// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.193 on Sun May 19 20:58:40 2024
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
//   float4 HDRColorBalance;            // Index:    0.xyzw           Components:     4
//   float4 HDREyeAdaptation;           // Index:    1.xyzw           Components:     4
//   float4 HDRFilmCurve;               // Index:    2.xyzw           Components:     4 [unused]
//   float4 HDRBloomColor;              // Index:    3.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 [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 [unused]
//   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]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ssHdrLinearClamp_s                sampler      NA          NA    0        1
// hdrSourceTex                      texture  float4          2d    0        1
// adaptedLumTex                     texture  float2          2d    1        1
// bloomTex                          texture  float4          2d    2        1
// vignettingTex                     texture  float4          2d    7        1
// colorChartTex                     texture  float4          2d    8        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[4], immediateIndexed
dcl_constantbuffer CB13[34], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t7
dcl_resource_texture2d (float,float,float,float) t8
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t1.xyzw, s0
add r0.y, r0.x, l(1.000000)
log r0.y, r0.y
add r0.y, r0.y, l(2.000000)
div r0.y, l(2.000000), r0.y
add r0.y, -r0.y, l(1.030000)
div r0.x, r0.y, r0.x
max r0.x, r0.x, cb0[1].y
min r0.x, r0.x, cb0[1].z
sample_indexable(texture2d)(float,float,float,float) r0.y, v1.xyxx, t7.yxzw, s0
mul r0.x, r0.x, r0.y
mul r0.yz, v1.xxyx, cb13[33].xxyx
sample_indexable(texture2d)(float,float,float,float) r0.yzw, r0.yzyy, t2.wxyz, s0
round_z r1.xy, v0.xyxx
ftoi r1.xy, r1.xyxx
mov r1.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyzw, t0.xyzw
add r0.yzw, r0.yyzw, -r1.xxyz
mov_sat r2.xyz, cb0[3].xyzx
mad r0.yzw, r2.xxyz, r0.yyzw, r1.xxyz
mul r1.xyz, r0.yzwy, r0.xxxx
dp3 r1.x, r1.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
mad r0.xyz, r0.xxxx, r0.yzwy, -r1.xxxx
mad r0.xyz, cb0[0].wwww, r0.xyzx, r1.xxxx
mul r0.xyz, r0.xyzx, cb0[0].xyzx
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r1.xyz, r0.xyzx, l(0.880000, 0.880000, 0.880000, 0.000000), l(0.0300000012, 0.0300000012, 0.0300000012, 0.000000)
mad r1.xyz, r0.xyzx, r1.xyzx, l(0.002000, 0.002000, 0.002000, 0.000000)
mad r2.xyz, r0.xyzx, l(0.880000, 0.880000, 0.880000, 0.000000), l(0.300000, 0.300000, 0.300000, 0.000000)
mad r0.xyz, r0.xyzx, r2.xyzx, l(0.060000, 0.060000, 0.060000, 0.000000)
div r0.xyz, r1.xyzx, r0.xyzx
add r0.xyz, r0.xyzx, l(-0.0333333313, -0.0333333313, -0.0333333313, 0.000000)
mul_sat r0.xyz, r0.xyzx, l(1.21417511, 1.21417511, 1.21417511, 0.000000)
log r1.xyz, r0.xyzx
mul r1.xyz, r1.xyzx, l(0.416666657, 0.416666657, 0.416666657, 0.000000)
exp r1.xyz, r1.xyzx
mad r1.xyz, r1.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000)
lt r2.xyz, r0.xyzx, l(0.00313080009, 0.00313080009, 0.00313080009, 0.000000)
mul r0.xyz, r0.xyzx, l(12.920000, 12.920000, 12.920000, 0.000000)
movc_sat r0.xyz, r2.xyzx, r0.xyzx, r1.xyzx
mul r1.z, r0.y, l(0.937500)
mad r0.xy, r0.xzxx, l(0.937500, 0.937500, 0.000000, 0.000000), l(0.031250, 0.000000, 0.000000, 0.000000)
mul r0.z, r0.y, l(16.000000)
frc r0.z, r0.z
mad r0.y, r0.y, l(16.000000), -r0.z
add r0.x, r0.y, r0.x
mul r1.x, r0.x, l(0.062500)
add r1.xyzw, r1.xzxz, l(0.062500, 0.031250, 0.000000, 0.031250)
sample_indexable(texture2d)(float,float,float,float) r0.xyw, r1.xyxx, t8.xywz, s0
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.zwzz, t8.xyzw, s0
add r0.xyw, r0.xyxw, -r1.xyxz
mad r0.xyz, r0.xywx, r0.zzzz, r1.xyzx
add r1.xy, v1.xyxx, l(0.578900, 0.578900, 0.000000, 0.000000)
dp2 r0.w, r1.xyxx, l(34.483002, 89.637001, 0.000000, 0.000000)
sincos r0.w, null, r0.w
mul r1.xyz, r0.wwww, l(29156.476562, 38273.562500, 47843.753906, 0.000000)
frc r1.xyz, r1.xyzx
dp2 r0.w, v1.xyxx, l(34.483002, 89.637001, 0.000000, 0.000000)
sincos r0.w, null, r0.w
