// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sat Dec 30 16:40:35 2023
//
//
// Buffer Definitions:
//
// cbuffer Buffer1
// {
//
//   float _generated_dummy_variable_1; // Index:    0.x              Components:     1 [unused]
//   float4 cFogParams;                 // Index:    6.xyzw           Components:     4
//   float cSelfIllumScale;             // Index:   22.x              Components:     1
//   float4 cClipPlane0;                // Index:   24.xyzw           Components:     4
//
// }
//
// cbuffer Buffer2
// {
//
//   float4 cScreenCenter;              // Index:    0.xyzw           Components:     4
//   float4 cClipping;                  // Index:    1.xyzw           Components:     4
//
// }
//
// cbuffer Buffer4
// {
//
//   float _generated_dummy_variable_4; // Index:    0.x              Components:     1 [unused]
//   float4 cMaterialVariable0;         // Index:   37.xyzw           Components:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float          2d  110        1
// StereoParams                      texture  float4          2d  125        1
// Buffer1                           cbuffer      NA          NA    1        1
// Buffer2                           cbuffer      NA          NA    2        1
// Buffer4                           cbuffer      NA          NA    4        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// 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
// TEXCOORD                 0   xyz         1     NONE   float   xyz
// TEXCOORD                 5      w        1     NONE   float      w
// TEXCOORD                 1   xy          2     NONE   float   xy
// TEXCOORD                 2     zw        2     NONE   float     zw
// TEXCOORD                 3   xy          3     NONE   float   xy
// TEXCOORD                 4     zw        3     NONE   float     zw
// TEXCOORD                 6   x           4     NONE   float   x
// SV_ClipDistance          0   x           5  CLIPDST   float   x
// P                        0   x           6  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o6.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB1[25], immediateIndexed
dcl_constantbuffer CB2[2], immediateIndexed
dcl_constantbuffer CB4[38], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t110
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyz
dcl_output o1.w
dcl_output o2.xy
dcl_output o2.zw
dcl_output o3.xy
dcl_output o3.zw
dcl_output o4.x
dcl_output_siv o5.x, clip_distance
dcl_temps 8
ld_indexable(buffer)(float,float,float,float) r7.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o6.x, r7.z
add r0.xy, v0.xyxx, -cb2[0].xyxx
mul r1.xy, r0.xyxx, cb2[0].zwzz
add r0.y, v0.z, -cb2[1].x
mul r1.z, r0.y, cb2[1].y
ld_indexable(buffer)(float,float,float,float) r0.yz, l(0, 0, 0, 0), t125.zxyw
mul r0.z, r0.z, r0.y
mul r0.z, r0.z, l(4.000000)
resinfo_indexable(texture2d)(float,float,float,float)_uint r2.xy, l(0), t110.xyzw
iadd r2.zw, r2.xxxy, l(0, 0, -1, -1)
utof r2.xy, r2.xyxx
mul r0.w, r2.y, l(0.500000)
utof r2.yz, r2.zzwz
min r0.w, r0.w, r2.z
ftoi r3.y, r0.w
mov r3.zw, l(0,0,0,0)
mov r0.w, l(0)
mov r2.zw, l(0,0,0,0)
mov r4.xy, l(0,0,0,0)
loop
  utof r4.z, r4.x
  ge r4.z, r4.z, l(200.000000)
  mov r4.y, l(0)
  breakc_nz r4.z
  mad r2.w, r0.y, l(0.005000), r2.w
  mad r4.z, r2.w, l(0.500000), l(0.500000)
  mul r4.z, r2.x, r4.z
  max r4.z, r4.z, l(0.000000)
  min r4.z, r2.y, r4.z
  ftoi r3.x, r4.z
  ld_indexable(texture2d)(float,float,float,float) r3.x, r3.xyzw, t110.xyzw
  ne r4.z, r3.x, l(1.000000)
  mul r4.w, r3.x, l(0.000010)
  div r4.w, l(0.000010), r4.w
  add r3.x, r3.x, r4.w
  and r3.x, r3.x, r4.z
  eq r4.z, r3.x, l(0.000000)
  if_nz r4.z
    mov r0.w, r0.y
    mov r4.y, l(-1)
    break
  endif
  add r4.w, r0.y, -r2.w
  div r4.w, r0.z, r4.w
  lt r3.x, r3.x, r4.w
  if_nz r3.x
    mov r0.w, l(0)
    mov r4.y, l(0)
    break
  endif
  mov r2.z, r2.w
  iadd r4.x, r4.x, l(1)
  mov r4.xy, r4.xzxx
  mov r0.w, l(0)
endloop
movc r0.y, r4.y, r0.w, r2.z
mad r5.x, cb2[0].z, r0.x, r0.y
mov r1.w, l(1.000000)
dp4 r0.x, r1.xyzw, r1.xyzw
dp4 o5.x, cb1[24].xyzw, r1.xyzw
sqrt r0.x, r0.x
mad r0.x, r0.x, cb1[6].x, cb1[6].y
