// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Thu Jul 11 21:02:44 2024
//
//
// Buffer Definitions:
//
// cbuffer cb3
// {
//
//   float4 cb3[21];                    // Index:    0-20             Components:    84
//
// }
//
// cbuffer cb2
// {
//
//   float4 cb2[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[7];                     // Index:    0-6              Components:    28
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[7];                     // Index:    0-6              Components:    28
//
// }
//
//
// 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
// cb3                               cbuffer      NA          NA    3        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
// TEXCOORD                 2   xyzw        4     NONE   float   xyzw
// P                        0   x           5  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o5.x, rendertarget_array_index
dcl_constantbuffer CB3[21], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB1[7], immediateIndexed
dcl_constantbuffer CB0[7], 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_output o4.xyzw
dcl_temps 12
ld_indexable(buffer)(float,float,float,float) r11.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o5.x, r11.z
ld r0.xyzw, l(11, 0, 0, 0), t120.xyzw
mul r1.xyzw, v0.yyyy, cb2[1].xyzw
mad r1.xyzw, cb2[0].xyzw, v0.xxxx, r1.xyzw
mad r1.xyzw, cb2[2].xyzw, v0.zzzz, r1.xyzw
add r1.xyzw, r1.xyzw, cb2[3].xyzw
mul r2.xyzw, r1.yyyy, cb3[18].xyzw
mad r2.xyzw, cb3[17].xyzw, r1.xxxx, r2.xyzw
mad r2.xyzw, cb3[19].xyzw, r1.zzzz, r2.xyzw
mad r1.xyzw, cb3[20].xyzw, r1.wwww, r2.xyzw
eq r0.x, r0.x, l(1.000000)
if_nz r0.x
  ld r0.xyzw, l(3, 0, 0, 0), t120.xyzw
  eq r0.x, r0.w, l(1.000000)
  ge r0.yz, v2.xxyx, l(0.000000, 0.262168139, 0.403750, 0.000000)
  and r0.x, r0.y, r0.x
  lt r2.xy, v2.xyxx, l(0.404867262, 0.563750, 0.000000, 0.000000)
  and r0.x, r0.x, r2.x
  and r0.x, r0.z, r0.x
  and r0.x, r2.y, r0.x
  eq r0.y, r1.w, l(1.000000)
  and r0.x, r0.x, r0.y
  ge r2.xy, r1.xyxx, l(-0.200000, -0.100000, 0.000000, 0.000000)
  and r0.z, r0.x, r2.x
  lt r2.xz, r1.xxyx, l(0.200000, 0.000000, 0.300000, 0.000000)
  and r0.z, r0.z, r2.x
  and r0.z, r2.y, r0.z
  and r0.z, r2.z, r0.z
  if_nz r0.z
    ld r2.xyzw, l(0, 0, 0, 0), t125.xyzw
    movc r2.z, r2.z, l(-1.000000), l(1.000000)
    add r0.z, -r2.y, l(0.000010)
    mul r0.z, r2.x, r0.z
    mul r2.w, r0.z, l(0.200000)
    mad r0.z, -r0.z, l(0.200000), r2.x
    mul r2.y, r2.y, r2.x
    mul r2.y, r2.y, l(10.000000)
    resinfo_uint r3.xyzw, l(0), t110.xyzw
    iadd r3.zw, r3.xxxy, l(0, 0, -1, -1)
    utof r3.xyzw, r3.xyzw
    mul r3.y, r3.y, l(0.549537)
    min r3.y, r3.w, r3.y
    ftoi r4.y, r3.y
    mov r4.zw, l(0,0,0,0)
    ftoi r5.y, r3.y
    mov r5.zw, l(0,0,1,0)
    mov r3.y, l(0)
    mov r3.w, r2.w
    mov r6.x, r2.w
    mov r6.yz, l(0,0,0,0)
    loop
      utof r6.w, r6.y
      ge r6.w, r6.w, l(300.000000)
      mov r6.z, l(0)
      breakc_nz r6.w
      mad r6.x, r0.z, l(0.00333333341), r6.x
      mad r6.w, r6.x, r2.z, l(-0.00104166672)
      min r6.w, r6.w, l(0.000000)
