// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.193 on Mon Jun 17 23:12:40 2024
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 wposAndSize;                // Index:    0.xyzw           Components:     4
//   row_major float3x4 xform;          // Index:    1 2 3            Components:    12
//   float4 externTint;                 // Index:    4.xyzw           Components:     4
//   float4 dynamics;                   // Index:    5.xyzw           Components:     4
//   float4 meshCenterAndBrt;           // Index:    6.xyzw           Components:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float     2darray  110        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   xyz         0     NONE   float   xy
// TEXCOORD                 0   xy          1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// COLOR                    0   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[7], immediateIndexed
dcl_resource_texture2darray (float,float,float,float) t110
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xy
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_temps 10
ld_indexable(buffer)(float,float,float,float) r9.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o4.x, r9.z
mul r0.xy, v0.xyxx, cb0[0].wwww
mul r0.yz, r0.yyyy, cb0[2].xxyx
mad r0.xy, r0.xxxx, cb0[1].xyxx, r0.yzyy
add r0.xy, r0.xyxx, cb0[3].xyxx
mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[6].xyxx
add r0.z, -r0.y, l(1.000000)
mad r0.xy, r0.xzxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
ld_indexable(buffer)(float,float,float,float) r1.xyz, l(0, 0, 0, 0), t125.xyzw
movc r1.z, r1.z, l(-1.000000), l(1.000000)
add r0.z, -r1.y, l(0.000010)
mul r0.w, r1.x, r0.z
mad r0.z, -r0.z, r1.x, r1.x
mul r1.y, r1.y, r1.x
mul r1.y, r1.y, l(10.000000)
resinfo_indexable(texture2darray)(float,float,float,float)_uint r2.xy, l(0), t110.xyzw
iadd r2.zw, r2.xxxy, l(0, 0, -1, -1)
mad r1.w, r0.y, l(-0.500000), l(0.500000)
utof r2.xy, r2.xyxx
mul r1.w, r1.w, r2.y
max r1.w, r1.w, l(0.000000)
utof r2.yz, r2.zzwz
min r1.w, r1.w, r2.z
ftoi r3.y, r1.w
mov r3.zw, l(0,0,0,0)
ftoi r4.y, r1.w
mov r4.zw, l(0,0,1,0)
mov r1.w, l(0)
mov r2.zw, r0.wwww
mov r5.xy, l(0,0,0,0)
loop
  utof r5.z, r5.x
  ge r5.z, r5.z, l(300.000000)
  mov r5.y, l(0)
  breakc_nz r5.z
  mad r2.w, r0.z, l(0.00333333341), r2.w
  mad r5.z, r2.w, r1.z, r0.x
  min r5.z, r5.z, l(0.000000)
  mad r5.w, -r2.w, r1.z, r0.x
  mad r5.z, r5.z, l(0.500000), l(0.500000)
  mul r5.z, r2.x, r5.z
  max r5.zw, r5.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
  min r5.z, r2.y, r5.z
  ftoi r3.x, r5.z
  ld_indexable(texture2darray)(float,float,float,float) r3.x, r3.xyzw, t110.xyzw
  ne r5.z, r3.x, l(0.000000)
  mul r6.x, r3.x, l(0.000010)
  div r6.x, l(0.000010), r6.x
  add r3.x, r3.x, r6.x
  and r3.x, r3.x, r5.z
  mad r5.z, r5.w, l(0.500000), l(0.500000)
  mul r5.z, r2.x, r5.z
  min r5.z, r2.y, r5.z
  ftoi r4.x, r5.z
  ld_indexable(texture2darray)(float,float,float,float) r4.x, r4.xyzw, t110.xyzw
  ne r5.z, r4.x, l(0.000000)
  mul r5.w, r4.x, l(0.000010)
  div r5.w, l(0.000010), r5.w
  add r4.x, r4.x, r5.w
  and r4.x, r4.x, r5.z
  max r3.x, r3.x, r4.x
  eq r4.x, r3.x, l(0.000000)
  if_nz r4.x
    mov r1.w, r1.x
    mov r5.y, l(-1)
    break
  endif
  add r5.z, r1.x, -r2.w
  div r5.z, r1.y, r5.z
  lt r3.x, r3.x, r5.z
  if_nz r3.x
    mov r1.w, l(0)
    mov r5.y, l(0)
    break
  endif
  mov r2.z, r2.w
  iadd r5.x, r5.x, l(1)
  mov r5.y, r4.x
  mov r1.w, l(0)
endloop
movc r0.z, r5.y, r1.w, r2.z
add r7.x, r0.z, r0.x
mul r1.xyzw, v2.zyxw, cb0[6].wwww
mul r1.xyzw, r1.xyzw, cb0[4].xyzw
mul o3.xyzw, r1.xyzw, cb0[5].xxxx
mov r7.y, r0.y
mov r7.zw, l(0,0,0,1.000000)
mov o1.xy, v1.xyxx
mov o1.zw, r0.xxxy
mad o2.xyz, cb0[6].xyzx, l(2.000000, -2.000000, 1.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
add r8.x, -r9.y, r7.w
