// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Mon Sep  1 23:09:42 2025
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[3];                     // Index:    0 1 2            Components:    12
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        1
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear v1.xy
dcl_input_ps constant v2.xy
dcl_output o0.xyzw
dcl_temps 4
ld r0.xyzw, l(0, 0, 0, 0), t125.xyzw
mad r0.y, -r0.x, l(0.500000), v1.x
mov r0.z, v1.y
add r1.xy, r0.yzyy, -cb0[0].yzyy
mul r1.xy, r1.xyxx, cb0[2].xyxx
add r1.zw, -r0.yyyz, cb0[0].yyyz
mad r2.yz, cb0[2].xxyx, r1.zzwz, r0.yyzy
mad r2.x, r0.x, l(0.500000), r2.y
mov r0.xyzw, l(0,0,0,0)
loop
  ftoi r1.z, r0.w
  ige r1.w, r1.z, cb0[1].z
  if_nz r1.w
    break
  endif
  mad r2.yw, -v2.xxxy, r0.wwww, l(0.000000, 1.000000, 0.000000, 1.000000)
  mad r2.yw, r1.xxxy, r2.yyyw, r2.xxxz
  sample r3.xyzw, r2.ywyy, t0.xyzw, s0
  add r0.xyz, r0.xyzx, r3.xyzx
  iadd r1.z, r1.z, l(1)
  itof r0.w, r1.z
endloop
itof r0.w, cb0[1].z
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul o0.xyz, r0.wwww, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 27 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Mon Sep  1 23:09:42 2025
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[3] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// Texture2D<float4> t0 : register(t0);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : TEXCOORD0,
//   nointerpolation float2 v2 : TEXCOORD1,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r0.y = -r0.x * 0.5 + v1.x;
//   r0.z = v1.y;
//   r1.xy = -cb0[0].yz + r0.yz;
//   r1.xy = cb0[2].xy * r1.xy;
//   r1.zw = cb0[0].yz + -r0.yz;
//   r2.yz = cb0[2].xy * r1.zw + r0.yz;
//   r2.x = r0.x * 0.5 + r2.y;
//   r0.xyzw = float4(0,0,0,0);
//   while (true) {
//     r1.z = (int)r0.w;
//     r1.w = cmp((int)r1.z >= asint(cb0[1].z));
//     if (r1.w != 0) {
//       break;
//     }
//     r2.yw = -v2.xy * r0.ww + float2(1,1);
//     r2.yw = r1.xy * r2.yw + r2.xz;
//     r3.xyzw = t0.Sample(s0_s_s, r2.yw).xyzw;
//     r0.xyz = r3.xyz + r0.xyz;
//     r1.z = (int)r1.z + 1;
//     r0.w = (int)r1.z;
//   }
//   r0.w = asint(cb0[1].z);
//   r0.w = 1 / r0.w;
//   o0.xyz = r0.xyz * r0.www;
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