      mad r7.x, -r6.x, r2.z, l(-0.00104166672)
      max r7.x, r7.x, l(0.000000)
      mad r6.w, r6.w, l(0.500000), l(0.500000)
      mul r6.w, r3.x, r6.w
      max r6.w, r6.w, l(0.000000)
      min r6.w, r3.z, r6.w
      ftoi r4.x, r6.w
      ld r8.xyzw, r4.xyzw, t110.xyzw
      ne r4.x, r8.x, l(0.000000)
      mul r6.w, r8.x, l(0.000010)
      div r6.w, l(0.000010), r6.w
      add r6.w, r8.x, r6.w
      and r4.x, r4.x, r6.w
      mad r6.w, r7.x, l(0.500000), l(0.500000)
      mul r6.w, r3.x, r6.w
      min r6.w, r3.z, r6.w
      ftoi r5.x, r6.w
      ld r7.xyzw, r5.xyzw, t110.xyzw
      ne r5.x, r7.x, l(0.000000)
      mul r6.w, r7.x, l(0.000010)
      div r6.w, l(0.000010), r6.w
      add r6.w, r7.x, r6.w
      and r5.x, r5.x, r6.w
      max r4.x, r4.x, r5.x
      eq r5.x, r4.x, l(0.000000)
      if_nz r5.x
        mov r3.y, r2.x
        mov r6.z, l(-1)
        break
      endif
      add r6.w, r2.x, -r6.x
      div r6.w, r2.y, r6.w
      lt r4.x, r4.x, r6.w
      if_nz r4.x
        mov r3.y, l(0)
        mov r6.z, l(0)
        break
      endif
      mov r3.w, r6.x
      iadd r6.y, r6.y, l(1)
      mov r6.z, r5.x
      mov r3.y, l(0)
    endloop
    movc r0.z, r6.z, r3.y, r3.w
    add r1.x, r0.z, r1.x
  else
    if_nz r0.x
      ld r2.xyzw, l(0, 0, 0, 0), t125.xyzw
      movc r2.z, r2.z, l(-1.000000), l(1.000000)
      add r0.x, -r2.y, l(0.000010)
      mul r0.x, r2.x, r0.x
      mul r0.z, r0.x, l(0.200000)
      mad r0.x, -r0.x, l(0.200000), r2.x
      mul r2.y, r2.y, r2.x
      mul r2.y, r2.y, l(10.000000)
      resinfo_uint r3.xyzw, l(0), t110.xyzw
      iadd r3.zw, r3.xxxy, l(0, 0, -1, -1)
      mad r2.w, r1.y, l(0.500000), l(0.500000)
      utof r3.xy, r3.xyxx
      mul r2.w, r2.w, r3.y
      max r2.w, r2.w, l(0.000000)
      utof r3.yz, r3.zzwz
      min r2.w, r2.w, r3.z
      ftoi r4.y, r2.w
      mov r4.zw, l(0,0,0,0)
      ftoi r5.y, r2.w
      mov r5.zw, l(0,0,1,0)
      mov r2.w, l(0)
      mov r3.zw, r0.zzzz
      mov r6.xy, l(0,0,0,0)
      loop
        utof r6.z, r6.x
        ge r6.z, r6.z, l(300.000000)
        mov r6.y, l(0)
        breakc_nz r6.z
        mad r3.w, r0.x, l(0.00333333341), r3.w
        mad r6.z, r3.w, r2.z, r1.x
        min r6.z, r6.z, l(0.000000)
        mad r6.w, -r3.w, r2.z, r1.x
        mad r6.z, r6.z, l(0.500000), l(0.500000)
        mul r6.z, r3.x, r6.z
        max r6.zw, r6.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
        min r6.z, r3.y, r6.z
        ftoi r4.x, r6.z
        ld r7.xyzw, r4.xyzw, t110.xyzw
        ne r4.x, r7.x, l(0.000000)
        mul r6.z, r7.x, l(0.000010)
        div r6.z, l(0.000010), r6.z
        add r6.z, r7.x, r6.z
        and r4.x, r4.x, r6.z
        mad r6.z, r6.w, l(0.500000), l(0.500000)
        mul r6.z, r3.x, r6.z
        min r6.z, r3.y, r6.z
        ftoi r5.x, r6.z
        ld r7.xyzw, r5.xyzw, t110.xyzw
        ne r5.x, r7.x, l(0.000000)
        mul r6.z, r7.x, l(0.000010)
        div r6.z, l(0.000010), r6.z
        add r6.z, r7.x, r6.z
        and r5.x, r5.x, r6.z
        max r4.x, r4.x, r5.x
