// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.182 on Sun Sep 17 14:50:33 2023
//
//
// Buffer Definitions:
//
// cbuffer cb12
// {
//
//   float4 cb12[225];                  // Index:    0-224            Components:   900
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s2_s                              sampler      NA          NA    2        1
// s4_s                              sampler      NA          NA    4        1
// t0                                texture  float4          2d    0        1
// t2                                texture  float4          2d    2        1
// t4                                texture  float4          2d    4        1
// t15                               texture  float4          2d   15        1
// StereoParams                      texture  float4          2d  125        1
// cb12                              cbuffer      NA          NA   12        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xy
// TEXCOORD                 1   xyzw        3     NONE   float   xyz
// TEXCOORD                 2   xyzw        4     NONE   float
// TEXCOORD                 3   xyzw        5     NONE   float   xy w
//
//
// 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[221], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s2, mode_default
dcl_sampler s4, 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) t4
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.xyzw
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xyz
dcl_input_ps linear v5.xyw
dcl_output o0.xyzw
dcl_temps 3
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
ftou r0.zw, v0.xxxy
utof r0.zw, r0.zzzw
ftoi r1.xy, r0.zwzz
mov r1.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.x, r1.xyzw, t15.xyzw
mul r2.xyzw, r0.wwww, cb12[212].wxyw
mad r0.w, cb12[211].w, r0.z, r2.x
mad r0.w, cb12[213].w, r1.x, 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, r0.z
mad r0.xyz, cb12[211].xywx, r0.xxxx, r2.yzwy
mad r0.xyz, cb12[213].xywx, r1.xxxx, r0.xyzx
add r0.xyz, r0.xyzx, cb12[214].xywx
div r0.xy, r0.xyxx, r0.zzzz
add r0.xy, r0.xyxx, -v5.xyxx
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
lt r0.x, v5.w, r0.x
discard_nz r0.x
sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r0.xyzw, v2.xyxx, t0.xyzw, s0
mul r0.w, r0.w, v1.w
sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r1.xyzw, v2.xyxx, t2.xyzw, s2
sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r2.x, v3.xyxx, t4.xyzw, s4
add_sat r2.x, r2.x, v3.z
mad r1.w, r1.w, v1.w, -r0.w
mad o0.w, r2.x, r1.w, r0.w
add r1.xyz, -r0.xyzx, r1.xyzx
mad r0.xyz, r2.xxxx, r1.xyzx, r0.xyzx
mul o0.xyz, r0.xyzx, v1.xyzx
ret
// Approximately 33 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.182 on Sun Sep 17 14:50:33 2023
//
// cbuffer cb12 : register(b12)
// {
//   float4 cb12[225] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s2_s_s : register(s2);
// SamplerState s4_s_s : register(s4);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t2 : register(t2);
// Texture2D<float4> t4 : register(t4);
// 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,
//   float4 v1 : COLOR0,
//   float4 v2 : TEXCOORD0,
//   float4 v3 : TEXCOORD1,
//   float4 v4 : TEXCOORD2,
//   float4 v5 : TEXCOORD3,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.zw = (uint2)v0.xy;
//   r0.zw = (uint2)r0.zw;
//   r1.xy = (int2)r0.zw;
//   r1.zw = float2(0,0);
//   r1.x = t15.Load(r1.xyz).x;
//   r2.xyzw = cb12[212].wxyw * r0.wwww;
//   r0.w = cb12[211].w * r0.z + r2.x;
//   r0.w = cb12[213].w * r1.x + 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 + r0.z;
//   r0.xyz = cb12[211].xyw * r0.xxx + r2.yzw;
//   r0.xyz = cb12[213].xyw * r1.xxx + r0.xyz;
//   r0.xyz = cb12[214].xyw + r0.xyz;
//   r0.xy = r0.xy / r0.zz;
//   r0.xy = -v5.xy + r0.xy;
//   r0.x = dot(r0.xy, r0.xy);
//   r0.x = sqrt(r0.x);
//   r0.x = cmp(v5.w < r0.x);
//   if (r0.x != 0) discard;
//   r0.xyzw = t0.Sample(s0_s_s, v2.xy, int2(0, 0)).xyzw;
//   r0.w = v1.w * r0.w;
//   r1.xyzw = t2.Sample(s2_s_s, v2.xy, int2(0, 0)).xyzw;
//   r2.x = t4.Sample(s4_s_s, v3.xy, int2(0, 0)).x;
//   r2.x = saturate(v3.z + r2.x);
//   r1.w = r1.w * v1.w + -r0.w;
//   o0.w = r2.x * r1.w + r0.w;
//   r1.xyz = r1.xyz + -r0.xyz;
//   r0.xyz = r2.xxx * r1.xyz + r0.xyz;
//   o0.xyz = v1.xyz * r0.xyz;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
