// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sun Aug 31 11:16:49 2025
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[77];                    // Index:    0-76             Components:   308
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// 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   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1     zw        1     NONE   float     zw
// COLOR                    0   xyzw        2     NONE   float   xyzw
// P                        0   x           3  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o3.x, rendertarget_array_index
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB1[4], immediateIndexed
dcl_constantbuffer CB0[77], immediateIndexed
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.zw
dcl_output o2.xyzw
dcl_temps 7
ld_indexable(buffer)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r6.z
mul r0.xyzw, v0.yyyy, cb1[1].xyzw
mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb1[3].xyzw
mul r1.xyzw, r0.yyyy, cb0[74].xyzw
mad r1.xyzw, cb0[73].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb0[75].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb0[76].xyzw, r0.wwww, r1.xyzw
ld r1.xyzw, l(0, 0, 0, 0), t125.xyzw
add r1.y, r0.w, -r1.y
mad r1.x, -r1.x, r1.y, r0.x
ne r1.y, r0.w, l(1.000000)
movc r4.x, r1.y, r1.x, r0.x
mov r4.yzw, r0.yyzw
mad r0.xy, v1.xyxx, cb2[0].xyxx, cb2[0].zwzz
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), cb2[2].w
mul r0.z, r0.z, cb2[3].x
mul r0.xy, r0.zzzz, r0.xyxx
mul r0.w, cb2[2].z, l(0.0174532924)
sincos r1.x, r2.x, r0.w
mul r1.yz, r0.yyxy, r1.xxxx
mad r3.x, r0.x, r2.x, -r1.y
mad r3.y, r0.y, r2.x, r1.z
add r0.xy, r3.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mul r1.yz, cb2[2].xxyx, cb0[18].xxyx
mul r1.yz, r1.yyzy, l(0.000000, 0.000122070312, 0.000122070312, 0.000000)
mul r1.xw, r1.xxxx, r1.zzzy
mad r1.x, r1.y, r2.x, -r1.x
mad r1.y, r1.z, r2.x, r1.w
mad o1.xy, -r1.xyxx, r0.zzzz, r0.xyxx
lt r0.x, l(0.000000), cb2[2].w
movc o1.z, r0.x, l(0), l(1.000000)
mov o1.w, l(0)
mul o2.xyzw, v2.xyzw, cb2[1].xyzw
add r5.x, -r6.y, r4.w
mul r5.y, r6.x, r6.w
mad r5.x, r5.x, r5.y, r4.x
ne r5.y, l(1.000000), r4.w
movc r4.x, r5.y, r5.x, r4.x
mov o0.xyzw, r4.xyzw
ret
// Approximately 36 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sun Aug 31 11:16:49 2025
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[4] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[4] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[77] : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float2 v1 : TEXCOORD0,
//   float4 v2 : COLOR0,
//   out float4 o0 : SV_POSITION0,
//   out float2 o1 : TEXCOORD0,
//   out float2 p1 : TEXCOORD1,
//   out float4 o2 : COLOR0,
//   out uint o3 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r6.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r6.z;
//   r0.xyzw = cb1[1].xyzw * v0.yyyy;
//   r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
//   r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
//   r0.xyzw = cb1[3].xyzw + r0.xyzw;
//   r1.xyzw = cb0[74].xyzw * r0.yyyy;
//   r1.xyzw = cb0[73].xyzw * r0.xxxx + r1.xyzw;
//   r1.xyzw = cb0[75].xyzw * r0.zzzz + r1.xyzw;
//   r0.xyzw = cb0[76].xyzw * r0.wwww + r1.xyzw;
//   r1.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r1.y = -r1.y + r0.w;
//   r1.x = -r1.x * r1.y + r0.x;
//   r1.y = cmp(r0.w != 1.000000);
//   r4.x = r1.y ? r1.x : r0.x;
//   r4.yzw = r0.yzw;
//   r0.xy = v1.xy * cb2[0].xy + cb2[0].zw;
//   r0.xy = float2(-0.5,-0.5) + r0.xy;
//   r0.z = 1 / cb2[2].w;
//   r0.z = cb2[3].x * r0.z;
//   r0.xy = r0.xy * r0.zz;
//   r0.w = 0.0174532924 * cb2[2].z;
//   sincos(r0.w, r1.x, r2.x);
//   r1.yz = r1.xx * r0.yx;
//   r3.x = r0.x * r2.x + -r1.y;
//   r3.y = r0.y * r2.x + r1.z;
//   r0.xy = float2(0.5,0.5) + r3.xy;
//   r1.yz = cb0[18].xy * cb2[2].xy;
//   r1.yz = float2(0.000122070312,0.000122070312) * r1.yz;
//   r1.xw = r1.zy * r1.xx;
//   r1.x = r1.y * r2.x + -r1.x;
//   r1.y = r1.z * r2.x + r1.w;
//   o1.xy = -r1.xy * r0.zz + r0.xy;
//   r0.x = cmp(0 < cb2[2].w);
//   p1.x = r0.x ? 0 : 1;
//   p1.y = 0;
//   o2.xyzw = cb2[1].xyzw * v2.xyzw;
//   r5.x = r4.w + -r6.y;
//   r5.y = r6.w * r6.x;
//   r5.x = r5.x * r5.y + r4.x;
//   r5.y = cmp(1.000000 != r4.w);
//   r4.x = r5.y ? r5.x : r4.x;
//   o0.xyzw = r4.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