        eq r5.x, r4.x, l(0.000000)
        if_nz r5.x
          mov r2.w, r2.x
          mov r6.y, l(-1)
          break
        endif
        add r6.z, r2.x, -r3.w
        div r6.z, r2.y, r6.z
        lt r4.x, r4.x, r6.z
        if_nz r4.x
          mov r2.w, l(0)
          mov r6.y, l(0)
          break
        endif
        mov r3.z, r3.w
        iadd r6.x, r6.x, l(1)
        mov r6.y, r5.x
        mov r2.w, l(0)
      endloop
      movc r0.x, r6.y, r2.w, r3.z
      add r1.x, r0.x, r1.x
    else
      ne r0.x, r0.w, l(10.000000)
      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
    endif
  endif
endif
mul o1.xyzw, v1.xyzw, cb0[2].xyzw
mad o2.xy, v2.xyxx, cb0[5].xyxx, cb0[5].zwzz
mul r0.xy, cb3[6].xyxx, cb1[6].yyyy
mad r0.xy, cb3[5].xyxx, cb1[6].xxxx, r0.xyxx
div r0.xy, r1.wwww, |r0.xyxx|
mad r0.xy, cb0[6].xyxx, l(0.250000, 0.250000, 0.000000, 0.000000), |r0.xyxx|
div o4.zw, l(0.000000, 0.000000, 0.250000, 0.250000), r0.xxxy
max r0.xyzw, cb0[4].xyzw, l(-20000000000.000000, -20000000000.000000, -20000000000.000000, -20000000000.000000)
min r0.xyzw, r0.xyzw, l(20000000000.000000, 20000000000.000000, 20000000000.000000, 20000000000.000000)
mad r0.xy, v0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), -r0.xyxx
add o4.xy, -r0.zwzz, r0.xyxx
mov r9.xyzw, r1.xyzw
mov o3.xyzw, v0.xyzw
add r10.x, -r11.y, r9.w
mul r10.y, r11.x, r11.w
mad r10.x, r10.x, r10.y, r9.x
ne r10.y, l(1.000000), r9.w
movc r9.x, r10.y, r10.x, r9.x
mov o0.xyzw, r9.xyzw
ret
// Approximately 271 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Thu Jul 11 21:02:44 2024
//
// cbuffer cb3 : register(b3)
// {
//   float4 cb3[21] : packoffset(c0);
// }
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[4] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[7] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[7] : 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 float4 o4 : TEXCOORD2,
//   out uint o5 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r11.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o5.x = r11.z;
//   r0.xyzw = IniParams.Load(float4(11,0,0,0)).xyzw;
//   r1.xyzw = cb2[1].xyzw * v0.yyyy;
//   r1.xyzw = cb2[0].xyzw * v0.xxxx + r1.xyzw;
//   r1.xyzw = cb2[2].xyzw * v0.zzzz + r1.xyzw;
//   r1.xyzw = cb2[3].xyzw + r1.xyzw;
//   r2.xyzw = cb3[18].xyzw * r1.yyyy;
//   r2.xyzw = cb3[17].xyzw * r1.xxxx + r2.xyzw;
//   r2.xyzw = cb3[19].xyzw * r1.zzzz + r2.xyzw;
//   r1.xyzw = cb3[20].xyzw * r1.wwww + r2.xyzw;
//   r0.x = cmp(r0.x == 1.000000);
//   if (r0.x != 0) {
//     r0.xyzw = IniParams.Load(float4(3,0,0,0)).xyzw;
//     r0.x = cmp(r0.w == 1.000000);
//     r0.yz = cmp(v2.xy >= float2(0.262168139,0.403750002));
//     r0.x = r0.y ? r0.x : 0;
//     r2.xy = cmp(v2.xy < float2(0.404867262,0.563750029));
//     r0.x = r0.x ? r2.x : 0;
//     r0.x = r0.z ? r0.x : 0;
//     r0.x = r2.y ? r0.x : 0;
//     r0.y = cmp(r1.w == 1.000000);
//     r0.x = r0.x ? r0.y : 0;
//     r2.xy = cmp(r1.xy >= float2(-0.200000003,-0.100000001));
//     r0.z = r0.x ? r2.x : 0;
//     r2.xz = cmp(r1.xy < float2(0.200000003,0.300000012));
