// 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
//   float4 cClipPlane0;                // Index:   24.xyzw           Components:     4
//
// }
//
// cbuffer Buffer2
// {
//
//   float4 cScreenCenter;              // Index:    0.xyzw           Components:     4
//   float4 cClipping;                  // Index:    1.xyzw           Components:     4
//   row_major float2x4 cTextureTransform;// Index:    2 3              Components:     8
//
// }
//
// cbuffer Buffer4
// {
//
//   float _generated_dummy_variable_4; // Index:    0.x              Components:     1 [unused]
//   float4 cMaterialVariable2;         // Index:   39.xyzw           Components:     4
//   float4 cMaterialVariable3;         // Index:   40.xyzw           Components:     4
//   float4 cMaterialVariable4;         // Index:   41.xyzw           Components:     4
//   float4 cMaterialVariable5;         // Index:   42.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
// TEXCOORD                 0   xy          1     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                 3      w        1     NONE   float      w
// TEXCOORD                 1   xy          2     NONE   float   xy
// TEXCOORD                 2     zw        2     NONE   float     zw
// TEXCOORD                 4   x           3     NONE   float   x
// SV_ClipDistance          0   x           4  CLIPDST   float   x
// P                        0   x           5  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o5.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB1[25], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB4[43], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t110
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyz
dcl_input v1.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.x
dcl_output_siv o4.x, clip_distance
dcl_temps 8
ld_indexable(buffer)(float,float,float,float) r7.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o5.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 o4.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)
dp2 r0.x, v1.xyxx, cb4[40].xyxx
add o2.x, r0.x, cb4[40].w
dp2 r0.x, v1.xyxx, cb4[41].xyxx
add o2.y, r0.x, cb4[41].w
dp2 r0.x, v1.xyxx, cb2[2].xyxx
add o2.z, r0.x, cb2[2].w
dp2 r0.x, v1.xyxx, cb2[3].xyxx
add o2.w, r0.x, cb2[3].w
mov r5.yzw, r1.yyzw
mov o1.xyz, cb4[42].xyzx
mov o3.x, cb4[39].x
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 75 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);
//   float4 cClipPlane0 : packoffset(c24);
// }
//
// cbuffer Buffer2 : register(b2)
// {
//   float4 cScreenCenter : packoffset(c0);
//   float4 cClipping : packoffset(c1);
//   row_major float2x4 cTextureTransform : packoffset(c2);
// }
//
// cbuffer Buffer4 : register(b4)
// {
//   float _generated_dummy_variable_4 : packoffset(c0);
//   float4 cMaterialVariable2 : packoffset(c39);
//   float4 cMaterialVariable3 : packoffset(c40);
//   float4 cMaterialVariable4 : packoffset(c41);
//   float4 cMaterialVariable5 : packoffset(c42);
// }
//
// Texture2D<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float2 v1 : TEXCOORD0,
//   out float4 o0 : SV_POSITION0,
//   out float3 o1 : TEXCOORD0,
//   out float p1 : TEXCOORD3,
//   out float2 o2 : TEXCOORD1,
//   out float2 p2 : TEXCOORD2,
//   out float o3 : TEXCOORD4,
//   out float o4 : SV_ClipDistance0,
//   out uint o5 : 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;
//   o5.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);
//   o4.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);
//   r0.x = dot(v1.xy, cMaterialVariable3.xy);
//   o2.x = cMaterialVariable3.w + r0.x;
//   r0.x = dot(v1.xy, cMaterialVariable4.xy);
//   o2.y = cMaterialVariable4.w + r0.x;
//   r0.x = dot(v1.xy, cTextureTransform._m00_m01);
//   p2.x = cTextureTransform._m03 + r0.x;
//   r0.x = dot(v1.xy, cTextureTransform._m10_m11);
//   p2.y = cTextureTransform._m13 + r0.x;
//   r5.yzw = r1.yzw;
//   o1.xyz = cMaterialVariable5.xyz;
//   o3.x = cMaterialVariable2.x;
//   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;
// }
/////////////////////////////////////////////////////////////////////////////
