// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Tue Sep  2 19:30:22 2025
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2;                        // Index:    0.xyzw           Components:     4
//
// }
//
// 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
// ------------------------------ ---------- ------- ----------- ---- --------
// 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   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 1     z         0     NONE   float     z
// SV_POSITION              0   xyzw        1      POS   float   xyzw
// P                        0   x           2  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o2.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[1], immediateIndexed
dcl_constantbuffer CB1[4], immediateIndexed
dcl_constantbuffer CB0[77], immediateIndexed
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyz
dcl_input v1.xy
dcl_output o0.xy
dcl_output o0.z
dcl_output_siv o1.xyzw, position
dcl_temps 5
ld_indexable(buffer)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o2.x, r4.z
mad o0.xy, v1.xyxx, cb2[0].xyxx, cb2[0].zwzz
mul r0.xyz, v0.yyyy, cb1[1].xyzx
mad r0.xyz, cb1[0].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb1[2].xyzx, v0.zzzz, r0.xyzx
add r0.xyz, r0.xyzx, cb1[3].xyzx
mul r0.w, r0.y, cb0[62].z
mad r0.w, cb0[61].z, r0.x, r0.w
mad r0.w, cb0[63].z, r0.z, r0.w
add o0.z, r0.w, cb0[64].z
mul r1.xyzw, r0.yyyy, cb0[74].xyzw
mad r1.xyzw, cb0[73].xyzw, r0.xxxx, r1.xyzw
mad r0.xyzw, cb0[75].xyzw, r0.zzzz, r1.xyzw
add r0.xyzw, r0.xyzw, cb0[76].xyzw
ld_indexable(buffer)(float,float,float,float) r1.xy, 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)
ld_indexable(texture1d)(float,float,float,float) r1.z, l(3, 0, 0, 0), t120.xywz
eq r1.z, r1.z, l(13.000000)
and r1.y, r1.z, r1.y
movc r2.x, r1.y, r1.x, r0.x
mov r2.yzw, r0.yyzw
add r3.x, -r4.y, r2.w
mul r3.y, r4.x, r4.w
mad r3.x, r3.x, r3.y, r2.x
ne r3.y, l(1.000000), r2.w
movc r2.x, r3.y, r3.x, r2.x
mov o1.xyzw, r2.xyzw
ret
// Approximately 23 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Tue Sep  2 19:30:22 2025
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2 : 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,
//   out float2 o0 : TEXCOORD0,
//   out float p0 : TEXCOORD1,
//   out float4 o1 : SV_POSITION0,
//   out uint o2 : P0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r4.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o2.x = r4.z;
//   o0.xy = v1.xy * cb2.xy + cb2.zw;
//   r0.xyz = cb1[1].xyz * v0.yyy;
//   r0.xyz = cb1[0].xyz * v0.xxx + r0.xyz;
//   r0.xyz = cb1[2].xyz * v0.zzz + r0.xyz;
//   r0.xyz = cb1[3].xyz + r0.xyz;
//   r0.w = cb0[62].z * r0.y;
//   r0.w = cb0[61].z * r0.x + r0.w;
//   r0.w = cb0[63].z * r0.z + r0.w;
//   p0.x = cb0[64].z + r0.w;
//   r1.xyzw = cb0[74].xyzw * r0.yyyy;
//   r1.xyzw = cb0[73].xyzw * r0.xxxx + r1.xyzw;
//   r0.xyzw = cb0[75].xyzw * r0.zzzz + r1.xyzw;
//   r0.xyzw = cb0[76].xyzw + r0.xyzw;
//   r1.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r1.y = -r1.y + r0.w;
//   r1.x = -r1.x * r1.y + r0.x;
//   r1.y = cmp(r0.w != 1.000000);
//   r1.z = IniParams.Load(float4(3,0,0,0)).w;
//   r1.z = cmp(r1.z == 13.000000);
//   r1.y = r1.z ? r1.y : 0;
//   r2.x = r1.y ? r1.x : r0.x;
//   r2.yzw = r0.yzw;
//   r3.x = r2.w + -r4.y;
//   r3.y = r4.w * r4.x;
//   r3.x = r3.x * r3.y + r2.x;
//   r3.y = cmp(1.000000 != r2.w);
//   r2.x = r3.y ? r3.x : r2.x;
//   o1.xyzw = r2.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
