// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Wed Jun 26 23:42:39 2024
//
//
// Buffer Definitions:
//
// cbuffer cb3
// {
//
//   float4 cb3;                        // Index:    0.xyzw           Components:     4
//
// }
//
// cbuffer cb2
// {
//
//   float4 cb2[10];                    // Index:    0-9              Components:    40
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[8];                     // Index:    0-7              Components:    32
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[34];                    // Index:    0-33             Components:   136
//
// }
//
//
// 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          2d    3        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
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float
// TEXCOORD                 1   xy          2     NONE   float   xy
// TEXCOORD                 2     zw        2     NONE   float
// TEXCOORD                 3   xyzw        3     NONE   float
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyz
// TEXCOORD                 6   xyzw        6     NONE   float   xy w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB3[1], immediateIndexed
dcl_constantbuffer CB2[10], immediateIndexed
dcl_constantbuffer CB1[8], immediateIndexed
dcl_constantbuffer CB0[34], 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_texture2d (float,float,float,float) t3
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear v2.xy
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyz
dcl_input_ps linear v6.xyw
dcl_output o0.xyzw
dcl_temps 5
add r0.xyz, v4.xyzx, -cb1[4].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
sample r1.xyzw, v2.xyxx, t1.xzyw, s1
mul r1.x, r1.w, r1.x
mad r1.xz, r1.xxzx, l(2.000000, 0.000000, 2.000000, 0.000000), l(-1.000000, 0.000000, -1.000000, 0.000000)
dp2 r0.w, r1.xzxx, r1.xzxx
min r0.w, r0.w, l(1.000000)
add r0.w, -r0.w, l(1.000000)
sqrt r1.y, r0.w
dp3 r0.w, r0.xyzx, r1.xyzx
add r0.w, r0.w, r0.w
mad r2.xyz, r1.xyzx, -r0.wwww, r0.xyzx
dp3_sat r0.x, -r0.xyzx, r1.xyzx
dp3_sat r0.y, r1.xyzx, cb3[0].xyzx
mul r0.y, r0.y, v4.w
add r0.x, -r0.x, l(1.000000)
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, r0.x
dp3_sat r0.z, r2.xyzx, cb3[0].xyzx
log r0.z, r0.z
mul r0.z, r0.z, cb0[17].x
exp r0.z, r0.z
mul r2.xyz, cb0[15].xyzx, l(0.250000, 0.250000, 0.250000, 0.000000)
mul r3.xyz, r0.zzzz, r2.xyzx
add r0.z, -cb0[17].y, l(1.000000)
mad r0.x, r0.z, r0.x, cb0[17].y
mul r3.xyz, r0.xxxx, r3.xyzx
mul r0.x, r0.x, l(0.500000)
mul r3.xyz, r3.xyzx, cb0[17].zzzz
add r4.xyz, cb0[27].xyzx, -cb0[32].xyzx
mad r4.xyz, v4.wwww, r4.xyzx, cb0[32].xyzx
mad r0.yzw, r2.xxyz, r0.yyyy, r4.xxyz
ld r2.xyzw, l(0, 0, 0, 0), t125.xyzw
add r1.y, -r2.y, v6.w
mad r2.x, r2.x, r1.y, v6.x
mov r2.y, v6.y
div r1.yw, r2.xxxy, v6.wwww
add r1.yw, r1.yyyw, l(0.000000, 1.000000, 0.000000, 1.000000)
mul r2.x, r1.y, l(0.500000)
mad r2.z, r1.w, l(-0.500000), l(1.000000)
mad r1.xy, r1.xzxx, l(0.030000, 0.030000, 0.000000, 0.000000), r2.xzxx
sample r2.xyzw, r2.xzxx, t0.xyzw, s3
mov_sat r2.x, r2.x
mad r1.z, cb1[7].z, r2.x, cb1[7].w
div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), r1.z
sample r2.xyzw, r1.xyxx, t2.xyzw, s2
sample r4.xyzw, v2.xyxx, t3.xyzw, s0
mad r1.xyw, -r4.xyxz, r0.yzyw, r2.xyxz
mul r0.yzw, r0.yyzw, r4.xxyz
mad r0.xyz, r0.xxxx, r1.xywx, r0.yzwy
mad o0.xyz, r3.xyzx, v4.wwww, r0.xyzx
mul r0.xy, v5.yyyy, cb2[7].zwzz
mad r0.xy, cb2[6].zwzz, v5.xxxx, r0.xyxx
mad r0.xy, cb2[8].zwzz, v5.zzzz, r0.xyxx
add r0.xy, r0.xyxx, cb2[9].zwzz
div r0.x, r0.x, r0.y
mad r0.x, r0.x, l(0.500000), l(0.500000)
add r0.x, -r0.x, l(1.000000)
mad r0.x, cb1[7].z, r0.x, cb1[7].w
