// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.151 on Sat Apr  1 22:09:31 2023
//
//
// Buffer Definitions:
//
// cbuffer cb12
// {
//
//   float4 cb12[272];                  // Index:    0-271            Components:  1088
//
// }
//
// cbuffer cb3
// {
//
//   float4 cb3[25];                    // Index:    0-24             Components:   100
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        1
// t4                                texture   uint4          2d    4        1
// StereoParams                      texture  float4          2d  125        1
// cb3                               cbuffer      NA          NA    3        1
// cb12                              cbuffer      NA          NA   12        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB12[272], immediateIndexed
dcl_constantbuffer CB3[25], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (uint,uint,uint,uint) t4
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 4
mov r0.zw, l(0,0,0,0)
round_z r1.yz, v0.xxyx
mul r2.xy, r1.yzyy, cb12[271].xxxx
ftou r2.xy, r2.xyxx
utof r2.xy, r2.xyxx
ftoi r0.xy, r2.xyxx
ld_indexable(texture2d)(float,float,float,float) r0.x, r0.xyzw, t2.xyzw
mad r0.x, r0.x, cb12[22].x, cb12[22].y
mad r0.x, r0.x, cb12[21].x, cb12[21].y
rcp r0.x, r0.x
max r0.x, r0.x, l(-340282346638528859811704183484516925440.000000)
min r0.x, r0.x, l(340282346638528859811704183484516925440.000000)
ld_indexable(buffer)(float,float,float,float) r0.yz, l(0, 0, 0, 0), t125.zxyw
div r0.x, r0.z, r0.x
add r0.x, -r0.x, l(1.000000)
mad r1.x, -r0.y, r0.x, r1.y
mul r0.xy, r1.xzxx, cb12[271].xxxx
ftou r0.xy, r0.xyxx
utof r0.xy, r0.xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.w, r0.xyww, t2.yzwx
ld_indexable(texture2d)(uint,uint,uint,uint) r0.x, r0.xyzw, t4.yxzw
utof r0.x, r0.x
ftoi r0.x, r0.x
and r0.x, r0.x, l(2)
itof r0.x, r0.x
ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), r0.x
mad r2.z, r1.w, cb12[22].x, cb12[22].y
mul r3.xyzw, v0.xyxy, cb12[23].zwzw
mul r3.xyzw, r3.xyzw, cb12[271].xxxx
mad r3.xyzw, r3.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000)
mul r2.xy, r3.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000)
mad r0.yz, r3.zzwz, l(0.000000, 0.500000, 0.500000, 0.000000), l(0.000000, 0.500000, 0.500000, 0.000000)
mov r2.w, l(1.000000)
dp4 r0.w, r2.xyzw, cb3[24].xyzw
max r0.w, r0.w, l(0.250000)
dp4 r3.x, r2.xyzw, cb3[21].xyzw
dp4 r3.y, r2.xyzw, cb3[22].xyzw
mad r1.w, r2.z, cb12[21].x, cb12[21].y
rcp r1.w, r1.w
max r1.w, r1.w, l(-340282346638528859811704183484516925440.000000)
min r1.w, r1.w, l(340282346638528859811704183484516925440.000000)
div r2.xy, r3.xyxx, r0.wwww
mad r2.xy, r2.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
add r0.yz, r0.yyzy, -r2.xxyx
mul r0.yz, r0.yyzy, cb12[23].xxyx
mul r0.yz, r0.yyzy, cb12[271].yyyy
dp2 r0.y, r0.yzyy, r0.yzyy
sqrt r0.y, r0.y
mad_sat r0.z, r1.w, cb3[0].z, cb3[0].w
mad_sat r0.w, r1.w, cb3[1].z, cb3[1].w
mad r0.w, cb3[1].x, r0.w, cb3[1].y
movc r0.x, r0.x, r0.w, l(1.000000)
mad r0.z, cb3[0].x, r0.z, cb3[0].y
mul r0.y, r0.z, r0.y
mul_sat r0.y, r0.y, cb3[2].x
mul r0.x, r0.x, r0.y
mad r0.yz, cb12[23].xxyx, cb12[271].yyyy, l(0.000000, -2.000000, -2.000000, 0.000000)
