// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.193 on Mon Jun 17 22:40:11 2024
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   row_major float4x4 cCompositeMat;  // Index:    0 1 2 3          Components:    16
//   row_major float2x4 cTexGenMat0;    // Index:    4 5              Components:     8
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float     2darray  110        1
// 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
// TEXCOORD                 0   xy          1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
// COLOR                    1   xyzw        3     NONE   float   xyzw
// P                        0   x           4  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o4.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[6], immediateIndexed
dcl_resource_texture2darray (float,float,float,float) t110
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.xy
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 12
ld_indexable(buffer)(float,float,float,float) r11.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o4.x, r11.z
ld_indexable(buffer)(float,float,float,float) r0.xyz, l(0, 0, 0, 0), t125.xyzw
movc r0.z, r0.z, l(-1.000000), l(1.000000)
ld_indexable(texture1d)(float,float,float,float) r1.xy, l(3, 0, 0, 0), t120.ywxz
ld_indexable(texture1d)(float,float,float,float) r1.zw, l(10, 0, 0, 0), t120.zwxy
itof r2.xy, v0.xyxx
mov r2.z, l(1.000000)
dp3 r0.w, cb0[0].xywx, r2.xyzx
dp3 r3.y, cb0[1].xywx, r2.xyzx
dp3 r3.z, cb0[2].xywx, r2.xyzx
dp3 r3.w, cb0[3].xywx, r2.xyzx
dp3 o1.x, cb0[4].xywx, r2.xyzx
dp3 o1.y, cb0[5].xywx, r2.xyzx
eq r2.x, r3.w, l(1.000000)
eq r2.yzw, r1.zzyy, l(0.000000, 0.000000, 1.000000, 11.000000)
and r2.y, r2.y, r2.x
or r2.z, r2.w, r2.z
and r2.z, r2.z, r2.y

and r2.z, r2.z, r11.w

if_nz r2.z
  add r2.z, -r0.y, l(0.000010)
  mul r2.w, r0.x, r2.z
  mad r2.z, -r2.z, r0.x, r0.x
  mul r4.x, r0.y, r0.x
  mul r4.x, r4.x, l(10.000000)
  resinfo_indexable(texture2darray)(float,float,float,float)_uint r4.yz, l(0), t110.zxyw
  iadd r5.xy, r4.yzyy, l(-1, -1, 0, 0)
  utof r4.yz, r4.yyzy
  mul r4.z, r4.z, l(0.574535)
  utof r5.xy, r5.xyxx
  min r4.z, r4.z, r5.y
  ftoi r6.y, r4.z
  mov r6.zw, l(0,0,0,0)
  ftoi r7.y, r4.z
  mov r7.zw, l(0,0,1,0)
  mov r4.z, l(0)
  mov r4.w, r2.w
  mov r5.y, r2.w
  mov r5.zw, l(0,0,0,0)
  loop
    utof r8.x, r5.z
    ge r8.x, r8.x, l(300.000000)
    mov r5.w, l(0)
    breakc_nz r8.x
    mad r5.y, r2.z, l(0.00333333341), r5.y
    mul r8.x, r0.z, r5.y
    min r8.y, r8.x, l(0.000000)
    max r8.x, -r8.x, l(0.000000)
    mad r8.y, r8.y, l(0.500000), l(0.500000)
    mul r8.y, r4.y, r8.y
    max r8.y, r8.y, l(0.000000)
    min r8.y, r5.x, r8.y
    ftoi r6.x, r8.y
