// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sat Oct 28 10:23:43 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[10];                    // Index:    0-9              Components:    40
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// StereoParams                      texture  float4          2d  125        1
// cb1                               cbuffer      NA          NA    1        1
// cb2                               cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyz         0     NONE   float   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
// NORMAL                   0   xyz         2     NONE   float
// TANGENT                  0   xyzw        3     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xy
// TEXCOORD                 1   xyz         1     NONE   float   xyz
// SV_Position              0   xyzw        2      POS   float   xyzw
// P                        0   x           3  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o3.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[10], immediateIndexed
dcl_constantbuffer CB1[4], immediateIndexed
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyz
dcl_input v1.xy
dcl_output o0.xy
dcl_output o1.xyz
dcl_output_siv o2.xyzw, position
dcl_temps 6
ld_indexable(buffer)(float,float,float,float) r5.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r5.z
mov o0.xy, v1.xyxx
mad r0.xyz, v0.xyzx, cb2[8].xyzx, cb2[9].xyzx
mov r0.w, l(1.000000)
dp4 o1.x, r0.xyzw, cb2[0].xyzw
dp4 o1.y, r0.xyzw, cb2[1].xyzw
dp4 o1.z, r0.xyzw, cb2[2].xyzw
mul r1.xyzw, cb2[1].xyzw, cb1[0].yyyy
mad r1.xyzw, cb2[0].xyzw, cb1[0].xxxx, r1.xyzw
mad r1.xyzw, cb2[2].xyzw, cb1[0].zzzz, r1.xyzw
mad r1.xyzw, cb1[0].wwww, l(0.000000, 0.000000, 0.000000, 1.000000), r1.xyzw
dp4 r1.x, r0.xyzw, r1.xyzw
mul r2.xyzw, cb2[1].xyzw, cb1[3].yyyy
mad r2.xyzw, cb2[0].xyzw, cb1[3].xxxx, r2.xyzw
mad r2.xyzw, cb2[2].xyzw, cb1[3].zzzz, r2.xyzw
mad r2.xyzw, cb1[3].wwww, l(0.000000, 0.000000, 0.000000, 1.000000), r2.xyzw
dp4 r1.y, r0.xyzw, r2.xyzw
ld_indexable(buffer)(float,float,float,float) r1.zw, l(0, 0, 0, 0), t125.zwxy
add r1.w, -r1.w, r1.y
mad r1.w, -r1.z, r1.w, r1.x
mad r1.z, r1.z, r1.y, r1.w
ne r1.w, r1.y, l(1.000000)
mov r3.w, r1.y
movc r3.x, r1.w, r1.z, r1.x
mul r1.xyzw, cb2[1].xyzw, cb1[1].yyyy
mad r1.xyzw, cb2[0].xyzw, cb1[1].xxxx, r1.xyzw
mad r1.xyzw, cb2[2].xyzw, cb1[1].zzzz, r1.xyzw
mad r1.xyzw, cb1[1].wwww, l(0.000000, 0.000000, 0.000000, 1.000000), r1.xyzw
dp4 r3.y, r0.xyzw, r1.xyzw
mul r1.xyzw, cb2[1].xyzw, cb1[2].yyyy
mad r1.xyzw, cb2[0].xyzw, cb1[2].xxxx, r1.xyzw
mad r1.xyzw, cb2[2].xyzw, cb1[2].zzzz, r1.xyzw
mad r1.xyzw, cb1[2].wwww, l(0.000000, 0.000000, 0.000000, 1.000000), r1.xyzw
dp4 r3.z, r0.xyzw, r1.xyzw
add r4.x, -r5.y, r3.w
mul r4.y, r5.x, r5.w
mad r4.x, r4.x, r4.y, r3.x
ne r4.y, l(1.000000), r3.w
movc r3.x, r4.y, r4.x, r3.x
mov o2.xyzw, r3.xyzw
ret
// Approximately 34 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sat Oct 28 10:23:43 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[10] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[4] : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float3 v0 : POSITION0,
//   float2 v1 : TEXCOORD0,
//   float3 v2 : NORMAL0,
//   float4 v3 : TANGENT0,
//   out float4 o0 : TEXCOORD0,
//   out float3 o1 : TEXCOORD1,
//   out float4 o2 : SV_Position0,
//   out uint o3 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r5.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r5.z;
//   o0.xy = v1.xy;
//   r0.xyz = v0.xyz * cb2[8].xyz + cb2[9].xyz;
//   r0.w = 1;
//   o1.x = dot(r0.xyzw, cb2[0].xyzw);
//   o1.y = dot(r0.xyzw, cb2[1].xyzw);
//   o1.z = dot(r0.xyzw, cb2[2].xyzw);
//   r1.xyzw = cb1[0].yyyy * cb2[1].xyzw;
//   r1.xyzw = cb2[0].xyzw * cb1[0].xxxx + r1.xyzw;
//   r1.xyzw = cb2[2].xyzw * cb1[0].zzzz + r1.xyzw;
//   r1.xyzw = cb1[0].wwww * float4(0,0,0,1) + r1.xyzw;
//   r1.x = dot(r0.xyzw, r1.xyzw);
//   r2.xyzw = cb1[3].yyyy * cb2[1].xyzw;
//   r2.xyzw = cb2[0].xyzw * cb1[3].xxxx + r2.xyzw;
//   r2.xyzw = cb2[2].xyzw * cb1[3].zzzz + r2.xyzw;
//   r2.xyzw = cb1[3].wwww * float4(0,0,0,1) + r2.xyzw;
//   r1.y = dot(r0.xyzw, r2.xyzw);
//   r1.zw = StereoParams.Load(float4(0,0,0,0)).xy;
//   r1.w = r1.y + -r1.w;
//   r1.w = -r1.z * r1.w + r1.x;
//   r1.z = r1.z * r1.y + r1.w;
//   r1.w = cmp(r1.y != 1.000000);
//   r3.w = r1.y;
//   r3.x = r1.w ? r1.z : r1.x;
//   r1.xyzw = cb1[1].yyyy * cb2[1].xyzw;
//   r1.xyzw = cb2[0].xyzw * cb1[1].xxxx + r1.xyzw;
//   r1.xyzw = cb2[2].xyzw * cb1[1].zzzz + r1.xyzw;
//   r1.xyzw = cb1[1].wwww * float4(0,0,0,1) + r1.xyzw;
//   r3.y = dot(r0.xyzw, r1.xyzw);
//   r1.xyzw = cb1[2].yyyy * cb2[1].xyzw;
//   r1.xyzw = cb2[0].xyzw * cb1[2].xxxx + r1.xyzw;
//   r1.xyzw = cb2[2].xyzw * cb1[2].zzzz + r1.xyzw;
//   r1.xyzw = cb1[2].wwww * float4(0,0,0,1) + r1.xyzw;
//   r3.z = dot(r0.xyzw, r1.xyzw);
//   r4.x = r3.w + -r5.y;
//   r4.y = r5.w * r5.x;
//   r4.x = r4.x * r4.y + r3.x;
//   r4.y = cmp(1.000000 != r3.w);
//   r3.x = r4.y ? r4.x : r3.x;
//   o2.xyzw = r3.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
