// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.107 on Sat Feb  4 22:23:42 2023
//
//
// Buffer Definitions:
//
// cbuffer cb3
// {
//
//   float4 cb3[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s1_s                              sampler      NA          NA    1        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// cb3                               cbuffer      NA          NA    3        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1     zw        1     NONE   float     zw
// TEXCOORD                 2   xy          2     NONE   float
//
//
// 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 CB3[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v1.xy
dcl_input_ps linear v1.zw
dcl_output o0.xyzw
dcl_temps 2
sample_indexable(texture2d)(float,float,float,float) r0.xyz, v1.zwzz, t1.xyzw, s1
dp3 r0.w, r0.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000)
add r0.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r0.w, r0.w, l(-3.000000)
exp r0.w, r0.w
mul_sat r0.w, r0.w, cb3[2].w
add r0.w, r0.w, l(-1.000000)
mad r0.w, cb3[3].x, r0.w, l(1.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t0.xyzw, s0
mul r1.xyz, r1.xyzx, cb3[2].xyzx
mul_sat r1.xyz, r0.wwww, r1.xyzx
add r1.xyz, -r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad o0.xyz, -r0.xyzx, r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mov o0.w, l(1.000000)
ret
// Approximately 15 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.107 on Sat Feb  4 22:23:42 2023
//
// cbuffer cb3 : register(b3)
// {
//   float4 cb3[4] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   float2 v1 : TEXCOORD0,
//   float2 w1 : TEXCOORD1,
//   float2 v2 : TEXCOORD2,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyz = t1.Sample(s1_s_s, w1.xy).xyz;
//   r0.w = dot(r0.xyz, float3(0.300000012,0.589999974,0.109999999));
//   r0.xyz = float3(1,1,1) + -r0.xyz;
//   r0.w = -3 * r0.w;
//   r0.w = exp2(r0.w);
//   r0.w = saturate(cb3[2].w * r0.w);
//   r0.w = -1 + r0.w;
//   r0.w = cb3[3].x * r0.w + 1;
//   r1.xyz = t0.Sample(s0_s_s, v1.xy).xyz;
//   r1.xyz = cb3[2].xyz * r1.xyz;
//   r1.xyz = saturate(r1.xyz * r0.www);
//   r1.xyz = float3(1,1,1) + -r1.xyz;
//   o0.xyz = -r0.xyz * r1.xyz + float3(1,1,1);
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
