// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.193 on Sun May 19 23:56:59 2024
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// depthMap_s                        sampler      NA          NA    0        1
// depthMap                          texture  float4          2d    0        1
// StereoParams                      texture  float4          2d  125        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 1
ld_indexable(buffer)(float,float,float,float) r0.x, l(0, 0, 0, 0), t125.xyzw
mad r0.x, r0.x, l(0.500000), v1.x
mov r0.y, v1.y
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.xyzw, s0
add r0.x, r0.x, -v1.z
lt r0.y, l(0.000000), r0.x
lt r0.x, r0.x, l(0.000000)
and r0.y, r0.y, l(1)
iadd r0.x, r0.x, r0.y
itof r0.x, r0.x
max r0.x, r0.x, l(0.000000)
lt r0.x, l(0.000000), r0.x
movc o0.xyzw, r0.xxxx, l(1.000000,1.000000,1.000000,1.000000), l(-0.000000,-0.000000,-0.000000,-0.000000)
ret
// Approximately 14 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.193 on Sun May 19 23:56:59 2024
//
// SamplerState depthMap_s_s : register(s0);
// Texture2D<float4> depthMap : register(t0);
//
//
// // 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;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.x = r0.x * 0.5 + v1.x;
//   r0.y = v1.y;
//   r0.x = depthMap.Sample(depthMap_s_s, r0.xy).x;
//   r0.x = -v1.z + r0.x;
//   r0.y = cmp(0 < r0.x);
//   r0.x = cmp(r0.x < 0);
//   r0.y = r0.y ? 0.000000 : 0;
//   r0.x = (int)r0.x + (int)r0.y;
//   r0.x = (int)r0.x;
//   r0.x = max(0, r0.x);
//   r0.x = cmp(0 < r0.x);
//   o0.xyzw = r0.xxxx ? float4(1,1,1,1) : float4(-0,-0,-0,-0);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