min r0.yz, r1.xxzx, r0.yyzy
ftoi r1.xy, r1.yzyy
mul r0.yz, r0.yyzy, cb12[73].zzwz
mul r0.yz, r0.yyzy, cb12[271].xxxx
sample_l_indexable(texture2d)(float,float,float,float) r0.yzw, r0.yzyy, t1.wxyz, s0, l(1.000000)
mov r1.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyzw, t0.xyzw
add r0.yzw, r0.yyzw, -r1.xxyz
mad o0.xyz, r0.xxxx, r0.yzwy, r1.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 70 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.151 on Sat Apr  1 22:09:31 2023
//
// cbuffer cb12 : register(b12)
// {
//   float4 cb12[272] : packoffset(c0);
// }
//
// cbuffer cb3 : register(b3)
// {
//   float4 cb3[25] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
// Texture2D<uint4> t4 : register(t4);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.zw = float2(0,0);
//   r1.yz = trunc(v0.xy);
//   r2.xy = cb12[271].xx * r1.yz;
//   r2.xy = (uint2)r2.xy;
//   r2.xy = (uint2)r2.xy;
//   r0.xy = (int2)r2.xy;
//   r0.x = t2.Load(r0.xyz).x;
//   r0.x = r0.x * cb12[22].x + cb12[22].y;
//   r0.x = r0.x * cb12[21].x + cb12[21].y;
//   r0.x = rcp(r0.x);
//   r0.x = max(-3.40282347e+38, r0.x);
//   r0.x = min(3.40282347e+38, r0.x);
//   r0.yz = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.x = r0.z / r0.x;
//   r0.x = 1 + -r0.x;
//   r1.x = -r0.y * r0.x + r1.y;
//   r0.xy = cb12[271].xx * r1.xz;
//   r0.xy = (uint2)r0.xy;
//   r0.xy = (uint2)r0.xy;
//   r0.xy = (int2)r0.xy;
//   r0.zw = float2(0,0);
//   r1.w = t2.Load(r0.xyw).x;
//   r0.x = t4.Load(r0.xyz).y;
//   r0.x = (uint)r0.x;
//   r0.x = (int)r0.x;
//   r0.x = (int)r0.x & 2;
//   r0.x = (int)r0.x;
//   r0.x = cmp(0 != r0.x);
//   r2.z = r1.w * cb12[22].x + cb12[22].y;
//   r3.xyzw = cb12[23].zwzw * v0.xyxy;
//   r3.xyzw = cb12[271].xxxx * r3.xyzw;
//   r3.xyzw = r3.xyzw * float4(2,2,2,2) + float4(-1,-1,-1,-1);
//   r2.xy = float2(1,-1) * r3.xy;
//   r0.yz = r3.zw * float2(0.5,0.5) + float2(0.5,0.5);
//   r2.w = 1;
//   r0.w = dot(r2.xyzw, cb3[24].xyzw);
//   r0.w = max(0.25, r0.w);
//   r3.x = dot(r2.xyzw, cb3[21].xyzw);
//   r3.y = dot(r2.xyzw, cb3[22].xyzw);
//   r1.w = r2.z * cb12[21].x + cb12[21].y;
//   r1.w = rcp(r1.w);
//   r1.w = max(-3.40282347e+38, r1.w);
//   r1.w = min(3.40282347e+38, r1.w);
//   r2.xy = r3.xy / r0.ww;
//   r2.xy = r2.xy * float2(0.5,-0.5) + float2(0.5,0.5);
//   r0.yz = -r2.xy + r0.yz;
//   r0.yz = cb12[23].xy * r0.yz;
//   r0.yz = cb12[271].yy * r0.yz;
//   r0.y = dot(r0.yz, r0.yz);
//   r0.y = sqrt(r0.y);
//   r0.z = saturate(r1.w * cb3[0].z + cb3[0].w);
//   r0.w = saturate(r1.w * cb3[1].z + cb3[1].w);
//   r0.w = cb3[1].x * r0.w + cb3[1].y;
//   r0.x = r0.x ? r0.w : 1;
//   r0.z = cb3[0].x * r0.z + cb3[0].y;
//   r0.y = r0.y * r0.z;
//   r0.y = saturate(cb3[2].x * r0.y);
//   r0.x = r0.y * r0.x;
//   r0.yz = cb12[23].xy * cb12[271].yy + float2(-2,-2);
//   r0.yz = min(r0.yz, r1.xz);
//   r1.xy = (int2)r1.yz;
//   r0.yz = cb12[73].zw * r0.yz;
//   r0.yz = cb12[271].xx * r0.yz;
//   r0.yzw = t1.SampleLevel(s0_s_s, r0.yz, 1).xyz;
//   r1.zw = float2(0,0);
//   r1.xyz = t0.Load(r1.xyz).xyz;
//   r0.yzw = -r1.xyz + r0.yzw;
//   o0.xyz = r0.xxx * r0.yzw + r1.xyz;
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
