// AUTOMATICALLY CONVERTED FROM SHADER FIXES Stereoization check.
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Thu Oct 26 18:58:50 2023
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
//   float4 vfuniforms[96];             // Index:    0-95             Components:   384
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float          2d  110        1
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
// Constants                         cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0     NONE   float   xyzw
// COLOR                    1   x           1     NONE    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// 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 CB0[96], dynamicIndexed
dcl_resource_texture2d (float,float,float,float) t110
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_input v1.x
dcl_output o0.xy
dcl_output_siv o1.xyzw, position
dcl_temps 19
ld_indexable(buffer)(float,float,float,float) r8.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o2.x, r8.z
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture1d)(float,float,float,float) r1.xyz, l(10, 0, 0, 0), t120.xywz
ishl r0.z, v1.x, l(2)
bfi r0.w, l(30), l(2), v1.x, l(2)
utof r0.zw, r0.zzzw
add r2.xy, r0.wwww, l(0.100000, 1.100000, 0.000000, 0.000000)
ftou r2.xy, r2.xyxx
dp4 o0.x, v0.xyzw, cb0[r2.x + 0].xyzw
dp4 o0.y, v0.xyzw, cb0[r2.y + 0].xyzw
add r0.zw, r0.zzzz, l(0.000000, 0.000000, 0.100000, 1.100000)
ftou r0.zw, r0.zzzw
dp4 r0.z, v0.xyzw, cb0[r0.z + 0].xyzw
dp4 r2.y, v0.xyzw, cb0[r0.w + 0].xyzw
eq r1.yzw, r1.zzyy, l(0.000000, 1.000000, 2.000000, 1.000000)
lt r3.xy, l(-0.300000, -0.500000, 0.000000, 0.000000), r0.zzzz
lt r3.zw, r2.yyyy, l(0.000000, 0.000000, 0.500000, 0.400000)
or r0.w, r3.z, r3.x
and r0.w, r0.w, r1.w
lt r3.xz, r0.zzzz, l(0.400000, 0.000000, 0.500000, 0.000000)
or r1.w, r3.w, r3.x
and r0.w, r0.w, r1.w
lt r1.w, l(-0.500000), r2.y
or r3.x, r1.w, r3.y
and r0.w, r0.w, r3.x
or r1.w, r1.w, r3.z
and r0.w, r0.w, r1.w
or r0.w, r0.w, r1.z
and r0.w, r0.w, r1.y

ne r10.x, r8.w, l(0.0)

