// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Mon Dec 25 01:38:43 2023
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0;                        // Index:    0.xyzw           Components:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
//
//
// 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
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
// TEXCOORD                 6   xyzw        7     NONE   float   xyzw
// TEXCOORD                 7   xyzw        8     NONE   float   xyzw
// TEXCOORD                 8   xyzw        9     NONE   float   xyzw
// TEXCOORD                 9   xyzw       10     NONE   float   xyzw
// P                        0   x          11  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o11.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[1], immediateIndexed
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.xyzw
dcl_output o9.xyzw
dcl_output o10.xyzw
dcl_temps 5
ld_indexable(buffer)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o11.x, r4.z
lt r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000), v0.xyzw
movc r2.xyzw, r0.xyzw, l(3.000000,1.000000,0,1.000000), l(-1.000000,-3.000000,0,1.000000)
movc r0.yz, r0.xxyx, l(0,2.000000,0,0), l(0,0,2.000000,0)
ld_indexable(buffer)(float,float,float,float) r0.w, l(0, 0, 0, 0), t125.yzwx
mad r0.x, -r0.w, l(0.500000), r0.y
mad r1.xyzw, r0.xzxz, cb0[0].zzzz, -cb0[0].xyxy
mad o1.xyzw, r1.zwzw, l(0.000000, 0.000000, 1.000000, 1.000000), r0.yzyz
mad o2.xyzw, r1.zwzw, l(2.000000, 2.000000, 3.000000, 3.000000), r0.yzyz
mad o3.xyzw, r1.zwzw, l(4.000000, 4.000000, 5.000000, 5.000000), r0.yzyz
mad o4.xyzw, r1.zwzw, l(6.000000, 6.000000, 7.000000, 7.000000), r0.yzyz
mad o5.xyzw, r1.zwzw, l(8.000000, 8.000000, 9.000000, 9.000000), r0.yzyz
mad o6.xyzw, r1.zwzw, l(10.000000, 10.000000, 11.000000, 11.000000), r0.yzyz
mad o7.xyzw, r1.zwzw, l(12.000000, 12.000000, 13.000000, 13.000000), r0.yzyz
mad o8.xyzw, r1.zwzw, l(14.000000, 14.000000, 15.000000, 15.000000), r0.yzyz
mad o9.xyzw, r1.zwzw, l(16.000000, 16.000000, 17.000000, 17.000000), r0.yzyz
mad o10.xyzw, r1.xyzw, l(18.000000, 18.000000, 19.000000, 19.000000), r0.yzyz
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 17 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Mon Dec 25 01:38:43 2023
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0 : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   out float4 o0 : SV_Position0,
//   out float4 o1 : TEXCOORD0,
//   out float4 o2 : TEXCOORD1,
//   out float4 o3 : TEXCOORD2,
//   out float4 o4 : TEXCOORD3,
//   out float4 o5 : TEXCOORD4,
//   out float4 o6 : TEXCOORD5,
//   out float4 o7 : TEXCOORD6,
//   out float4 o8 : TEXCOORD7,
//   out float4 o9 : TEXCOORD8,
//   out float4 o10 : TEXCOORD9,
//   out uint o11 : P0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r4.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o11.x = r4.z;
//   r0.xyzw = cmp(float4(0,0,0,0) < v0.xyzw);
//   r2.xyzw = r0.xyzw ? float4(3,1,0,1) : float4(-1,-3,0,1);
//   r0.yz = r0.xy ? float2(2,0) : float2(0,2);
//   r0.w = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.x = -r0.w * 0.5 + r0.y;
//   r1.xyzw = r0.xzxz * cb0.zzzz + -cb0.xyxy;
//   o1.xyzw = r1.zwzw * float4(0,0,1,1) + r0.yzyz;
//   o2.xyzw = r1.zwzw * float4(2,2,3,3) + r0.yzyz;
//   o3.xyzw = r1.zwzw * float4(4,4,5,5) + r0.yzyz;
//   o4.xyzw = r1.zwzw * float4(6,6,7,7) + r0.yzyz;
//   o5.xyzw = r1.zwzw * float4(8,8,9,9) + r0.yzyz;
//   o6.xyzw = r1.zwzw * float4(10,10,11,11) + r0.yzyz;
//   o7.xyzw = r1.zwzw * float4(12,12,13,13) + r0.yzyz;
//   o8.xyzw = r1.zwzw * float4(14,14,15,15) + r0.yzyz;
//   o9.xyzw = r1.zwzw * float4(16,16,17,17) + r0.yzyz;
//   o10.xyzw = r1.xyzw * float4(18,18,19,19) + r0.yzyz;
//   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;
// }
/////////////////////////////////////////////////////////////////////////////