mul r8.y, r9.x, r9.w
mad r8.x, r8.x, r8.y, r7.x
ne r8.y, l(1.000000), r7.w
movc r7.x, r8.y, r8.x, r7.x
mov o0.xyzw, r7.xyzw
ret
// Approximately 89 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.193 on Mon Jun 17 23:12:40 2024
//
// cbuffer PER_BATCH : register(b0)
// {
//   float4 wposAndSize : packoffset(c0);
//   row_major float3x4 xform : packoffset(c1);
//   float4 externTint : packoffset(c4);
//   float4 dynamics : packoffset(c5);
//   float4 meshCenterAndBrt : packoffset(c6);
// }
//
// Texture2DArray<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float3 v0 : POSITION0,
//   float2 v1 : TEXCOORD0,
//   float4 v2 : COLOR0,
//   out float4 o0 : SV_Position0,
//   out float4 o1 : TEXCOORD0,
//   out float3 o2 : TEXCOORD1,
//   out float4 o3 : COLOR0,
//   out uint o4 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r9.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o4.x = r9.z;
//   r0.xy = wposAndSize.ww * v0.xy;
//   r0.yz = xform._m10_m11 * r0.yy;
//   r0.xy = r0.xx * xform._m00_m01 + r0.yz;
//   r0.xy = xform._m20_m21 + r0.xy;
//   r0.xy = r0.xy * float2(0.5,0.5) + meshCenterAndBrt.xy;
//   r0.z = 1 + -r0.y;
//   r0.xy = r0.xz * float2(2,2) + float2(-1,-1);
//   r1.xyz = StereoParams.Load(float4(0,0,0,0)).xyz;
//   r1.z = r1.z ? -1 : 1;
//   r0.z = 9.99999975e-06 + -r1.y;
//   r0.w = r0.z * r1.x;
//   r0.z = -r0.z * r1.x + r1.x;
//   r1.y = r1.x * r1.y;
//   r1.y = 10 * r1.y;
//   DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//   r2.xy = uiDest.xy;
//   r2.zw = (int2)r2.xy + int2(-1,-1);
//   r1.w = r0.y * -0.5 + 0.5;
//   r2.xy = (uint2)r2.xy;
//   r1.w = r2.y * r1.w;
//   r1.w = max(0, r1.w);
//   r2.yz = (uint2)r2.zw;
//   r1.w = min(r2.z, r1.w);
//   r3.y = (int)r1.w;
//   r3.zw = float2(0,0);
//   r4.y = (int)r1.w;
//   r4.zw = float2(1.40129846e-45,0);
//   r1.w = 0;
//   r2.zw = r0.ww;
//   r5.xy = float2(0,0);
//   while (true) {
//     r5.z = (uint)r5.x;
//     r5.z = cmp(r5.z >= 300);
//     r5.y = 0;
//     if (r5.z != 0) break;
//     r2.w = r0.z * 0.00333333341 + r2.w;
//     r5.z = r2.w * r1.z + r0.x;
//     r5.z = min(0, r5.z);
//     r5.w = -r2.w * r1.z + r0.x;
//     r5.z = r5.z * 0.5 + 0.5;
//     r5.z = r5.z * r2.x;
//     r5.zw = max(float2(0,0), r5.zw);
//     r5.z = min(r5.z, r2.y);
//     r3.x = (int)r5.z;
//     r3.x = DepthBuffer.Load(r3.xyzw).x;
//     r5.z = cmp(r3.x != 0.000000);
//     r6.x = 9.99999975e-06 * r3.x;
//     r6.x = 9.99999975e-06 / r6.x;
//     r3.x = r6.x + r3.x;
//     r3.x = r5.z ? r3.x : 0;
//     r5.z = r5.w * 0.5 + 0.5;
//     r5.z = r5.z * r2.x;
//     r5.z = min(r5.z, r2.y);
//     r4.x = (int)r5.z;
//     r4.x = DepthBuffer.Load(r4.xyzw).x;
//     r5.z = cmp(r4.x != 0.000000);
//     r5.w = 9.99999975e-06 * r4.x;
//     r5.w = 9.99999975e-06 / r5.w;
//     r4.x = r5.w + r4.x;
//     r4.x = r5.z ? r4.x : 0;
//     r3.x = max(r4.x, r3.x);
//     r4.x = cmp(r3.x == 0.000000);
//     if (r4.x != 0) {
//       r1.w = r1.x;
//       r5.y = -1;
//       break;
//     }
//     r5.z = -r2.w + r1.x;
//     r5.z = r1.y / r5.z;
//     r3.x = cmp(r3.x < r5.z);
//     if (r3.x != 0) {
//       r1.w = 0;
//       r5.y = 0;
//       break;
//     }
//     r2.z = r2.w;
//     r5.x = (int)r5.x + 1;
//     r5.y = r4.x;
//     r1.w = 0;
//   }
//   r0.z = r5.y ? r1.w : r2.z;
//   r7.x = r0.x + r0.z;
//   r1.xyzw = meshCenterAndBrt.wwww * v2.zyxw;
//   r1.xyzw = externTint.xyzw * r1.xyzw;
//   o3.xyzw = dynamics.xxxx * r1.xyzw;
//   r7.y = r0.y;
//   r7.zw = float2(0,1);
//   o1.xy = v1.xy;
//   o1.zw = r0.xy;
//   o2.xyz = meshCenterAndBrt.xyz * float3(2,-2,1) + float3(-1,1,0);
//   r8.x = r7.w + -r9.y;
//   r8.y = r9.w * r9.x;
//   r8.x = r8.x * r8.y + r7.x;
//   r8.y = cmp(1.000000 != r7.w);
//   r7.x = r8.y ? r8.x : r7.x;
//   o0.xyzw = r7.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
