// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.193 on Sun May 26 18:37:27 2024
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 UberPostParams2;            // Index:    0.xyzw           Components:     4
//   float4 UberPostParams3;            // Index:    1.xyzw           Components:     4
//   float4 UberPostParams1;            // Index:    2.xyzw           Components:     4
//   float4 UberPostParams5;            // Index:    3.xyzw           Components:     4 [unused]
//   float4 UberPostParams4;            // Index:    4.xyzw           Components:     4 [unused]
//
// }
//
// cbuffer CBPerViewGlobal
// {
//
//   row_major float4x4 CV_ViewProjZeroMatr;// Index:    0 1 2 3          Components:    16 [unused]
//   float4 CV_AnimGenParams;           // Index:    4.xyzw           Components:     4
//   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 [unused]
//   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 [unused]
//   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_s                           sampler      NA          NA    0        1
// _tex2_s                           sampler      NA          NA    2        1
// _tex0                             texture  float4          2d    0        1
// _tex2                             texture  float4          2d    2        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
// 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[3], immediateIndexed
dcl_constantbuffer CB13[33], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 2
discard_nz l(-1)
mul r0.xy, v1.xyxx, cb13[32].xyxx
div r0.xy, r0.xyxx, cb0[2].yyyy
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
round_pi r0.xy, r0.xyxx
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
div r0.zw, cb0[2].yyyy, cb13[32].xxxy
mul r0.yz, r0.zzwz, r0.xxyx
mul r0.w, cb0[0].w, cb13[4].z
mad r0.w, v1.y, cb0[0].z, r0.w
sincos null, r0.w, r0.w
mad r0.x, cb0[1].w, r0.w, r0.y
add r0.xyzw, r0.xzxz, l(-0.500000, -0.500000, -0.500000, -0.500000)
mad r1.xyzw, cb0[2].wwww, l(-0.150000, -0.150000, -0.100000, -0.100000), l(1.000000, 1.000000, 1.000000, 1.000000)
mad r0.xyzw, r0.xyzw, r1.xyzw, l(0.500000, 0.500000, 0.500000, 0.500000)
sample_indexable(texture2d)(float,float,float,float) r1.x, r0.xyxx, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r1.yz, r0.zwzz, t0.xyzw, s0
mul o0.xyz, r1.xyzx, cb0[1].xyzx
sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t2.xyzw, s2
mov o0.w, r0.x
ret
// Approximately 21 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.193 on Sun May 26 18:37:27 2024
//
// cbuffer PER_BATCH : register(b0)
// {
//   float4 UberPostParams2 : packoffset(c0);
//   float4 UberPostParams3 : packoffset(c1);
//   float4 UberPostParams1 : packoffset(c2);
//   float4 UberPostParams5 : packoffset(c3);
//   float4 UberPostParams4 : 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);
// }
//
// SamplerState _tex0_s_s : register(s0);
// SamplerState _tex2_s_s : register(s2);
// Texture2D<float4> _tex0 : register(t0);
// Texture2D<float4> _tex2 : 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;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   if (-1 != 0) discard;
//   r0.xy = CV_ScreenSize.xy * v1.xy;
//   r0.xy = r0.xy / UberPostParams1.yy;
//   r0.xy = float2(0.5,0.5) + r0.xy;
//   r0.xy = ceil(r0.xy);
//   r0.xy = float2(-0.5,-0.5) + r0.xy;
//   r0.zw = UberPostParams1.yy / CV_ScreenSize.xy;
//   r0.yz = r0.xy * r0.zw;
//   r0.w = CV_AnimGenParams.z * UberPostParams2.w;
//   r0.w = v1.y * UberPostParams2.z + r0.w;
//   r0.w = cos(r0.w);
//   r0.x = UberPostParams3.w * r0.w + r0.y;
//   r0.xyzw = float4(-0.5,-0.5,-0.5,-0.5) + r0.xzxz;
//   r1.xyzw = UberPostParams1.wwww * float4(-0.150000006,-0.150000006,-0.100000001,-0.100000001) + float4(1,1,1,1);
//   r0.xyzw = r0.xyzw * r1.xyzw + float4(0.5,0.5,0.5,0.5);
//   r1.x = _tex0.Sample(_tex0_s_s, r0.xy).x;
//   r1.yz = _tex0.Sample(_tex0_s_s, r0.zw).yz;
//   o0.xyz = UberPostParams3.xyz * r1.xyz;
//   r0.x = _tex2.Sample(_tex2_s_s, v1.xy).x;
//   o0.w = r0.x;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
