// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Tue Oct 29 23:11:02 2024
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[145];                   // Index:    0-144            Components:   580
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        1
// IniParams                         texture  float4          1d  120        1
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float      w
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// SV_IsFrontFace           0   x           2    FFACE    uint
//
//
// 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[145], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture1d (float,float,float,float) t120
dcl_input_ps_siv linear noperspective v0.w, position
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
ld_indexable(texture1d)(float,float,float,float) r0.x, l(10, 0, 0, 0), t120.yxzw
eq r0.x, r0.x, l(1.000000)
lt r0.y, v0.w, l(115.000000)
and r0.x, r0.y, r0.x
discard_nz r0.x
sample_b_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t0.wxyz, s0, cb0[144].x
add r0.x, r0.x, l(-0.333300)
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
mov o0.xyzw, l(0,0,0,0)
ret
// Approximately 11 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Tue Oct 29 23:11:02 2024
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[145] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// Texture2D<float4> t0 : 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,
//   uint v2 : SV_IsFrontFace0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = IniParams.Load(float4(10,0,0,0)).y;
//   r0.x = cmp(r0.x == 1.000000);
//   r0.y = cmp(v0.w < 115);
//   r0.x = r0.y ? r0.x : 0;
//   if (r0.x != 0) discard;
//   r0.x = t0.SampleBias(s0_s_s, v1.xy, cb0[144].x).w;
//   r0.x = -0.333299994 + r0.x;
//   r0.x = cmp(r0.x < 0);
//   if (r0.x != 0) discard;
//   o0.xyzw = float4(0,0,0,0);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
