// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sat Nov 16 11:11:59 2024
//
//
// 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
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     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_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture1d (float,float,float,float) t120
dcl_input_ps linear noperspective v0.xy
dcl_output o0.xyzw
dcl_temps 2
ld_indexable(texture1d)(float,float,float,float) r0.x, l(11, 0, 0, 0), t120.yxzw
eq r0.x, r0.x, l(1.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v0.xyxx, t0.xyzw, s0
movc o0.xyz, r0.xxxx, l(1.000000,1.000000,1.000000,0), r1.xyzx
mov o0.w, r1.w
ret
// Approximately 6 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sat Nov 16 11:11:59 2024
//
// 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(
//   linear noperspective float4 v0 : TEXCOORD0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = IniParams.Load(float4(11,0,0,0)).y;
//   r0.x = cmp(r0.x == 1.000000);
//   r1.xyzw = t0.Sample(s0_s_s, v0.xy).xyzw;
//   o0.xyz = r0.xxx ? float3(1,1,1) : r1.xyz;
//   o0.w = r1.w;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
