// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.193 on Sun May 19 23:52:30 2024
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 ScreenWidthHeight;          // Index:    0.xyzw           Components:     4
//   float4 wposAndSize;                // Index:    1.xyzw           Components:     4
//   float2 baseTexSize;                // Index:    2.xy             Components:     2
//   row_major float3x4 xform;          // Index:    3 4 5            Components:    12
//   float4 ghostTileInfo;              // Index:    6.xyzw           Components:     4 [unused]
//   float4 dynamics;                   // Index:    7.xyzw           Components:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// 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   xyz
// 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   xy          1     NONE   float   xy
// COLOR                    0   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[8], immediateIndexed
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyzw
dcl_temps 5
ld_indexable(buffer)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r4.z
mad r0.xy, v1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, cb0[1].wwww
mul r0.yz, r0.yyyy, cb0[4].xxyx
mad r0.xy, r0.xxxx, cb0[3].xyxx, r0.yzyy
add r0.xy, r0.xyxx, cb0[5].xyxx
max r0.z, cb0[0].y, cb0[0].x
div r0.zw, cb0[0].yyyx, r0.zzzz
mul r0.xy, r0.zwzz, r0.xyxx
max r0.z, cb0[2].y, cb0[2].x
div r0.zw, cb0[2].xxxy, r0.zzzz
mad r1.xy, v0.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), l(0.000000, 1.000000, 0.000000, 0.000000)
add r1.xy, r1.xyxx, r1.xyxx
mad r0.xy, r0.xyxx, r0.zwzz, r1.xyxx
ld_indexable(buffer)(float,float,float,float) r0.z, l(0, 0, 0, 0), t125.zwxy
mov r0.w, l(-1.000000)
add r0.xy, r0.xyxx, r0.zwzz
add r2.x, r0.x, l(-1.000000)
mov r2.y, r0.y
mov r2.zw, l(0,0,0.500000,1.000000)
mov o1.xy, v1.xyxx
mul r0.xyz, v0.zzzz, v2.zyxz
mov r0.w, v2.w
mul o2.xyzw, r0.xyzw, cb0[7].xxxx
add r3.x, -r4.y, r2.w
mul r3.y, r4.x, r4.w
mad r3.x, r3.x, r3.y, r2.x
ne r3.y, l(1.000000), r2.w
movc r2.x, r3.y, r3.x, r2.x
mov o0.xyzw, r2.xyzw
ret
// Approximately 24 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.193 on Sun May 19 23:52:30 2024
//
// cbuffer PER_BATCH : register(b0)
// {
//   float4 ScreenWidthHeight : packoffset(c0);
//   float4 wposAndSize : packoffset(c1);
//   float2 baseTexSize : packoffset(c2);
//   row_major float3x4 xform : packoffset(c3);
//   float4 ghostTileInfo : packoffset(c6);
//   float4 dynamics : packoffset(c7);
// }
//
//
//
// // 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 float2 o1 : TEXCOORD0,
//   out float4 o2 : COLOR0,
//   out uint o3 : P0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r4.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r4.z;
//   r0.xy = v1.xy * float2(2,2) + float2(-1,-1);
//   r0.xy = wposAndSize.ww * r0.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.z = max(ScreenWidthHeight.x, ScreenWidthHeight.y);
//   r0.zw = ScreenWidthHeight.yx / r0.zz;
//   r0.xy = r0.xy * r0.zw;
//   r0.z = max(baseTexSize.x, baseTexSize.y);
//   r0.zw = baseTexSize.xy / r0.zz;
//   r1.xy = v0.xy * float2(1,-1) + float2(0,1);
//   r1.xy = r1.xy + r1.xy;
//   r0.xy = r0.xy * r0.zw + r1.xy;
//   r0.z = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.w = -1;
//   r0.xy = r0.zw + r0.xy;
//   r2.x = -1 + r0.x;
//   r2.y = r0.y;
//   r2.zw = float2(0.5,1);
//   o1.xy = v1.xy;
//   r0.xyz = v2.zyx * v0.zzz;
//   r0.w = v2.w;
//   o2.xyzw = dynamics.xxxx * r0.xyzw;
//   r3.x = r2.w + -r4.y;
//   r3.y = r4.w * r4.x;
//   r3.x = r3.x * r3.y + r2.x;
//   r3.y = cmp(1.000000 != r2.w);
//   r2.x = r3.y ? r3.x : r2.x;
//   o0.xyzw = r2.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