//     r0.z = r0.z ? r2.x : 0;
//     r0.z = r2.y ? r0.z : 0;
//     r0.z = r2.z ? r0.z : 0;
//     if (r0.z != 0) {
//       r2.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//       r2.z = r2.z ? -1 : 1;
//       r0.z = 9.99999975e-06 + -r2.y;
//       r0.z = r0.z * r2.x;
//       r2.w = 0.200000003 * r0.z;
//       r0.z = -r0.z * 0.200000003 + r2.x;
//       r2.y = r2.x * r2.y;
//       r2.y = 10 * r2.y;
//       DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//       r3.xyzw = uiDest.xyzw;
//       r3.zw = (int2)r3.xy + int2(-1,-1);
//       r3.xyzw = (uint4)r3.xyzw;
//       r3.y = 0.549537003 * r3.y;
//       r3.y = min(r3.y, r3.w);
//       r4.y = (int)r3.y;
//       r4.zw = float2(0,0);
//       r5.y = (int)r3.y;
//       r5.zw = float2(1.40129846e-45,0);
//       r3.y = 0;
//       r3.w = r2.w;
//       r6.x = r2.w;
//       r6.yz = float2(0,0);
//       while (true) {
//         r6.w = (uint)r6.y;
//         r6.w = cmp(r6.w >= 300);
//         r6.z = 0;
//         if (r6.w != 0) break;
//         r6.x = r0.z * 0.00333333341 + r6.x;
//         r6.w = r6.x * r2.z + -0.00104166672;
//         r6.w = min(0, r6.w);
//         r7.x = -r6.x * r2.z + -0.00104166672;
//         r7.x = max(0, r7.x);
//         r6.w = r6.w * 0.5 + 0.5;
//         r6.w = r6.w * r3.x;
//         r6.w = max(0, r6.w);
//         r6.w = min(r6.w, r3.z);
//         r4.x = (int)r6.w;
//         r8.x = DepthBuffer.Load(r4.xyzw).x;
//         r4.x = cmp(r8.x != 0.000000);
//         r6.w = 9.99999975e-06 * r8.x;
//         r6.w = 9.99999975e-06 / r6.w;
//         r6.w = r6.w + r8.x;
//         r4.x = r4.x ? r6.w : 0;
//         r6.w = r7.x * 0.5 + 0.5;
//         r6.w = r6.w * r3.x;
//         r6.w = min(r6.w, r3.z);
//         r5.x = (int)r6.w;
//         r7.x = DepthBuffer.Load(r5.xyzw).x;
//         r5.x = cmp(r7.x != 0.000000);
//         r6.w = 9.99999975e-06 * r7.x;
//         r6.w = 9.99999975e-06 / r6.w;
//         r6.w = r6.w + r7.x;
//         r5.x = r5.x ? r6.w : 0;
//         r4.x = max(r5.x, r4.x);
//         r5.x = cmp(r4.x == 0.000000);
//         if (r5.x != 0) {
//           r3.y = r2.x;
//           r6.z = -1;
//           break;
//         }
//         r6.w = -r6.x + r2.x;
//         r6.w = r2.y / r6.w;
//         r4.x = cmp(r4.x < r6.w);
//         if (r4.x != 0) {
//           r3.y = 0;
//           r6.z = 0;
//           break;
//         }
//         r3.w = r6.x;
//         r6.y = (int)r6.y + 1;
//         r6.z = r5.x;
//         r3.y = 0;
//       }
//       r0.z = r6.z ? r3.y : r3.w;
//       r1.x = r1.x + r0.z;
//     } else {
//       if (r0.x != 0) {
//         r2.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//         r2.z = r2.z ? -1 : 1;
//         r0.x = 9.99999975e-06 + -r2.y;
//         r0.x = r0.x * r2.x;
//         r0.z = 0.200000003 * r0.x;
//         r0.x = -r0.x * 0.200000003 + r2.x;
//         r2.y = r2.x * r2.y;
//         r2.y = 10 * r2.y;
//         DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//         r3.xyzw = uiDest.xyzw;
//         r3.zw = (int2)r3.xy + int2(-1,-1);