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
add r0.x, -r0.x, r1.z
mul_sat r0.x, r0.x, cb0[22].y
dp3 r0.y, v5.xyzx, v5.xyzx
sqrt r0.y, r0.y
add r0.z, r0.y, -cb0[20].x
div r0.y, r0.y, cb0[33].x
mad_sat r0.y, r0.y, l(2.000000), l(-1.000000)
mad r0.y, -r0.y, r0.y, l(1.000000)
mul_sat r0.z, r0.z, cb0[20].y
add r0.z, -r0.z, l(1.000000)
mul r0.x, r0.z, r0.x
mul o0.w, r0.y, r0.x
ret
// Approximately 75 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Wed Jun 26 23:42:39 2024
//
// cbuffer cb3 : register(b3)
// {
//   float4 cb3 : packoffset(c0);
// }
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[10] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[8] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[34] : 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);
// Texture2D<float4> t3 : register(t3);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   float4 v1 : TEXCOORD0,
//   float2 v2 : TEXCOORD1,
//   float2 w2 : TEXCOORD2,
//   float4 v3 : TEXCOORD3,
//   float4 v4 : TEXCOORD4,
//   float4 v5 : TEXCOORD5,
//   float4 v6 : TEXCOORD6,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyz = -cb1[4].xyz + v4.xyz;
//   r0.w = dot(r0.xyz, r0.xyz);
//   r0.w = rsqrt(r0.w);
//   r0.xyz = r0.xyz * r0.www;
//   r1.xyzw = t1.Sample(s1_s_s, v2.xy).xzyw;
//   r1.x = r1.x * r1.w;
//   r1.xz = r1.xz * float2(2,2) + float2(-1,-1);
//   r0.w = dot(r1.xz, r1.xz);
//   r0.w = min(1, r0.w);
//   r0.w = 1 + -r0.w;
//   r1.y = sqrt(r0.w);
//   r0.w = dot(r0.xyz, r1.xyz);
//   r0.w = r0.w + r0.w;
//   r2.xyz = r1.xyz * -r0.www + r0.xyz;
//   r0.x = saturate(dot(-r0.xyz, r1.xyz));
//   r0.y = saturate(dot(r1.xyz, cb3.xyz));
//   r0.y = v4.w * r0.y;
//   r0.x = 1 + -r0.x;
//   r0.x = r0.x * r0.x;
//   r0.x = r0.x * r0.x;
//   r0.z = saturate(dot(r2.xyz, cb3.xyz));
//   r0.z = log2(r0.z);
//   r0.z = cb0[17].x * r0.z;
//   r0.z = exp2(r0.z);
//   r2.xyz = float3(0.25,0.25,0.25) * cb0[15].xyz;
//   r3.xyz = r2.xyz * r0.zzz;
//   r0.z = 1 + -cb0[17].y;
//   r0.x = r0.z * r0.x + cb0[17].y;
//   r3.xyz = r3.xyz * r0.xxx;
//   r0.x = 0.5 * r0.x;
//   r3.xyz = cb0[17].zzz * r3.xyz;
//   r4.xyz = -cb0[32].xyz + cb0[27].xyz;
//   r4.xyz = v4.www * r4.xyz + cb0[32].xyz;
//   r0.yzw = r2.xyz * r0.yyy + r4.xyz;
//   r2.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r1.y = v6.w + -r2.y;
//   r2.x = r2.x * r1.y + v6.x;
//   r2.y = v6.y;
//   r1.yw = r2.xy / v6.ww;
//   r1.yw = float2(1,1) + r1.yw;
//   r2.x = 0.5 * r1.y;
//   r2.z = r1.w * -0.5 + 1;
//   r1.xy = r1.xz * float2(0.0299999993,0.0299999993) + r2.xz;
//   r2.xyzw = t0.Sample(s3_s_s, r2.xz).xyzw;
//   r2.x = saturate(r2.x);
//   r1.z = cb1[7].z * r2.x + cb1[7].w;
//   r1.z = 1 / r1.z;
//   r2.xyzw = t2.Sample(s2_s_s, r1.xy).xyzw;
//   r4.xyzw = t3.Sample(s0_s_s, v2.xy).xyzw;
//   r1.xyw = -r4.xyz * r0.yzw + r2.xyz;
//   r0.yzw = r4.xyz * r0.yzw;
//   r0.xyz = r0.xxx * r1.xyw + r0.yzw;
//   o0.xyz = r3.xyz * v4.www + r0.xyz;
//   r0.xy = cb2[7].zw * v5.yy;
//   r0.xy = cb2[6].zw * v5.xx + r0.xy;
//   r0.xy = cb2[8].zw * v5.zz + r0.xy;
//   r0.xy = cb2[9].zw + r0.xy;
//   r0.x = r0.x / r0.y;
//   r0.x = r0.x * 0.5 + 0.5;
//   r0.x = 1 + -r0.x;
//   r0.x = cb1[7].z * r0.x + cb1[7].w;
//   r0.x = 1 / r0.x;
//   r0.x = r1.z + -r0.x;
//   r0.x = saturate(cb0[22].y * r0.x);
//   r0.y = dot(v5.xyz, v5.xyz);
//   r0.y = sqrt(r0.y);
//   r0.z = -cb0[20].x + r0.y;
//   r0.y = r0.y / cb0[33].x;
//   r0.y = saturate(r0.y * 2 + -1);
//   r0.y = -r0.y * r0.y + 1;
//   r0.z = saturate(cb0[20].y * r0.z);
//   r0.z = 1 + -r0.z;
//   r0.x = r0.x * r0.z;
//   o0.w = r0.x * r0.y;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