    ld_indexable(texture2darray)(float,float,float,float) r6.x, r6.xyzw, t110.xyzw
    ne r8.y, r6.x, l(0.000000)
    mul r8.z, r6.x, l(0.000010)
    div r8.z, l(0.000010), r8.z
    add r6.x, r6.x, r8.z
    and r6.x, r6.x, r8.y
    mad r8.x, r8.x, l(0.500000), l(0.500000)
    mul r8.x, r4.y, r8.x
    min r8.x, r5.x, r8.x
    ftoi r7.x, r8.x
    ld_indexable(texture2darray)(float,float,float,float) r7.x, r7.xyzw, t110.xyzw
    ne r8.x, r7.x, l(0.000000)
    mul r8.y, r7.x, l(0.000010)
    div r8.y, l(0.000010), r8.y
    add r7.x, r7.x, r8.y
    and r7.x, r7.x, r8.x
    max r6.x, r6.x, r7.x
    eq r7.x, r6.x, l(0.000000)
    if_nz r7.x
      mov r4.z, r0.x
      mov r5.w, l(-1)
      break
    endif
    add r8.x, r0.x, -r5.y
    div r8.x, r4.x, r8.x
    lt r6.x, r6.x, r8.x
    if_nz r6.x
      mov r4.z, l(0)
      mov r5.w, l(0)
      break
    endif
    mov r4.w, r5.y
    iadd r5.z, r5.z, l(1)
    mov r5.w, r7.x
    mov r4.z, l(0)
  endloop
  movc r2.z, r5.w, r4.z, r4.w
  add r3.x, r0.w, r2.z
else
  eq r1.y, r1.y, l(2.000000)
  and r1.y, r1.y, r2.y
  
  and r1.y, r1.y, r11.w
  
  if_nz r1.y
    add r1.y, -r0.y, l(0.000010)
    mul r2.y, r0.x, r1.y
    mad r1.y, -r1.y, r0.x, r0.x
    mul r2.z, r0.y, r0.x
    mul r2.z, r2.z, l(10.000000)
    resinfo_indexable(texture2darray)(float,float,float,float)_uint r4.xy, l(0), t110.xyzw
    iadd r4.zw, r4.xxxy, l(0, 0, -1, -1)
    mad r2.w, r3.y, l(-0.500000), l(0.500000)
    utof r4.xy, r4.xyxx
    mul r2.w, r2.w, r4.y
    max r2.w, r2.w, l(0.000000)
    utof r4.yz, r4.zzwz
    min r2.w, r2.w, r4.z
    ftoi r5.y, r2.w
    mov r5.zw, l(0,0,0,0)
    ftoi r6.y, r2.w
    mov r6.zw, l(0,0,1,0)
    mov r2.w, l(0)
    mov r4.zw, r2.yyyy
    mov r7.xy, l(0,0,0,0)
    loop
      utof r7.z, r7.x
      ge r7.z, r7.z, l(300.000000)
      mov r7.y, l(0)
      breakc_nz r7.z
      mad r4.w, r1.y, l(0.00333333341), r4.w
      mad r7.z, r4.w, r0.z, r0.w
      min r7.z, r7.z, l(0.000000)
      mad r7.w, -r4.w, r0.z, r0.w
      mad r7.z, r7.z, l(0.500000), l(0.500000)
      mul r7.z, r4.x, r7.z
      max r7.zw, r7.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
      min r7.z, r4.y, r7.z
      ftoi r5.x, r7.z
      ld_indexable(texture2darray)(float,float,float,float) r5.x, r5.xyzw, t110.xyzw
      ne r7.z, r5.x, l(0.000000)
      mul r8.x, r5.x, l(0.000010)
      div r8.x, l(0.000010), r8.x
      add r5.x, r5.x, r8.x
      and r5.x, r5.x, r7.z
      mad r7.z, r7.w, l(0.500000), l(0.500000)
      mul r7.z, r4.x, r7.z
      min r7.z, r4.y, r7.z
      ftoi r6.x, r7.z
      ld_indexable(texture2darray)(float,float,float,float) r6.x, r6.xyzw, t110.xyzw
      ne r7.z, r6.x, l(0.000000)
      mul r7.w, r6.x, l(0.000010)