//         r2.w = r1.y * 0.5 + 0.5;
//         r3.xy = (uint2)r3.xy;
//         r2.w = r3.y * r2.w;
//         r2.w = max(0, r2.w);
//         r3.yz = (uint2)r3.zw;
//         r2.w = min(r3.z, r2.w);
//         r4.y = (int)r2.w;
//         r4.zw = float2(0,0);
//         r5.y = (int)r2.w;
//         r5.zw = float2(1.40129846e-45,0);
//         r2.w = 0;
//         r3.zw = r0.zz;
//         r6.xy = float2(0,0);
//         while (true) {
//           r6.z = (uint)r6.x;
//           r6.z = cmp(r6.z >= 300);
//           r6.y = 0;
//           if (r6.z != 0) break;
//           r3.w = r0.x * 0.00333333341 + r3.w;
//           r6.z = r3.w * r2.z + r1.x;
//           r6.z = min(0, r6.z);
//           r6.w = -r3.w * r2.z + r1.x;
//           r6.z = r6.z * 0.5 + 0.5;
//           r6.z = r6.z * r3.x;
//           r6.zw = max(float2(0,0), r6.zw);
//           r6.z = min(r6.z, r3.y);
//           r4.x = (int)r6.z;
//           r7.x = DepthBuffer.Load(r4.xyzw).x;
//           r4.x = cmp(r7.x != 0.000000);
//           r6.z = 9.99999975e-06 * r7.x;
//           r6.z = 9.99999975e-06 / r6.z;
//           r6.z = r6.z + r7.x;
//           r4.x = r4.x ? r6.z : 0;
//           r6.z = r6.w * 0.5 + 0.5;
//           r6.z = r6.z * r3.x;
//           r6.z = min(r6.z, r3.y);
//           r5.x = (int)r6.z;
//           r7.x = DepthBuffer.Load(r5.xyzw).x;
//           r5.x = cmp(r7.x != 0.000000);
//           r6.z = 9.99999975e-06 * r7.x;
//           r6.z = 9.99999975e-06 / r6.z;
//           r6.z = r6.z + r7.x;
//           r5.x = r5.x ? r6.z : 0;
//           r4.x = max(r5.x, r4.x);
//           r5.x = cmp(r4.x == 0.000000);
//           if (r5.x != 0) {
//             r2.w = r2.x;
//             r6.y = -1;
//             break;
//           }
//           r6.z = -r3.w + r2.x;
//           r6.z = r2.y / r6.z;
//           r4.x = cmp(r4.x < r6.z);
//           if (r4.x != 0) {
//             r2.w = 0;
//             r6.y = 0;
//             break;
//           }
//           r3.z = r3.w;
//           r6.x = (int)r6.x + 1;
//           r6.y = r5.x;
//           r2.w = 0;
//         }
//         r0.x = r6.y ? r2.w : r3.z;
//         r1.x = r1.x + r0.x;
//       } else {
//         r0.x = cmp(r0.w != 10.000000);
//         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[2].xyzw * v1.xyzw;
//   o2.xy = v2.xy * cb0[5].xy + cb0[5].zw;
//   r0.xy = cb1[6].yy * cb3[6].xy;
//   r0.xy = cb3[5].xy * cb1[6].xx + r0.xy;
//   r0.xy = r1.ww / abs(r0.xy);
//   r0.xy = cb0[6].xy * float2(0.25,0.25) + abs(r0.xy);
//   o4.zw = float2(0.25,0.25) / r0.xy;
//   r0.xyzw = max(float4(-2e+10,-2e+10,-2e+10,-2e+10), cb0[4].xyzw);
//   r0.xyzw = min(float4(2e+10,2e+10,2e+10,2e+10), r0.xyzw);
//   r0.xy = v0.xy * float2(2,2) + -r0.xy;
//   o4.xy = r0.xy + -r0.zw;
//   r9.xyzw = r1.xyzw;
//   o3.xyzw = v0.xyzw;
//   r10.x = r9.w + -r11.y;
//   r10.y = r11.w * r11.x;
//   r10.x = r10.x * r10.y + r9.x;
//   r10.y = cmp(1.000000 != r9.w);
//   r9.x = r10.y ? r10.x : r9.x;
//   o0.xyzw = r9.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
