// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.193 on Sun Jun  9 16:35:19 2024
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   row_major float4x4 mViewProjPrev;  // Index:    0 1 2 3          Components:    16
//   float4 vMotionBlurParams;          // Index:    4.xyzw           Components:     4
//
// }
//
// cbuffer CBPerViewGlobal
// {
//
//   row_major float4x4 CV_ViewProjZeroMatr;// Index:    0 1 2 3          Components:    16 [unused]
//   float4 CV_AnimGenParams;           // Index:    4.xyzw           Components:     4 [unused]
//   row_major float4x4 CV_ViewProjMatr;// Index:    5 6 7 8          Components:    16 [unused]
//   row_major float4x4 CV_ViewProjNearestMatr;// Index:    9 10 11 12       Components:    16 [unused]
//   row_major float4x4 CV_InvViewProj; // Index:   13 14 15 16       Components:    16 [unused]
//   row_major float4x4 CV_PrevViewProjMatr;// Index:   17 18 19 20       Components:    16 [unused]
//   row_major float4x4 CV_PrevViewProjNearestMatr;// Index:   21 22 23 24       Components:    16 [unused]
//   row_major float3x4 CV_ScreenToWorldBasis;// Index:   25 26 27          Components:    12
//   float4 CV_TessInfo;                // Index:   28.xyzw           Components:     4 [unused]
//   float4 CV_CameraRightVector;       // Index:   29.xyzw           Components:     4 [unused]
//   float4 CV_CameraFrontVector;       // Index:   30.xyzw           Components:     4 [unused]
//   float4 CV_CameraUpVector;          // Index:   31.xyzw           Components:     4 [unused]
//   float4 CV_ScreenSize;              // Index:   32.xyzw           Components:     4
//   float4 CV_HPosScale;               // Index:   33.xyzw           Components:     4 [unused]
//   float4 CV_HPosClamp;               // Index:   34.xyzw           Components:     4 [unused]
//   float4 CV_ProjRatio;               // Index:   35.xyzw           Components:     4 [unused]
//   float4 CV_NearestScaled;           // Index:   36.xyzw           Components:     4 [unused]
//   float4 CV_NearFarClipDist;         // Index:   37.xyzw           Components:     4
//   float4 CV_SunLightDir;             // Index:   38.xyzw           Components:     4 [unused]
//   float4 CV_SunColor;                // Index:   39.xyzw           Components:     4 [unused]
//   float4 CV_SkyColor;                // Index:   40.xyzw           Components:     4 [unused]
//   float4 CV_FogColor;                // Index:   41.xyzw           Components:     4 [unused]
//   float4 CV_TerrainInfo;             // Index:   42.xyzw           Components:     4 [unused]
//   float4 CV_DecalZFightingRemedy;    // Index:   43.xyzw           Components:     4 [unused]
//   row_major float4x4 CV_FrustumPlaneEquation;// Index:   44 45 46 47       Components:    16 [unused]
//   float4 CV_WindGridOffset;          // Index:   48.xyzw           Components:     4 [unused]
//   row_major float4x4 CV_ViewMatr;    // Index:   49 50 51 52       Components:    16 [unused]
//   row_major float4x4 CV_InvViewMatr; // Index:   53 54 55 56       Components:    16 [unused]
//   float CV_LookingGlass_SunSelector; // Index:   57.x              Components:     1 [unused]