mul r2.xyz, r0.wwww, l(29156.476562, 38273.562500, 47843.753906, 0.000000)
frc r2.xyz, r2.xyzx
add r1.xyz, r1.xyzx, r2.xyzx
add r1.xyz, r1.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
mad o0.xyz, r1.xyzx, l(0.00392156886, 0.00392156886, 0.00392156886, 0.000000), r0.xyzx
mov o0.w, l(0)
ret
// Approximately 66 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.193 on Sun May 19 20:58:40 2024
//
// cbuffer PER_BATCH : register(b0)
// {
//   float4 HDRColorBalance : packoffset(c0);
//   float4 HDREyeAdaptation : packoffset(c1);
//   float4 HDRFilmCurve : packoffset(c2);
//   float4 HDRBloomColor : packoffset(c3);
// }
//
// 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 ssHdrLinearClamp_s_s : register(s0);
// Texture2D<float4> hdrSourceTex : register(t0);
// Texture2D<float2> adaptedLumTex : register(t1);
// Texture2D<float4> bloomTex : register(t2);
// Texture2D<float4> vignettingTex : register(t7);
// Texture2D<float4> colorChartTex : register(t8);
//
//
// // 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 = adaptedLumTex.Sample(ssHdrLinearClamp_s_s, v1.xy).x;
//   r0.y = 1 + r0.x;
//   r0.y = log2(r0.y);
//   r0.y = 2 + r0.y;
//   r0.y = 2 / r0.y;
//   r0.y = 1.02999997 + -r0.y;
//   r0.x = r0.y / r0.x;
//   r0.x = max(HDREyeAdaptation.y, r0.x);
//   r0.x = min(HDREyeAdaptation.z, r0.x);
//   r0.y = vignettingTex.Sample(ssHdrLinearClamp_s_s, v1.xy).x;
//   r0.x = r0.y * r0.x;
//   r0.yz = CV_HPosScale.xy * v1.xy;
//   r0.yzw = bloomTex.Sample(ssHdrLinearClamp_s_s, r0.yz).xyz;
//   r1.xy = trunc(v0.xy);
//   r1.xy = (int2)r1.xy;
//   r1.zw = float2(0,0);
//   r1.xyz = hdrSourceTex.Load(r1.xyz).xyz;
//   r0.yzw = -r1.xyz + r0.yzw;
//   r2.xyz = saturate(HDRBloomColor.xyz);
//   r0.yzw = r2.xyz * r0.yzw + r1.xyz;
//   r1.xyz = r0.xxx * r0.yzw;
//   r1.x = dot(r1.xyz, float3(0.212599993,0.715200007,0.0722000003));
//   r0.xyz = r0.xxx * r0.yzw + -r1.xxx;
//   r0.xyz = HDRColorBalance.www * r0.xyz + r1.xxx;
//   r0.xyz = HDRColorBalance.xyz * r0.xyz;
//   r0.xyz = max(float3(0,0,0), r0.xyz);
//   r1.xyz = r0.xyz * float3(0.879999995,0.879999995,0.879999995) + float3(0.0300000012,0.0300000012,0.0300000012);
//   r1.xyz = r0.xyz * r1.xyz + float3(0.00200000009,0.00200000009,0.00200000009);
//   r2.xyz = r0.xyz * float3(0.879999995,0.879999995,0.879999995) + float3(0.300000012,0.300000012,0.300000012);
//   r0.xyz = r0.xyz * r2.xyz + float3(0.0599999987,0.0599999987,0.0599999987);
//   r0.xyz = r1.xyz / r0.xyz;
//   r0.xyz = float3(-0.0333333313,-0.0333333313,-0.0333333313) + r0.xyz;
//   r0.xyz = saturate(float3(1.21417511,1.21417511,1.21417511) * r0.xyz);
//   r1.xyz = log2(r0.xyz);
//   r1.xyz = float3(0.416666657,0.416666657,0.416666657) * r1.xyz;
//   r1.xyz = exp2(r1.xyz);
//   r1.xyz = r1.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
//   r2.xyz = cmp(r0.xyz < float3(0.00313080009,0.00313080009,0.00313080009));
//   r0.xyz = float3(12.9200001,12.9200001,12.9200001) * r0.xyz;
//   r0.xyz = saturate(r2.xyz ? r0.xyz : r1.xyz);
//   r1.z = 0.9375 * r0.y;
//   r0.xy = r0.xz * float2(0.9375,0.9375) + float2(0.03125,0);
//   r0.z = 16 * r0.y;
//   r0.z = frac(r0.z);
//   r0.y = r0.y * 16 + -r0.z;
//   r0.x = r0.x + r0.y;
//   r1.x = 0.0625 * r0.x;
//   r1.xyzw = float4(0.0625,0.03125,0,0.03125) + r1.xzxz;
//   r0.xyw = colorChartTex.Sample(ssHdrLinearClamp_s_s, r1.xy).xyz;
//   r1.xyz = colorChartTex.Sample(ssHdrLinearClamp_s_s, r1.zw).xyz;
//   r0.xyw = -r1.xyz + r0.xyw;
//   r0.xyz = r0.xyw * r0.zzz + r1.xyz;
//   r1.xy = float2(0.57889998,0.57889998) + v1.xy;
//   r0.w = dot(r1.xy, float2(34.4830017,89.637001));
//   r0.w = sin(r0.w);
//   r1.xyz = float3(29156.4766,38273.5625,47843.7539) * r0.www;
//   r1.xyz = frac(r1.xyz);
//   r0.w = dot(v1.xy, float2(34.4830017,89.637001));
//   r0.w = sin(r0.w);
//   r2.xyz = float3(29156.4766,38273.5625,47843.7539) * r0.www;
//   r2.xyz = frac(r2.xyz);
//   r1.xyz = r2.xyz + r1.xyz;
//   r1.xyz = float3(-0.5,-0.5,-0.5) + r1.xyz;
//   o0.xyz = r1.xyz * float3(0.00392156886,0.00392156886,0.00392156886) + r0.xyz;
//   o0.w = 0;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