max r0.x, r0.x, cb1[6].w
min o1.w, r0.x, l(1.000000)
mul o1.xyz, v1.xyzx, cb1[22].xxxx
add r0.xy, -v2.yxyy, l(1.000000, 1.000000, 0.000000, 0.000000)
mov_sat r0.z, cb4[37].x
mad r0.z, r0.z, l(0.458000), l(-0.020000)
add r2.xy, r0.xyxx, r0.zzzz
add r0.xy, r0.zzzz, v2.yxyy
mov r5.yzw, r1.yyzw
add r0.z, -v2.y, l(1.000000)
mov o2.xy, r0.zyzz
add r2.z, -v2.x, l(1.000000)
mov o2.zw, r2.zzzx
mov r2.w, v2.y
mov o3.xy, r2.wyww
mov r0.w, v2.x
mov o3.zw, r0.wwwx
mov o4.x, v1.w
add r6.x, -r7.y, r5.w
mul r6.y, r7.x, r7.w
mad r6.x, r6.x, r6.y, r5.x
ne r6.y, l(1.000000), r5.w
movc r5.x, r6.y, r6.x, r5.x
mov o0.xyzw, r5.xyzw
ret
// Approximately 80 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sat Dec 30 16:40:35 2023
//
// cbuffer Buffer1 : register(b1)
// {
//   float _generated_dummy_variable_1 : packoffset(c0);
//   float4 cFogParams : packoffset(c6);
//   float cSelfIllumScale : packoffset(c22);
//   float4 cClipPlane0 : packoffset(c24);
// }
//
// cbuffer Buffer2 : register(b2)
// {
//   float4 cScreenCenter : packoffset(c0);
//   float4 cClipping : packoffset(c1);
// }
//
// cbuffer Buffer4 : register(b4)
// {
//   float _generated_dummy_variable_4 : packoffset(c0);
//   float4 cMaterialVariable0 : packoffset(c37);
// }
//
// Texture2D<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 float3 o1 : TEXCOORD0,
//   out float p1 : TEXCOORD5,
//   out float2 o2 : TEXCOORD1,
//   out float2 p2 : TEXCOORD2,
//   out float2 o3 : TEXCOORD3,
//   out float2 p3 : TEXCOORD4,
//   out float o4 : TEXCOORD6,
//   out float o5 : SV_ClipDistance0,
//   out uint o6 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r7.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o6.x = r7.z;
//   r0.xy = -cScreenCenter.xy + v0.xy;
//   r1.xy = cScreenCenter.zw * r0.xy;
//   r0.y = -cClipping.x + v0.z;
//   r1.z = cClipping.y * r0.y;
//   r0.yz = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.z = r0.y * r0.z;
//   r0.z = 4 * r0.z;
//   DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//   r2.xy = uiDest.xy;
//   r2.zw = (int2)r2.xy + int2(-1,-1);
//   r2.xy = (uint2)r2.xy;
//   r0.w = 0.5 * r2.y;
//   r2.yz = (uint2)r2.zw;
//   r0.w = min(r2.z, r0.w);
//   r3.y = (int)r0.w;
//   r3.zw = float2(0,0);
//   r0.w = 0;
//   r2.zw = float2(0,0);
//   r4.xy = float2(0,0);
//   while (true) {
//     r4.z = (uint)r4.x;
//     r4.z = cmp(r4.z >= 200);
//     r4.y = 0;
//     if (r4.z != 0) break;
//     r2.w = r0.y * 0.00499999989 + r2.w;
//     r4.z = r2.w * 0.5 + 0.5;
//     r4.z = r4.z * r2.x;
//     r4.z = max(0, r4.z);
//     r4.z = min(r4.z, r2.y);
//     r3.x = (int)r4.z;
//     r3.x = DepthBuffer.Load(r3.xyz).x;
//     r4.z = cmp(r3.x != 1.000000);
//     r4.w = 9.99999975e-06 * r3.x;
//     r4.w = 9.99999975e-06 / r4.w;
//     r3.x = r4.w + r3.x;
//     r3.x = r4.z ? r3.x : 0;
//     r4.z = cmp(r3.x == 0.000000);
//     if (r4.z != 0) {
//       r0.w = r0.y;
//       r4.y = -1;
//       break;
//     }
//     r4.w = -r2.w + r0.y;
//     r4.w = r0.z / r4.w;
//     r3.x = cmp(r3.x < r4.w);
//     if (r3.x != 0) {
//       r0.w = 0;
//       r4.y = 0;
//       break;
//     }
//     r2.z = r2.w;
//     r4.x = (int)r4.x + 1;
//     r4.xy = r4.xz;
//     r0.w = 0;
//   }
//   r0.y = r4.y ? r0.w : r2.z;
//   r5.x = cScreenCenter.z * r0.x + r0.y;
//   r1.w = 1;
//   r0.x = dot(r1.xyzw, r1.xyzw);
//   o5.x = dot(cClipPlane0.xyzw, r1.xyzw);
//   r0.x = sqrt(r0.x);
//   r0.x = r0.x * cFogParams.x + cFogParams.y;
//   r0.x = max(cFogParams.w, r0.x);
//   p1.x = min(1, r0.x);
//   o1.xyz = cSelfIllumScale * v1.xyz;
//   r0.xy = float2(1,1) + -v2.yx;
//   r0.z = saturate(cMaterialVariable0.x);
//   r0.z = r0.z * 0.458000004 + -0.0199999996;
//   r2.xy = r0.zz + r0.xy;
//   r0.xy = v2.yx + r0.zz;
//   r5.yzw = r1.yzw;
//   r0.z = 1 + -v2.y;
//   o2.xy = r0.zy;
//   r2.z = 1 + -v2.x;
//   p2.xy = r2.zx;
//   r2.w = v2.y;
//   o3.xy = r2.wy;
//   r0.w = v2.x;
//   p3.xy = r0.wx;
//   o4.x = v1.w;
//   r6.x = r5.w + -r7.y;
//   r6.y = r7.w * r7.x;
//   r6.x = r6.x * r6.y + r5.x;
//   r6.y = cmp(1.000000 != r5.w);
//   r5.x = r6.y ? r6.x : r5.x;
//   o0.xyzw = r5.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