and r0.w, r0.w, r10.x

if_nz r0.w
  ne r0.w, r0.x, l(0.000000)
  if_nz r0.w
    mul r0.y, r0.y, r0.x
    mul r0.y, r0.y, l(5.000000)
    resinfo_indexable(texture2d)(float,float,float,float)_uint r1.yz, l(0), t110.zxyw
    iadd r3.xy, r1.yzyy, l(-1, -1, 0, 0)
    utof r1.yz, r1.yyzy
    mul r0.w, r1.z, l(0.500000)
    utof r1.zw, r3.xxxy
    min r0.w, r0.w, r1.w
    ftoi r3.y, r0.w
    mov r3.zw, l(0,0,0,0)
    mov r0.w, l(0)
    mov r1.w, l(0)
    mov r4.xyz, l(0,0,0,0)
    loop
      utof r4.w, r4.y
      ge r4.w, r4.w, l(250.000000)
      mov r4.z, l(0)
      breakc_nz r4.w
      mad r4.x, r0.x, l(0.004000), r4.x
      mad r4.w, r4.x, l(0.500000), l(0.500000)
      mul r4.w, r1.y, r4.w
      max r4.w, r4.w, l(0.000000)
      min r4.w, r1.z, r4.w
      ftoi r3.x, r4.w
      ld_indexable(texture2d)(float,float,float,float) r3.x, r3.xyzw, t110.xyzw
      ne r4.w, r3.x, l(1.000000)
      mul r5.x, r3.x, l(0.000010)
      div r5.x, l(0.000010), r5.x
      add r3.x, r3.x, r5.x
      and r3.x, r3.x, r4.w
      eq r4.w, r3.x, l(0.000000)
      if_nz r4.w
        mov r0.w, r0.x
        mov r4.z, l(-1)
        break
      endif
      add r5.x, r0.x, -r4.x
      div r5.x, r0.y, r5.x
      lt r3.x, r3.x, r5.x
      if_nz r3.x
        mov r0.w, l(0)
        mov r4.z, l(0)
        break
      endif
      mov r1.w, r4.x
      iadd r4.y, r4.y, l(1)
      mov r4.xyz, r4.xywx
      mov r0.w, l(0)
    endloop
    movc r0.y, r4.z, r0.w, r1.w
  else
    mov r0.y, l(0)
  endif
  add r2.x, r0.y, r0.z
else
  mad r2.x, r0.x, r1.x, r0.z
endif
mov r2.zw, l(0,0,0,1.000000)
mov r6.xyzw, r2.xyzw
add r7.x, -r8.y, r6.w
mul r7.y, r8.x, r8.w
mad r7.x, r7.x, r7.y, r6.x
ne r7.y, l(1.000000), r6.w
movc r6.x, r7.y, r7.x, r6.x
mov o1.xyzw, r6.xyzw
ret
// Approximately 91 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Thu Oct 26 18:58:50 2023
//
// cbuffer Constants : register(b0)
// {
//   float4 vfuniforms[96] : packoffset(c0);
// }
//
// Texture2D<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   uint v1 : COLOR1,
//   out float2 o0 : TEXCOORD0,
//   out float4 o1 : SV_Position0,
//   out uint o2 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r8.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o2.x = r8.z;
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r1.xyz = IniParams.Load(float4(10,0,0,0)).xyw;
//   r0.z = (uint)v1.x << 2;
//   bitmask.w = ((~(-1 << 30)) << 2) & 0xffffffff;  r0.w = (((uint)v1.x << 2) & bitmask.w) | ((uint)2 & ~bitmask.w);
//   r0.zw = (uint2)r0.zw;
//   r2.xy = float2(0.100000001,1.10000002) + r0.ww;
//   r2.xy = (uint2)r2.xy;
//   o0.x = dot(v0.xyzw, vfuniforms[r2.x].xyzw);
//   o0.y = dot(v0.xyzw, vfuniforms[r2.y].xyzw);
//   r0.zw = float2(0.100000001,1.10000002) + r0.zz;
//   r0.zw = (uint2)r0.zw;
//   r0.z = dot(v0.xyzw, vfuniforms[r0.z].xyzw);
//   r2.y = dot(v0.xyzw, vfuniforms[r0.w].xyzw);
//   r1.yzw = cmp(r1.zyy == float3(1,2,1));
//   r3.xy = cmp(float2(-0.300000012,-0.5) < r0.zz);
//   r3.zw = cmp(r2.yy < float2(0.5,0.400000006));
//   r0.w = (int)r3.z | (int)r3.x;
//   r0.w = r1.w ? r0.w : 0;
//   r3.xz = cmp(r0.zz < float2(0.400000006,0.5));
//   r1.w = (int)r3.w | (int)r3.x;
//   r0.w = r1.w ? r0.w : 0;
//   r1.w = cmp(-0.5 < r2.y);
//   r3.x = (int)r1.w | (int)r3.y;
//   r0.w = r3.x ? r0.w : 0;
//   r1.w = (int)r1.w | (int)r3.z;
//   r0.w = r1.w ? r0.w : 0;
//   r0.w = (int)r0.w | (int)r1.z;
//   r0.w = r1.y ? r0.w : 0;
//   if (r0.w != 0) {
//     r0.w = cmp(r0.x != 0.000000);
//     if (r0.w != 0) {
//       r0.y = r0.x * r0.y;
//       r0.y = 5 * r0.y;
//       DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//       r1.yz = uiDest.xy;
//       r3.xy = (int2)r1.yz + int2(-1,-1);
//       r1.yz = (uint2)r1.yz;
//       r0.w = 0.5 * r1.z;
//       r1.zw = (uint2)r3.xy;
//       r0.w = min(r1.w, r0.w);
//       r3.y = (int)r0.w;
//       r3.zw = float2(0,0);
//       r0.w = 0;
//       r1.w = 0;
//       r4.xyz = float3(0,0,0);
//       while (true) {
//         r4.w = (uint)r4.y;
//         r4.w = cmp(r4.w >= 250);
//         r4.z = 0;
//         if (r4.w != 0) break;
//         r4.x = r0.x * 0.00400000019 + r4.x;
//         r4.w = r4.x * 0.5 + 0.5;
//         r4.w = r4.w * r1.y;
//         r4.w = max(0, r4.w);
//         r4.w = min(r4.w, r1.z);
//         r3.x = (int)r4.w;
//         r3.x = DepthBuffer.Load(r3.xyz).x;
//         r4.w = cmp(r3.x != 1.000000);
//         r5.x = 9.99999975e-06 * r3.x;
//         r5.x = 9.99999975e-06 / r5.x;
//         r3.x = r5.x + r3.x;
//         r3.x = r4.w ? r3.x : 0;
//         r4.w = cmp(r3.x == 0.000000);
//         if (r4.w != 0) {
//           r0.w = r0.x;
//           r4.z = -1;
//           break;
//         }
//         r5.x = -r4.x + r0.x;
//         r5.x = r0.y / r5.x;
//         r3.x = cmp(r3.x < r5.x);
//         if (r3.x != 0) {
//           r0.w = 0;
//           r4.z = 0;
//           break;
//         }
//         r1.w = r4.x;
//         r4.y = (int)r4.y + 1;
//         r4.xyz = r4.xyw;
//         r0.w = 0;
//       }
//       r0.y = r4.z ? r0.w : r1.w;
//     } else {
//       r0.y = 0;
//     }
//     r2.x = r0.z + r0.y;
//   } else {
//     r2.x = r0.x * r1.x + r0.z;
//   }
//   r2.zw = float2(0,1);
//   r6.xyzw = r2.xyzw;
//   r7.x = r6.w + -r8.y;
//   r7.y = r8.w * r8.x;
//   r7.x = r7.x * r7.y + r6.x;
//   r7.y = cmp(1.000000 != r6.w);
//   r6.x = r7.y ? r7.x : r6.x;
//   o1.xyzw = r6.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
