// 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 cb6
// {
//
//   float4 cb6[8];                     // Index:    0-7              Components:    32
//
// }
//
// cbuffer cb12
// {
//
//   float4 cb12[225];                  // Index:    0-224            Components:   900
//
// }
//
// cbuffer cb3
// {
//
//   float4 cb3[2];                     // Index:    0 1              Components:     8
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        1
// t2                                texture  float4          2d    2        1
// t15                               texture  float4          2d   15        1
// StereoParams                      texture  float4          2d  125        1
// cb3                               cbuffer      NA          NA    3        1
// cb6                               cbuffer      NA          NA    6        1
// cb12                              cbuffer      NA          NA   12        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// TEXCOORD                 1   xyz         1     NONE   float   xyz
//
//
// 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 CB6[8], immediateIndexed
dcl_constantbuffer CB12[221], immediateIndexed
dcl_constantbuffer CB3[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t15
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 4
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
mad r0.z, cb6[6].w, l(0.500000), l(-0.500000)
ftou r1.xy, v0.xyxx
utof r1.xy, r1.xyxx
mul r0.w, r1.y, cb12[212].w
mad r0.w, cb12[211].w, r1.x, r0.w
ftoi r2.xy, r1.xyxx
mov r2.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.z, r2.xyww, t15.yzxw
mad r0.w, cb12[213].w, r1.z, r0.w
add r0.w, r0.w, cb12[214].w
mad r0.y, r0.y, r0.w, l(-1.000000)
mul r0.x, r0.y, r0.x
mad r0.x, r0.x, cb12[220].x, r1.x
mul r3.xyzw, r1.yyyy, cb12[212].xyzw
mad r3.xyzw, cb12[211].xyzw, r0.xxxx, r3.xyzw
mad r1.xyzw, cb12[213].xyzw, r1.zzzz, r3.xyzw
add r1.xyzw, r1.xyzw, cb12[214].xyzw
div r1.xyz, r1.xyzx, r1.wwww
mov r1.w, l(1.000000)
dp4 r3.x, r1.xyzw, cb6[0].xyzw
dp4 r3.y, r1.xyzw, cb6[1].xyzw
dp4 r3.z, r1.xyzw, cb6[2].xyzw
mad r0.xyz, r3.xyzx, cb6[6].wwww, -r0.zzzz
add r3.xy, r0.xyxx, -cb6[4].xyxx
mov r3.z, r0.z
lt r3.xyz, r3.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r3.x, r3.y
or r0.w, r0.w, r3.z
itof r0.w, r0.w
ne r0.w, r0.w, l(0.000000)
discard_nz r0.w
add r3.xy, -r0.xyxx, cb6[4].zwzz
add r3.z, -r0.z, l(1.000000)
lt r3.xyz, r3.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.z, r3.x, r3.y
or r0.z, r0.z, r3.z
itof r0.z, r0.z
ne r0.z, r0.z, l(0.000000)
discard_nz r0.z
ld_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyzw, t2.xyzw
add r2.xyz, r2.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
dp3 r0.z, r2.xyzx, r2.xyzx
rsq r0.z, r0.z
mul r2.xyz, r0.zzzz, r2.xyzx
dp3 r0.z, v1.xyzx, v1.xyzx
rsq r0.z, r0.z
mul r3.xyz, r0.zzzz, v1.xyzx
dp3 r0.z, r2.xyzx, r3.xyzx
add r0.z, r0.z, -cb6[6].x
lt r0.z, r0.z, l(0.000000)
discard_nz r0.z
add r1.xyz, r1.xyzx, -cb3[1].xyzx
dp3 r0.z, r1.xyzx, r1.xyzx
sqrt r1.x, r0.z
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.wxyz, s0
mul r0.x, r0.x, cb6[7].w
mul r0.x, r0.x, cb6[6].y
mul r1.y, r1.x, l(0.120000)
log r0.y, |cb3[1].w|
mul r0.yz, r0.yyyy, l(0.000000, 2.800000, 0.800000, 0.000000)
exp r0.yz, r0.yyzy
