// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.193 on Sat Jun  1 20:58:19 2024
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 psParams[16];               // Index:    0-15             Components:    64
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ssScreenTex_s                     sampler      NA          NA    0        1
// screenTex                         texture  float4          2d    0        1
// StereoParams                      texture  float4          2d  125        1
// PER_BATCH                         cbuffer      NA          NA    0        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[2], immediateIndexed
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.xy
dcl_output o0.xyzw
dcl_temps 3
mul r0.x, cb0[1].y, cb0[1].y
rcp r0.x, r0.x
ld_indexable(buffer)(float,float,float,float) r0.y, l(0, 0, 0, 0), t125.yxzw
mad r0.zw, v1.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
add r1.zw, r0.zzzw, -cb0[0].zzzw
add r1.x, -r0.y, r1.z
add r2.x, r0.y, v1.x
mul r1.y, r1.x, cb0[1].z
dp2 r0.y, r1.ywyy, r1.ywyy
mul r0.y, r0.y, r0.y
mad r0.x, r0.y, r0.x, l(-1.000000)
mul r0.x, r0.x, |cb0[1].x|
mad_sat r0.x, r0.x, l(0.250000), l(1.000000)
mad r0.xy, r1.xwxx, r0.xxxx, -r0.zwzz
mov r2.y, v1.y
add r0.xy, r0.xyxx, r2.xyxx
sample_indexable(texture2d)(float,float,float,float) o0.xyzw, r0.xyxx, t0.xyzw, s0
ret
// Approximately 18 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.193 on Sat Jun  1 20:58:19 2024
//
// cbuffer PER_BATCH : register(b0)
// {
//   float4 psParams[16] : packoffset(c0);
// }
//
// SamplerState ssScreenTex_s_s : register(s0);
// Texture2D<float4> screenTex : 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,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = psParams[1].y * psParams[1].y;
//   r0.x = rcp(r0.x);
//   r0.y = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.zw = v1.xy * float2(2,2) + float2(-1,-1);
//   r1.zw = -psParams[0].zw + r0.zw;
//   r1.x = r1.z + -r0.y;
//   r2.x = v1.x + r0.y;
//   r1.y = psParams[1].z * r1.x;
//   r0.y = dot(r1.yw, r1.yw);
//   r0.y = r0.y * r0.y;
//   r0.x = r0.y * r0.x + -1;
//   r0.x = abs(psParams[1].x) * r0.x;
//   r0.x = saturate(r0.x * 0.25 + 1);
//   r0.xy = r1.xw * r0.xx + -r0.zw;
//   r2.y = v1.y;
//   r0.xy = r2.xy + r0.xy;
//   o0.xyzw = screenTex.Sample(ssScreenTex_s_s, r0.xy).xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
