// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Fri Oct 27 23:58:10 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
// 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_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 3
discard_nz l(-1)
mul r0.xyzw, v0.xyxy, cb12[23].zwzw
mul r0.xyzw, r0.xyzw, cb12[271].xxxx
mad r0.xyzw, r0.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000)
mul r1.xy, r0.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000)
mad r0.xy, r0.zwzz, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mul r0.zw, v0.xxxy, cb12[271].xxxx
add r2.xy, cb12[23].xyxx, l(-1.000000, -1.000000, 0.000000, 0.000000)
min r0.zw, r0.zzzw, r2.xxxy
round_z r0.zw, r0.zzzw
ftoi r2.xy, r0.zwzz
mov r2.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.z, r2.xyww, t2.yzxw
ld_indexable(texture2d)(uint,uint,uint,uint) r0.w, r2.xyzw, t4.xzwy
utof r0.w, r0.w
ftoi r0.w, r0.w
and r0.w, r0.w, l(2)
itof r0.w, r0.w
mad r1.z, r0.z, cb12[22].x, cb12[22].y
mov r1.w, l(1.000000)
dp4 r0.z, r1.xyzw, cb3[24].xyzw
max r0.z, r0.z, l(0.250000)
dp4 r2.x, r1.xyzw, cb3[21].xyzw
dp4 r2.y, r1.xyzw, cb3[22].xyzw
mad r1.x, r1.z, cb12[21].x, cb12[21].y
rcp r1.x, r1.x
max r1.x, r1.x, l(-340282346638528859811704183484516925440.000000)
min r1.x, r1.x, l(340282346638528859811704183484516925440.000000)
div r1.yz, r2.xxyx, r0.zzzz
mad r1.yz, r1.yyzy, l(0.000000, 0.500000, -0.500000, 0.000000), l(0.000000, 0.500000, 0.500000, 0.000000)
add r0.xy, r0.xyxx, -r1.yzyy
mul r0.xy, r0.xyxx, cb12[23].xyxx
mul r0.xy, r0.xyxx, cb12[271].yyyy
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
mad_sat r0.y, r1.x, cb3[0].z, cb3[0].w
mad_sat r0.z, r1.x, cb3[1].z, cb3[1].w
mad r0.z, cb3[1].x, r0.z, cb3[1].y
ne r0.w, l(0.000000, 0.000000, 0.000000, 0.000000), r0.w
movc r0.z, r0.w, r0.z, l(1.000000)
mad r0.y, cb3[0].x, r0.y, cb3[0].y
mul r0.x, r0.y, r0.x
mul_sat r0.x, r0.x, cb3[2].x
mul r0.x, r0.z, r0.x
round_z r0.yz, v0.xxyx
mad r1.xy, cb12[23].xyxx, cb12[271].yyyy, l(-2.000000, -2.000000, 0.000000, 0.000000)
min r1.xy, r0.yzyy, r1.xyxx
mul r1.xy, r1.xyxx, cb12[73].zwzz
mul r1.xy, r1.xyxx, cb12[271].xxxx
sample_l_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t1.xyzw, s0, l(1.000000)
ftoi r2.xy, r0.yzyy
mov r2.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.yzw, r2.xyzw, t0.wxyz
add r1.xyz, r1.xyzx, -r0.yzwy
mad o0.xyz, r0.xxxx, r1.xyzx, r0.yzwy
mov o0.w, l(1.000000)
ret
// Approximately 57 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Fri Oct 27 23:58:10 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;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   if (-1 != 0) discard;
//   r0.xyzw = cb12[23].zwzw * v0.xyxy;
//   r0.xyzw = cb12[271].xxxx * r0.xyzw;
//   r0.xyzw = r0.xyzw * float4(2,2,2,2) + float4(-1,-1,-1,-1);
//   r1.xy = float2(1,-1) * r0.xy;
//   r0.xy = r0.zw * float2(0.5,0.5) + float2(0.5,0.5);
//   r0.zw = cb12[271].xx * v0.xy;
//   r2.xy = float2(-1,-1) + cb12[23].xy;
//   r0.zw = min(r2.xy, r0.zw);
//   r0.zw = trunc(r0.zw);
//   r2.xy = (int2)r0.zw;
//   r2.zw = float2(0,0);
//   r0.z = t2.Load(r2.xyw).x;
//   r0.w = t4.Load(r2.xyz).y;
//   r0.w = (uint)r0.w;
//   r0.w = (int)r0.w;
//   r0.w = (int)r0.w & 2;
//   r0.w = (int)r0.w;
//   r1.z = r0.z * cb12[22].x + cb12[22].y;
//   r1.w = 1;
//   r0.z = dot(r1.xyzw, cb3[24].xyzw);
//   r0.z = max(0.25, r0.z);
//   r2.x = dot(r1.xyzw, cb3[21].xyzw);
//   r2.y = dot(r1.xyzw, cb3[22].xyzw);
//   r1.x = r1.z * cb12[21].x + cb12[21].y;
//   r1.x = rcp(r1.x);
//   r1.x = max(-3.40282347e+38, r1.x);
//   r1.x = min(3.40282347e+38, r1.x);
//   r1.yz = r2.xy / r0.zz;
//   r1.yz = r1.yz * float2(0.5,-0.5) + float2(0.5,0.5);
//   r0.xy = -r1.yz + r0.xy;
//   r0.xy = cb12[23].xy * r0.xy;
//   r0.xy = cb12[271].yy * r0.xy;
//   r0.x = dot(r0.xy, r0.xy);
//   r0.x = sqrt(r0.x);
//   r0.y = saturate(r1.x * cb3[0].z + cb3[0].w);
//   r0.z = saturate(r1.x * cb3[1].z + cb3[1].w);
//   r0.z = cb3[1].x * r0.z + cb3[1].y;
//   r0.w = cmp(0 != r0.w);
//   r0.z = r0.w ? r0.z : 1;
//   r0.y = cb3[0].x * r0.y + cb3[0].y;
//   r0.x = r0.x * r0.y;
//   r0.x = saturate(cb3[2].x * r0.x);
//   r0.x = r0.x * r0.z;
//   r0.yz = trunc(v0.xy);
//   r1.xy = cb12[23].xy * cb12[271].yy + float2(-2,-2);
//   r1.xy = min(r1.xy, r0.yz);
//   r1.xy = cb12[73].zw * r1.xy;
//   r1.xy = cb12[271].xx * r1.xy;
//   r1.xyz = t1.SampleLevel(s0_s_s, r1.xy, 1).xyz;
//   r2.xy = (int2)r0.yz;
//   r2.zw = float2(0,0);
//   r0.yzw = t0.Load(r2.xyz).xyz;
//   r1.xyz = -r0.yzw + r1.xyz;
//   o0.xyz = r0.xxx * r1.xyz + r0.yzw;
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