      div r7.w, l(0.000010), r7.w
      add r6.x, r6.x, r7.w
      and r6.x, r6.x, r7.z
      max r5.x, r5.x, r6.x
      eq r6.x, r5.x, l(0.000000)
      if_nz r6.x
        mov r2.w, r0.x
        mov r7.y, l(-1)
        break
      endif
      add r7.z, r0.x, -r4.w
      div r7.z, r2.z, r7.z
      lt r5.x, r5.x, r7.z
      if_nz r5.x
        mov r2.w, l(0)
        mov r7.y, l(0)
        break
      endif
      mov r4.z, r4.w
      iadd r7.x, r7.x, l(1)
      mov r7.y, r6.x
      mov r2.w, l(0)
    endloop
    movc r0.z, r7.y, r2.w, r4.z
    add r3.x, r0.z, r0.w
  else
    ne r0.z, r3.w, l(1.000000)
    eq r1.yzw, r1.wwzw, l(0.000000, 1.000000, 1.000000, 0.000000)
    mul r2.y, r0.y, r0.x
    mad r2.y, -r2.y, r1.x, r0.w
    and r2.x, r1.z, r2.x
    mul r0.y, r0.y, r1.x
    mad r0.y, -r0.y, l(0.0000268571421), r3.w
    mad r0.x, r0.x, r0.y, r0.w
    and r0.yz, r0.zzzz, r1.yyzy
    and r0.z, r1.w, r0.z
    and r1.xy, r1.wyww, r2.xxxx
    movc r0.w, r1.y, r0.x, r0.w
    movc r0.z, r0.z, r2.y, r0.w
    movc r0.x, r1.x, r0.x, r0.z
    movc r3.x, r0.y, r2.y, r0.x
  endif
endif
mov r9.xyzw, r3.xyzw
mov o2.xyzw, v1.xyzw
mov o3.xyzw, v2.xyzw
add r10.x, -r11.y, r9.w
mul r10.y, r11.x, r11.w
mad r10.x, r10.x, r10.y, r9.x
ne r10.y, l(1.000000), r9.w
movc r9.x, r10.y, r10.x, r9.x
mov o0.xyzw, r9.xyzw
ret
// Approximately 186 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.193 on Mon Jun 17 22:40:11 2024
//
// cbuffer PER_BATCH : register(b0)
// {
//   row_major float4x4 cCompositeMat : packoffset(c0);
//   row_major float2x4 cTexGenMat0 : packoffset(c4);
// }
//
// Texture2DArray<float> DepthBuffer : register(t110);
//
//
// // 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 float2 o1 : TEXCOORD0,
//   out float4 o2 : COLOR0,
//   out float4 o3 : COLOR1,
//   out uint o4 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r11.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o4.x = r11.z;
//   r0.xyz = StereoParams.Load(float4(0,0,0,0)).xyz;
//   r0.z = r0.z ? -1 : 1;
//   r1.xy = IniParams.Load(float4(3,0,0,0)).yw;
//   r1.zw = IniParams.Load(float4(10,0,0,0)).xy;
//   r2.xy = (int2)v0.xy;
//   r2.z = 1;
//   r0.w = dot(cCompositeMat._m00_m01_m03, r2.xyz);
//   r3.y = dot(cCompositeMat._m10_m11_m13, r2.xyz);
//   r3.z = dot(cCompositeMat._m20_m21_m23, r2.xyz);
//   r3.w = dot(cCompositeMat._m30_m31_m33, r2.xyz);
//   o1.x = dot(cTexGenMat0._m00_m01_m03, r2.xyz);
//   o1.y = dot(cTexGenMat0._m10_m11_m13, r2.xyz);
//   r2.x = cmp(r3.w == 1.000000);
//   r2.yzw = cmp(r1.zyy == float3(0,1,11));
//   r2.y = r2.y ? r2.x : 0;
//   r2.z = (int)r2.w | (int)r2.z;
//   r2.z = r2.z ? r2.y : 0;
//   if (r2.z != 0) {
//     r2.z = 9.99999975e-06 + -r0.y;
//     r2.w = r2.z * r0.x;