//   float CV_LookingGlass_DepthScalar; // Index:   57.y              Components:     1 [unused]
//   float CV_PADDING0;                 // Index:   57.z              Components:     1 [unused]
//   float CV_PADDING1;                 // Index:   57.w              Components:     1 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// _tex0_D3D11                       texture  float4          2d    0        1
// _tex2_D3D11                       texture  float4          2d    2        1
// StereoParams                      texture  float4          2d  125        1
// PER_BATCH                         cbuffer      NA          NA    0        1
// CBPerViewGlobal                   cbuffer      NA          NA   13        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xy
//
//
// 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 CB0[5], immediateIndexed
dcl_constantbuffer CB13[38], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
div r0.y, r0.y, cb13[37].y
round_z r0.zw, v0.xxxy
ftoi r1.xy, r0.zwzz
mov r1.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r2.z, r1.xyww, t0.yzxw
ld_indexable(texture2d)(float,float,float,float) r1.xy, r1.xyzw, t2.xyzw
add r0.y, -r0.y, r2.z
mul r0.x, r0.y, r0.x
mul r0.x, r0.x, cb13[32].x
mul r2.xy, r0.zwzz, r2.zzzz
mad r2.x, -r0.x, l(0.500000), r2.x
mul r0.x, r2.z, cb13[37].y
mul o0.w, r0.x, l(0.00392156886)
mov r2.w, l(1.000000)
dp4 r0.x, cb13[27].xyzw, r2.xyzw
mad r0.xyz, cb0[2].xywx, r0.xxxx, cb0[3].xywx
dp4 r0.w, cb13[26].xyzw, r2.xyzw
dp4 r1.z, cb13[25].xyzw, r2.xyzw
mad r0.xyz, cb0[1].xywx, r0.wwww, r0.xyzx
mad r0.yzw, cb0[0].xxyw, r1.zzzz, r0.xxyz
ld_indexable(buffer)(float,float,float,float) r1.zw, l(2, 0, 0, 0), t125.zwxy
add r1.w, r0.w, -r1.w
mul r1.z, r1.w, r1.z
mad r0.x, r1.z, l(0.500000), r0.y
div r0.xy, r0.xzxx, r0.wwww
eq r0.z, r1.x, l(0.000000)
movc r0.xy, r0.zzzz, r0.xyxx, r1.xyxx
and r1.xy, r0.zzzz, v1.xyxx
movc r0.z, r0.z, cb0[4].z, cb0[4].y
add r0.xy, r0.xyxx, -r1.xyxx
mul r0.xy, r0.xyxx, cb0[4].xxxx
dp2 r0.w, r0.xyxx, r0.xyxx
add r0.w, r0.w, l(0.000001)
rsq r0.w, r0.w
mul_sat r0.z, r0.w, r0.z
mul r0.xy, r0.zzzz, r0.xyxx
lt r0.zw, l(0.000000, 0.000000, 0.000000, 0.000000), r0.xxxy
movc r0.zw, r0.zzzw, l(0,0,1.000000,1.000000), l(0,0,-1.000000,-1.000000)
sqrt r1.xy, |r0.xyxx|
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
mul r0.x, r0.x, l(32.000000)
sqrt o0.z, r0.x
mul r0.xy, r0.zwzz, r1.xyxx
mad o0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.498039216, 0.498039216, 0.000000, 0.000000)
ret
// Approximately 47 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.193 on Sun Jun  9 16:35:19 2024
//
// cbuffer PER_BATCH : register(b0)
// {
//   row_major float4x4 mViewProjPrev : packoffset(c0);
//   float4 vMotionBlurParams : packoffset(c4);
// }
//
// cbuffer CBPerViewGlobal : register(b13)
// {
//   row_major float4x4 CV_ViewProjZeroMatr : packoffset(c0);
//   float4 CV_AnimGenParams : packoffset(c4);
//   row_major float4x4 CV_ViewProjMatr : packoffset(c5);
//   row_major float4x4 CV_ViewProjNearestMatr : packoffset(c9);
//   row_major float4x4 CV_InvViewProj : packoffset(c13);
//   row_major float4x4 CV_PrevViewProjMatr : packoffset(c17);
//   row_major float4x4 CV_PrevViewProjNearestMatr : packoffset(c21);