mad r1.zw, r0.yyyz, l(0.000000, 0.000000, 120.000000, 120.000000), l(0.000000, 0.000000, 1.000000, 1.000000)
lt r0.y, l(0.030000), cb3[1].w
movc r0.yz, r0.yyyy, r1.yyzy, r1.xxwx
div r0.y, r0.y, r0.z
log r0.y, r0.y
mul r0.y, r0.y, l(1.600000)
exp r0.y, r0.y
add r0.y, -r0.y, l(1.000000)
max r0.y, r0.y, l(0.000000)
mul o0.w, r0.x, r0.y
mul o0.xyz, r0.yyyy, cb3[0].xyzx
ret
// Approximately 74 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.107 on Sat Feb  4 22:23:42 2023
//
// cbuffer cb6 : register(b6)
// {
//   float4 cb6[8] : packoffset(c0);
// }
//
// cbuffer cb12 : register(b12)
// {
//   float4 cb12[225] : packoffset(c0);
// }
//
// cbuffer cb3 : register(b3)
// {
//   float4 cb3[2] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t2 : register(t2);
// Texture2D<float4> t15 : register(t15);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   float3 v1 : TEXCOORD1,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.z = cb6[6].w * 0.5 + -0.5;
//   r1.xy = (uint2)v0.xy;
//   r1.xy = (uint2)r1.xy;
//   r0.w = cb12[212].w * r1.y;
//   r0.w = cb12[211].w * r1.x + r0.w;
//   r2.xy = (int2)r1.xy;
//   r2.zw = float2(0,0);
//   r1.z = t15.Load(r2.xyw).x;
//   r0.w = cb12[213].w * r1.z + r0.w;
//   r0.w = cb12[214].w + r0.w;
//   r0.y = r0.y * r0.w + -1;
//   r0.x = r0.x * r0.y;
//   r0.x = r0.x * cb12[220].x + r1.x;
//   r3.xyzw = cb12[212].xyzw * r1.yyyy;
//   r3.xyzw = cb12[211].xyzw * r0.xxxx + r3.xyzw;
//   r1.xyzw = cb12[213].xyzw * r1.zzzz + r3.xyzw;
//   r1.xyzw = cb12[214].xyzw + r1.xyzw;
//   r1.xyz = r1.xyz / r1.www;
//   r1.w = 1;
//   r3.x = dot(r1.xyzw, cb6[0].xyzw);
//   r3.y = dot(r1.xyzw, cb6[1].xyzw);
//   r3.z = dot(r1.xyzw, cb6[2].xyzw);
//   r0.xyz = r3.xyz * cb6[6].www + -r0.zzz;
//   r3.xy = -cb6[4].xy + r0.xy;
//   r3.z = r0.z;
//   r3.xyz = cmp(r3.xyz < float3(0,0,0));
//   r0.w = (int)r3.x | (int)r3.y;
//   r0.w = (int)r0.w | (int)r3.z;
//   r0.w = (int)r0.w;
//   r0.w = cmp(r0.w != 0.000000);
//   if (r0.w != 0) discard;
//   r3.xy = cb6[4].zw + -r0.xy;
//   r3.z = 1 + -r0.z;
//   r3.xyz = cmp(r3.xyz < float3(0,0,0));
//   r0.z = (int)r3.x | (int)r3.y;
//   r0.z = (int)r0.z | (int)r3.z;
//   r0.z = (int)r0.z;
//   r0.z = cmp(r0.z != 0.000000);
//   if (r0.z != 0) discard;
//   r2.xyz = t2.Load(r2.xyz).xyz;
//   r2.xyz = float3(-0.5,-0.5,-0.5) + r2.xyz;
//   r0.z = dot(r2.xyz, r2.xyz);
//   r0.z = rsqrt(r0.z);
//   r2.xyz = r2.xyz * r0.zzz;
//   r0.z = dot(v1.xyz, v1.xyz);
//   r0.z = rsqrt(r0.z);
//   r3.xyz = v1.xyz * r0.zzz;
//   r0.z = dot(r2.xyz, r3.xyz);
//   r0.z = -cb6[6].x + r0.z;
//   r0.z = cmp(r0.z < 0);
//   if (r0.z != 0) discard;
//   r1.xyz = -cb3[1].xyz + r1.xyz;
//   r0.z = dot(r1.xyz, r1.xyz);
//   r1.x = sqrt(r0.z);
//   r0.x = t0.Sample(s0_s_s, r0.xy).w;
//   r0.x = cb6[7].w * r0.x;
//   r0.x = cb6[6].y * r0.x;
//   r1.y = 0.119999997 * r1.x;
//   r0.y = log2(abs(cb3[1].w));
//   r0.yz = float2(2.79999995,0.800000012) * r0.yy;
//   r0.yz = exp2(r0.yz);
//   r1.zw = r0.yz * float2(120,120) + float2(1,1);
//   r0.y = cmp(0.0299999993 < cb3[1].w);
//   r0.yz = r0.yy ? r1.yz : r1.xw;
//   r0.y = r0.y / r0.z;
//   r0.y = log2(r0.y);
//   r0.y = 1.60000002 * r0.y;
//   r0.y = exp2(r0.y);
//   r0.y = 1 + -r0.y;
//   r0.y = max(0, r0.y);
//   o0.w = r0.y * r0.x;
//   o0.xyz = cb3[0].xyz * r0.yyy;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