//     r2.z = -r2.z * r0.x + r0.x;
//     r4.x = r0.x * r0.y;
//     r4.x = 10 * r4.x;
//     DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//     r4.yz = uiDest.xy;
//     r5.xy = (int2)r4.yz + int2(-1,-1);
//     r4.yz = (uint2)r4.yz;
//     r4.z = 0.574535012 * r4.z;
//     r5.xy = (uint2)r5.xy;
//     r4.z = min(r5.y, r4.z);
//     r6.y = (int)r4.z;
//     r6.zw = float2(0,0);
//     r7.y = (int)r4.z;
//     r7.zw = float2(1.40129846e-45,0);
//     r4.z = 0;
//     r4.w = r2.w;
//     r5.y = r2.w;
//     r5.zw = float2(0,0);
//     while (true) {
//       r8.x = (uint)r5.z;
//       r8.x = cmp(r8.x >= 300);
//       r5.w = 0;
//       if (r8.x != 0) break;
//       r5.y = r2.z * 0.00333333341 + r5.y;
//       r8.x = r5.y * r0.z;
//       r8.y = min(0, r8.x);
//       r8.x = max(0, -r8.x);
//       r8.y = r8.y * 0.5 + 0.5;
//       r8.y = r8.y * r4.y;
//       r8.y = max(0, r8.y);
//       r8.y = min(r8.y, r5.x);
//       r6.x = (int)r8.y;
//       r6.x = DepthBuffer.Load(r6.xyzw).x;
//       r8.y = cmp(r6.x != 0.000000);
//       r8.z = 9.99999975e-06 * r6.x;
//       r8.z = 9.99999975e-06 / r8.z;
//       r6.x = r8.z + r6.x;
//       r6.x = r8.y ? r6.x : 0;
//       r8.x = r8.x * 0.5 + 0.5;
//       r8.x = r8.x * r4.y;
//       r8.x = min(r8.x, r5.x);
//       r7.x = (int)r8.x;
//       r7.x = DepthBuffer.Load(r7.xyzw).x;
//       r8.x = cmp(r7.x != 0.000000);
//       r8.y = 9.99999975e-06 * r7.x;
//       r8.y = 9.99999975e-06 / r8.y;
//       r7.x = r8.y + r7.x;
//       r7.x = r8.x ? r7.x : 0;
//       r6.x = max(r7.x, r6.x);
//       r7.x = cmp(r6.x == 0.000000);
//       if (r7.x != 0) {
//         r4.z = r0.x;
//         r5.w = -1;
//         break;
//       }
//       r8.x = -r5.y + r0.x;
//       r8.x = r4.x / r8.x;
//       r6.x = cmp(r6.x < r8.x);
//       if (r6.x != 0) {
//         r4.z = 0;
//         r5.w = 0;
//         break;
//       }
//       r4.w = r5.y;
//       r5.z = (int)r5.z + 1;
//       r5.w = r7.x;
//       r4.z = 0;
//     }
//     r2.z = r5.w ? r4.z : r4.w;
//     r3.x = r2.z + r0.w;
//   } else {
//     r1.y = cmp(r1.y == 2.000000);
//     r1.y = r1.y ? r2.y : 0;
//     if (r1.y != 0) {
//       r1.y = 9.99999975e-06 + -r0.y;
//       r2.y = r1.y * r0.x;
//       r1.y = -r1.y * r0.x + r0.x;
//       r2.z = r0.x * r0.y;
//       r2.z = 10 * r2.z;
//       DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//       r4.xy = uiDest.xy;
//       r4.zw = (int2)r4.xy + int2(-1,-1);
//       r2.w = r3.y * -0.5 + 0.5;
//       r4.xy = (uint2)r4.xy;
//       r2.w = r4.y * r2.w;
//       r2.w = max(0, r2.w);
//       r4.yz = (uint2)r4.zw;
//       r2.w = min(r4.z, r2.w);
//       r5.y = (int)r2.w;
