// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sat Dec 23 19:54:21 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
// cb2                               cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xy
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// P                        0   x           3  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o3.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB0[4], immediateIndexed
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xy
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 5
ld_indexable(buffer)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r4.z
mul r0.xy, v0.xyxx, cb0[2].xyxx
dp4 r0.z, cb0[3].xyzw, cb2[0].xyzw
ld_indexable(buffer)(float,float,float,float) r1.xy, l(0, 0, 0, 0), t125.xyzw
dp4 r0.w, cb0[3].xyzw, cb2[3].xyzw
add r1.y, -r1.y, r0.w
mad r1.x, r1.x, r1.y, r0.z
dp4 r1.y, cb0[3].xyzw, cb2[1].xyzw
div r1.zw, r1.xxxy, r0.wwww
max r0.z, |r1.w|, |r1.z|
mad o2.xy, r1.zwzz, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mad_sat r0.z, r0.z, cb0[1].z, cb0[1].w
mul r0.xy, r0.zzzz, r0.xyxx
mad r1.xy, r0.xyxx, r0.wwww, r1.xyxx
mul r1.zw, r0.wwww, l(0.000000, 0.000000, 0.500000, 1.000000)
ge r0.x, l(0.000000), r0.z
mul o1.xyzw, r0.zzzz, cb0[0].xyzw
movc r2.xyzw, r0.xxxx, l(0,0,-1.000000,1.000000), r1.xyzw
mov o2.zw, v1.xxxy
add r3.x, -r4.y, r2.w
mul r3.y, r4.x, r4.w
mad r3.x, r3.x, r3.y, r2.x
ne r3.y, l(1.000000), r2.w
movc r2.x, r3.y, r3.x, r2.x
mov o0.xyzw, r2.xyzw
ret
// Approximately 19 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sat Dec 23 19:54:21 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[4] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[4] : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float2 v1 : TEXCOORD0,
//   out float4 o0 : SV_Position0,
//   out float4 o1 : TEXCOORD0,
//   out float4 o2 : TEXCOORD1,
//   out uint o3 : P0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r4.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r4.z;
//   r0.xy = cb0[2].xy * v0.xy;
//   r0.z = dot(cb0[3].xyzw, cb2[0].xyzw);
//   r1.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.w = dot(cb0[3].xyzw, cb2[3].xyzw);
//   r1.y = r0.w + -r1.y;
//   r1.x = r1.x * r1.y + r0.z;
//   r1.y = dot(cb0[3].xyzw, cb2[1].xyzw);
//   r1.zw = r1.xy / r0.ww;
//   r0.z = max(abs(r1.z), abs(r1.w));
//   o2.xy = r1.zw * float2(0.5,-0.5) + float2(0.5,0.5);
//   r0.z = saturate(r0.z * cb0[1].z + cb0[1].w);
//   r0.xy = r0.xy * r0.zz;
//   r1.xy = r0.xy * r0.ww + r1.xy;
//   r1.zw = float2(0.5,1) * r0.ww;
//   r0.x = cmp(0 >= r0.z);
//   o1.xyzw = cb0[0].xyzw * r0.zzzz;
//   r2.xyzw = r0.xxxx ? float4(0,0,-1,1) : r1.xyzw;
//   o2.zw = v1.xy;
//   r3.x = r2.w + -r4.y;
//   r3.y = r4.w * r4.x;
//   r3.x = r3.x * r3.y + r2.x;
//   r3.y = cmp(1.000000 != r2.w);
//   r2.x = r3.y ? r3.x : r2.x;
//   o0.xyzw = r2.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
