// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.193 on Fri May 24 19:59:28 2024
//
//
// Buffer Definitions:
//
// 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 [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
//   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]
//
// }
//
// cbuffer CBComposites
// {
//
//   struct <unnamed>
//   {
//
//       float Sharpening;              // Index:    0
//       float ChromaShift;             // Index:    0.y
//       float MinExposure;             // Index:    0.z
//       float MaxExposure;             // Index:    0.w
//       float FilmGrainAmount;         // Index:    1
//       float FilmGrainTime;           // Index:    1.y
//       float __padding;               // Index:    1.z
//       float VignetteFalloff;         // Index:    1.w
//       float4 VignetteBorder;         // Index:    2
//       float4 VignetteColor;          // Index:    3
//
//   } cbComposites;                    // Index:    0 1 2 3          Components:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ssCompositeSource_s               sampler      NA          NA    0        1
// ssFilmGrain_s                     sampler      NA          NA    6        1
// ssSceneLum_s                      sampler      NA          NA    7        1
// compositeSourceTex                texture  float4          2d    0        1
// filmGrainTex                      texture  float4          3d    6        1
// SceneLumTex                       texture  float4          2d    7        1
// CBComposites                      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 CB13[34], immediateIndexed
dcl_constantbuffer CB0[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s6, mode_default
dcl_sampler s7, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture3d (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t7
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
mad r0.xy, v1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
lt r0.zw, r0.xxxy, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r0.zw, r0.zzzw, cb0[2].xxxz, cb0[2].yyyw
mul r0.xy, r0.xyxx, r0.zwzz
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
mul r0.x, r0.x, cb0[1].w
mad r0.x, r0.x, r0.x, l(1.000000)
mul r0.x, r0.x, r0.x
rcp r0.y, r0.x
mul r1.yz, v1.xxyx, cb13[33].xxyx
sample_indexable(texture2d)(float,float,float,float) r0.z, r1.yzyy, t7.yzxw, s7
add r0.w, r0.z, l(1.000000)
log r0.w, r0.w
add r0.w, r0.w, l(2.000000)
div r0.w, l(2.000000), r0.w
add r0.w, -r0.w, l(1.030000)
div r0.z, r0.w, r0.z
max r0.z, r0.z, cb0[0].z
min r0.z, r0.z, cb0[0].w
sqrt r0.z, r0.z
div r0.w, cb13[32].x, cb13[32].y
mul r1.x, r1.y, r0.w
mul r2.xy, r1.xzxx, l(4.000000, 4.000000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.yzyy, t0.xyzw, s0
mul r2.z, l(3.000000), cb0[1].y
sample_indexable(texture3d)(float,float,float,float) r0.w, r2.xyzx, t6.yzwx, s6
add r0.w, r0.w, l(-0.500000)
mad r0.w, cb0[1].x, r0.w, l(0.500000)
add r2.x, -r0.w, l(0.500000)
mad r0.x, r0.z, r2.x, r0.w
add r0.yz, -r0.xxyx, l(0.000000, 1.000000, 1.000000, 0.000000)
mad r0.w, -cb0[3].w, r0.z, l(1.000000)
mul r1.xyz, r0.wwww, r1.xyzx
mov o0.w, r1.w
mul r0.z, r0.z, cb0[3].w
mad r1.xyz, cb0[3].xyzx, r0.zzzz, r1.xyzx