//       r5.zw = float2(0,0);
//       r6.y = (int)r2.w;
//       r6.zw = float2(1.40129846e-45,0);
//       r2.w = 0;
//       r4.zw = r2.yy;
//       r7.xy = float2(0,0);
//       while (true) {
//         r7.z = (uint)r7.x;
//         r7.z = cmp(r7.z >= 300);
//         r7.y = 0;
//         if (r7.z != 0) break;
//         r4.w = r1.y * 0.00333333341 + r4.w;
//         r7.z = r4.w * r0.z + r0.w;
//         r7.z = min(0, r7.z);
//         r7.w = -r4.w * r0.z + r0.w;
//         r7.z = r7.z * 0.5 + 0.5;
//         r7.z = r7.z * r4.x;
//         r7.zw = max(float2(0,0), r7.zw);
//         r7.z = min(r7.z, r4.y);
//         r5.x = (int)r7.z;
//         r5.x = DepthBuffer.Load(r5.xyzw).x;
//         r7.z = cmp(r5.x != 0.000000);
//         r8.x = 9.99999975e-06 * r5.x;
//         r8.x = 9.99999975e-06 / r8.x;
//         r5.x = r8.x + r5.x;
//         r5.x = r7.z ? r5.x : 0;
//         r7.z = r7.w * 0.5 + 0.5;
//         r7.z = r7.z * r4.x;
//         r7.z = min(r7.z, r4.y);
//         r6.x = (int)r7.z;
//         r6.x = DepthBuffer.Load(r6.xyzw).x;
//         r7.z = cmp(r6.x != 0.000000);
//         r7.w = 9.99999975e-06 * r6.x;
//         r7.w = 9.99999975e-06 / r7.w;
//         r6.x = r7.w + r6.x;
//         r6.x = r7.z ? r6.x : 0;
//         r5.x = max(r6.x, r5.x);
//         r6.x = cmp(r5.x == 0.000000);
//         if (r6.x != 0) {
//           r2.w = r0.x;
//           r7.y = -1;
//           break;
//         }
//         r7.z = -r4.w + r0.x;
//         r7.z = r2.z / r7.z;
//         r5.x = cmp(r5.x < r7.z);
//         if (r5.x != 0) {
//           r2.w = 0;
//           r7.y = 0;
//           break;
//         }
//         r4.z = r4.w;
//         r7.x = (int)r7.x + 1;
//         r7.y = r6.x;
//         r2.w = 0;
//       }
//       r0.z = r7.y ? r2.w : r4.z;
//       r3.x = r0.w + r0.z;
//     } else {
//       r0.z = cmp(r3.w != 1.000000);
//       r1.yzw = cmp(r1.wzw == float3(1,1,0));
//       r2.y = r0.x * r0.y;
//       r2.y = -r2.y * r1.x + r0.w;
//       r2.x = r1.z ? r2.x : 0;
//       r0.y = r1.x * r0.y;
//       r0.y = -r0.y * 2.68571421e-05 + r3.w;
//       r0.x = r0.x * r0.y + r0.w;
//       r0.yz = r0.zz ? r1.yz : 0;
//       r0.z = r1.w ? r0.z : 0;
//       r1.xy = r1.wy ? r2.xx : 0;
//       r0.w = r1.y ? r0.x : r0.w;
//       r0.z = r0.z ? r2.y : r0.w;
//       r0.x = r1.x ? r0.x : r0.z;
//       r3.x = r0.y ? r2.y : r0.x;
//     }
//   }
//   r9.xyzw = r3.xyzw;
//   o2.xyzw = v1.xyzw;
//   o3.xyzw = v2.xyzw;
//   r10.x = r9.w + -r11.y;
//   r10.y = r11.w * r11.x;
//   r10.x = r10.x * r10.y + r9.x;
//   r10.y = cmp(1.000000 != r9.w);
//   r9.x = r10.y ? r10.x : r9.x;
//   o0.xyzw = r9.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
