// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.193 on Thu May 30 20:46:01 2024
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   row_major float4x4 cCompositeMat;  // Index:    0 1 2 3          Components:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
// PER_BATCH                         cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE     int   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
// COLOR                    1   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// COLOR                    1   xyzw        2     NONE   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 CB0[4], immediateIndexed
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xy
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 7
ld_indexable(buffer)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r6.z
ld_indexable(texture1d)(float,float,float,float) r0.xy, l(10, 0, 0, 0), t120.xyzw
eq r0.xyz, r0.yxyy, l(1.000000, 1.000000, 0.000000, 0.000000)
itof r1.xy, v0.xyxx
mov r1.z, l(1.000000)
dp3 r0.w, cb0[3].xywx, r1.xyzx
ne r1.w, r0.w, l(1.000000)
and r2.xy, r0.xyxx, r1.wwww
and r0.x, r0.z, r2.y
ld_indexable(texture1d)(float,float,float,float) r1.w, l(3, 0, 0, 0), t120.xzwy
ld_indexable(buffer)(float,float,float,float) r2.yz, l(0, 0, 0, 0), t125.zxyw
mul r2.w, r2.z, r2.y
dp3 r3.x, cb0[0].xywx, r1.xyzx
mad r2.w, -r2.w, r1.w, r3.x
mul r1.w, r1.w, r2.z
mad r1.w, -r1.w, l(0.0000268571421), r0.w
mad r1.w, r2.y, r1.w, r3.x
movc r0.x, r0.x, r2.w, r3.x
eq r2.y, r0.w, l(1.000000)
mov r4.w, r0.w
and r0.y, r0.y, r2.y
and r0.y, r0.z, r0.y
movc r0.x, r0.y, r1.w, r0.x
movc r4.x, r2.x, r2.w, r0.x
dp3 r4.y, cb0[1].xywx, r1.xyzx
dp3 r4.z, cb0[2].xywx, r1.xyzx
mov o1.xyzw, v1.xyzw
mov o2.xyzw, v2.xyzw
add r5.x, -r6.y, r4.w
mul r5.y, r6.x, r6.w
mad r5.x, r5.x, r5.y, r4.x
ne r5.y, l(1.000000), r4.w
movc r4.x, r5.y, r5.x, r4.x
mov o0.xyzw, r4.xyzw
ret
// Approximately 28 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.193 on Thu May 30 20:46:01 2024
//
// cbuffer PER_BATCH : register(b0)
// {
//   row_major float4x4 cCompositeMat : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   int4 v0 : POSITION0,
//   float4 v1 : COLOR0,
//   float4 v2 : COLOR1,
//   out float4 o0 : SV_Position0,
//   out float4 o1 : COLOR0,
//   out float4 o2 : COLOR1,
//   out uint o3 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r6.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r6.z;
//   r0.xy = IniParams.Load(float4(10,0,0,0)).xy;
//   r0.xyz = cmp(r0.yxy == float3(1,1,0));
//   r1.xy = (int2)v0.xy;
//   r1.z = 1;
//   r0.w = dot(cCompositeMat._m30_m31_m33, r1.xyz);
//   r1.w = cmp(r0.w != 1.000000);
//   r2.xy = r0.xy ? r1.ww : 0;
//   r0.x = r0.z ? r2.y : 0;
//   r1.w = IniParams.Load(float4(3,0,0,0)).y;
//   r2.yz = StereoParams.Load(float4(0,0,0,0)).xy;
//   r2.w = r2.y * r2.z;
//   r3.x = dot(cCompositeMat._m00_m01_m03, r1.xyz);
//   r2.w = -r2.w * r1.w + r3.x;
//   r1.w = r2.z * r1.w;
//   r1.w = -r1.w * 2.68571421e-05 + r0.w;
//   r1.w = r2.y * r1.w + r3.x;
//   r0.x = r0.x ? r2.w : r3.x;
//   r2.y = cmp(r0.w == 1.000000);
//   r4.w = r0.w;
//   r0.y = r0.y ? r2.y : 0;
//   r0.y = r0.z ? r0.y : 0;
//   r0.x = r0.y ? r1.w : r0.x;
//   r4.x = r2.x ? r2.w : r0.x;
//   r4.y = dot(cCompositeMat._m10_m11_m13, r1.xyz);
//   r4.z = dot(cCompositeMat._m20_m21_m23, r1.xyz);
//   o1.xyzw = v1.xyzw;
//   o2.xyzw = v2.xyzw;
//   r5.x = r4.w + -r6.y;
//   r5.y = r6.w * r6.x;
//   r5.x = r5.x * r5.y + r4.x;
//   r5.y = cmp(1.000000 != r4.w);
//   r4.x = r5.y ? r5.x : r4.x;
//   o0.xyzw = r4.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