add r2.xyz, -r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r2.xyz, r2.xyzx, r2.xyzx
mad r0.yzw, -r2.xxyz, r0.yyyy, l(0.000000, 1.000000, 1.000000, 1.000000)
mul r2.xyz, r0.xxxx, r1.xyzx
ge r1.xyz, r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
and r1.xyz, r1.xyzx, l(0x3f800000, 0x3f800000, 0x3f800000, 0)
mad r0.xyz, r2.xyzx, l(-2.000000, -2.000000, -2.000000, 0.000000), r0.yzwy
add r2.xyz, r2.xyzx, r2.xyzx
mad o0.xyz, r1.xyzx, r0.xyzx, r2.xyzx
ret
// Approximately 47 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.193 on Fri May 24 19:59:28 2024
//
// 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);
// }
//
// cbuffer CBComposites : register(b0)
// {
//
//   struct
//   {
//     float Sharpening;
//     float ChromaShift;
//     float MinExposure;
//     float MaxExposure;
//     float FilmGrainAmount;
//     float FilmGrainTime;
//     float __padding;
//     float VignetteFalloff;
//     float4 VignetteBorder;
//     float4 VignetteColor;
//   } cbComposites : packoffset(c0);
//
// }
//
// SamplerState ssCompositeSource_s_s : register(s0);
// SamplerState ssFilmGrain_s_s : register(s6);
// SamplerState ssSceneLum_s_s : register(s7);
// Texture2D<float4> compositeSourceTex : register(t0);
// Texture3D<float4> filmGrainTex : register(t6);
// Texture2D<float4> SceneLumTex : register(t7);
//
//
// // 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 = v1.xy * float2(2,2) + float2(-1,-1);
//   r0.zw = cmp(r0.xy < float2(0,0));
//   r0.zw = r0.zw ? cbComposites.VignetteBorder.xz : cbComposites.VignetteBorder.yw;
//   r0.xy = r0.zw * r0.xy;
//   r0.x = dot(r0.xy, r0.xy);
//   r0.x = sqrt(r0.x);
//   r0.x = cbComposites.VignetteFalloff * r0.x;
//   r0.x = r0.x * r0.x + 1;
//   r0.x = r0.x * r0.x;
//   r0.y = rcp(r0.x);
//   r1.yz = CV_HPosScale.xy * v1.xy;
//   r0.z = SceneLumTex.Sample(ssSceneLum_s_s, r1.yz).x;
//   r0.w = 1 + r0.z;
//   r0.w = log2(r0.w);
//   r0.w = 2 + r0.w;
//   r0.w = 2 / r0.w;
//   r0.w = 1.02999997 + -r0.w;
//   r0.z = r0.w / r0.z;
//   r0.z = max(cbComposites.MinExposure, r0.z);
//   r0.z = min(cbComposites.MaxExposure, r0.z);
//   r0.z = sqrt(r0.z);
//   r0.w = CV_ScreenSize.x / CV_ScreenSize.y;
//   r1.x = r0.w * r1.y;
//   r2.xy = float2(4,4) * r1.xz;
//   r1.xyzw = compositeSourceTex.Sample(ssCompositeSource_s_s, r1.yz).xyzw;
//   r2.z = cbComposites.FilmGrainTime * 3;
//   r0.w = filmGrainTex.Sample(ssFilmGrain_s_s, r2.xyz).x;
//   r0.w = -0.5 + r0.w;
//   r0.w = cbComposites.FilmGrainAmount * r0.w + 0.5;
//   r2.x = 0.5 + -r0.w;
//   r0.x = r0.z * r2.x + r0.w;
//   r0.yz = float2(1,1) + -r0.xy;
//   r0.w = -cbComposites.VignetteColor.w * r0.z + 1;
//   r1.xyz = r1.xyz * r0.www;
//   o0.w = r1.w;
//   r0.z = cbComposites.VignetteColor.w * r0.z;
//   r1.xyz = cbComposites.VignetteColor.xyz * r0.zzz + r1.xyz;
//   r2.xyz = float3(1,1,1) + -r1.xyz;
//   r2.xyz = r2.xyz + r2.xyz;
//   r0.yzw = -r2.xyz * r0.yyy + float3(1,1,1);
//   r2.xyz = r1.xyz * r0.xxx;
//   r1.xyz = cmp(r1.xyz >= float3(0.5,0.5,0.5));
//   r1.xyz = r1.xyz ? float3(1,1,1) : 0;
//   r0.xyz = r2.xyz * float3(-2,-2,-2) + r0.yzw;
//   r2.xyz = r2.xyz + r2.xyz;
//   o0.xyz = r1.xyz * r0.xyz + r2.xyz;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