//   row_major float3x4 CV_ScreenToWorldBasis : packoffset(c25);
//   float4 CV_TessInfo : packoffset(c28);
//   float4 CV_CameraRightVector : packoffset(c29);
//   float4 CV_CameraFrontVector : packoffset(c30);
//   float4 CV_CameraUpVector : packoffset(c31);
//   float4 CV_ScreenSize : packoffset(c32);
//   float4 CV_HPosScale : packoffset(c33);
//   float4 CV_HPosClamp : packoffset(c34);
//   float4 CV_ProjRatio : packoffset(c35);
//   float4 CV_NearestScaled : packoffset(c36);
//   float4 CV_NearFarClipDist : packoffset(c37);
//   float4 CV_SunLightDir : packoffset(c38);
//   float4 CV_SunColor : packoffset(c39);
//   float4 CV_SkyColor : packoffset(c40);
//   float4 CV_FogColor : packoffset(c41);
//   float4 CV_TerrainInfo : packoffset(c42);
//   float4 CV_DecalZFightingRemedy : packoffset(c43);
//   row_major float4x4 CV_FrustumPlaneEquation : packoffset(c44);
//   float4 CV_WindGridOffset : packoffset(c48);
//   row_major float4x4 CV_ViewMatr : packoffset(c49);
//   row_major float4x4 CV_InvViewMatr : packoffset(c53);
//   float CV_LookingGlass_SunSelector : packoffset(c57);
//   float CV_LookingGlass_DepthScalar : packoffset(c57.y);
//   float CV_PADDING0 : packoffset(c57.z);
//   float CV_PADDING1 : packoffset(c57.w);
// }
//
// Texture2D<float4> _tex0_D3D11 : register(t0);
// Texture2D<float4> _tex2_D3D11 : register(t2);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   float4 v1 : TEXCOORD0,
//   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.y = r0.y / CV_NearFarClipDist.y;
//   r0.zw = trunc(v0.xy);
//   r1.xy = (int2)r0.zw;
//   r1.zw = float2(0,0);
//   r2.z = _tex0_D3D11.Load(r1.xyw).x;
//   r1.xy = _tex2_D3D11.Load(r1.xyz).xy;
//   r0.y = r2.z + -r0.y;
//   r0.x = r0.x * r0.y;
//   r0.x = CV_ScreenSize.x * r0.x;
//   r2.xy = r2.zz * r0.zw;
//   r2.x = -r0.x * 0.5 + r2.x;
//   r0.x = CV_NearFarClipDist.y * r2.z;
//   o0.w = 0.00392156886 * r0.x;
//   r2.w = 1;
//   r0.x = dot(CV_ScreenToWorldBasis._m20_m21_m22_m23, r2.xyzw);
//   r0.xyz = mViewProjPrev._m20_m21_m23 * r0.xxx + mViewProjPrev._m30_m31_m33;
//   r0.w = dot(CV_ScreenToWorldBasis._m10_m11_m12_m13, r2.xyzw);
//   r1.z = dot(CV_ScreenToWorldBasis._m00_m01_m02_m03, r2.xyzw);
//   r0.xyz = mViewProjPrev._m10_m11_m13 * r0.www + r0.xyz;
//   r0.yzw = mViewProjPrev._m00_m01_m03 * r1.zzz + r0.xyz;
//   r1.zw = StereoParams.Load(float4(2,0,0,0)).xy;
//   r1.w = -r1.w + r0.w;
//   r1.z = r1.z * r1.w;
//   r0.x = r1.z * 0.5 + r0.y;
//   r0.xy = r0.xz / r0.ww;
//   r0.z = cmp(r1.x == 0.000000);
//   r0.xy = r0.zz ? r0.xy : r1.xy;
//   r1.xy = r0.zz ? v1.xy : 0;
//   r0.z = r0.z ? vMotionBlurParams.z : vMotionBlurParams.y;
//   r0.xy = -r1.xy + r0.xy;
//   r0.xy = vMotionBlurParams.xx * r0.xy;
//   r0.w = dot(r0.xy, r0.xy);
//   r0.w = 9.99999997e-07 + r0.w;
//   r0.w = rsqrt(r0.w);
//   r0.z = saturate(r0.z * r0.w);
//   r0.xy = r0.xy * r0.zz;
//   r0.zw = cmp(float2(0,0) < r0.xy);
//   r0.zw = r0.zw ? float2(1,1) : float2(-1,-1);
//   r1.xy = sqrt(abs(r0.xy));
//   r0.x = dot(r0.xy, r0.xy);
//   r0.x = sqrt(r0.x);
//   r0.x = 32 * r0.x;
//   o0.z = sqrt(r0.x);
//   r0.xy = r1.xy * r0.zw;
//   o0.xy = r0.xy * float2(0.5,0.5) + float2(0.498039216,0.498039216);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
