;
//   o4.x = r10.z;
//   r0.xyzw = IniParams.Load(float4(11,0,0,0)).xyzw;
//   r1.xyzw = cb1[1].xyzw * v0.yyyy;
//   r1.xyzw = cb1[0].xyzw * v0.xxxx + r1.xyzw;
//   r1.xyzw = cb1[2].xyzw * v0.zzzz + r1.xyzw;
//   r1.xyzw = cb1[3].xyzw + r1.xyzw;
//   r2.xyzw = cb2[18].xyzw * r1.yyyy;
//   r2.xyzw = cb2[17].xyzw * r1.xxxx + r2.xyzw;
//   r2.xyzw = cb2[19].xyzw * r1.zzzz + r2.xyzw;
//   r1.xyzw = cb2[20].xyzw * r1.wwww + r2.xyzw;
//   r0.y = cmp(r1.w == 1.000000);
//   r0.x = cmp(r0.x == 1.000000);
//   r0.x = r0.x ? r0.y : 0;
//   if (r0.x != 0) {
//     r0.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//     r0.z = r0.z ? -1 : 1;
//     r0.w = 9.99999975e-06 + -r0.y;
//     r0.yw = r0.xw * r0.yx;
//     r2.x = 0.200000003 * r0.w;
//     r0.w = -r0.w * 0.200000003 + r0.x;
//     r0.y = 10 * r0.y;
//     DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//     r3.xyzw = uiDest.xyzw;
//     r2.yz = (int2)r3.xy + int2(-1,-1);
//     r3.xy = (uint2)r3.xy;
//     r2.w = 0.25 * r3.y;
//     r2.yz = (uint2)r2.yz;
//     r2.z = min(r2.w, r2.z);
//     r4.y = (int)r2.z;
//     r4.zw = float2(0,0);
//     r5.y = (int)r2.z;
//     r5.zw = float2(1.40129846e-45,0);
//     r2.z = 0;
//     r2.w = r2.x;
//     r3.y = r2.x;
//     r3.zw = float2(0,0);
//     while (true) {
//       r6.x = (uint)r3.z;
//       r6.x = cmp(r6.x >= 300);
//       r3.w = 0;
//       if (r6.x != 0) break;
//       r3.y = r0.w * 0.00333333341 + r3.y;
//       r6.x = r3.y * r0.z;
//       r6.y = min(0, r6.x);
//       r6.x = max(0, -r6.x);
//       r6.y = r6.y * 0.5 + 0.5;
//       r6.y = r6.y * r3.x;
//       r6.y = max(0, r6.y);
//       r6.y = min(r6.y, r2.y);
//       r4.x = (int)r6.y;
//       r7.x = DepthBuffer.Load(r4.xyzw).x;
//       r4.x = cmp(r7.x != 0.000000);
//       r6.y = 9.99999975e-06 * r7.x;
//       r6.y = 9.99999975e-06 / r6.y;
//       r6.y = r6.y + r7.x;
//       r4.x = r4.x ? r6.y : 0;
//       r6.x = r6.x * 0.5 + 0.5;
//       r6.x = r6.x * r3.x;
//       r6.x = min(r6.x, r2.y);
//       r5.x = (int)r6.x;
//       r6.x = DepthBuffer.Load(r5.xyzw).x;
//       r5.x = cmp(r6.x != 0.000000);
//       r6.y = 9.99999975e-06 * r6.x;
//       r6.y = 9.99999975e-06 / r6.y;
//       r6.x = r6.y + r6.x;
//       r5.x = r5.x ? r6.x : 0;
//       r4.x = max(r5.x, r4.x);
//       r5.x = cmp(r4.x == 0.000000);
//       if (r5.x != 0) {
//         r2.z = r0.x;
//         r3.w = -1;
//         break;
//       }
//       r6.x = -r3.y + r0.x;
//       r6.x = r0.y / r6.x;
//       r4.x = cmp(r4.x < r6.x);
//       if (r4.x != 0) {
//         r2.z = 0;
//         r3.w = 0;
//         break;
//       }
//       r2.w = r3.y;
//       r3.z = (int)r3.z + 1;
//       r3.w = r5.x;
//       r2.z = 0;
//     }
//     r0.x = r3.w ? r2.z : r2.w;
//     r1.x = r1.x + r0.x;
//   }
//   o1.xyzw = cb0[6].xyzw * v1.xyzw;
//   o2.xy = v2.xy * cb0[9].xy + cb0[9].zw;
//   r8.xyzw = r1.xyzw;
//   o3.xyzw = v0.xyzw;
//   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;
// }
/////////////////////////////////////////////////////////////////////////////
