// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sun Dec 31 13:11:14 2023
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[7];                     // Index:    0-6              Components:    28
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// t0                                texture  float4          2d    0        1
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xy          1     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   x           0   TARGET   float   x
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[7], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.x
dcl_temps 1
ld_indexable(buffer)(float,float,float,float) r0.x, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture1d)(float,float,float,float) r0.y, l(8, 0, 0, 0), t120.yxzw
mul r0.x, r0.y, r0.x
mad r0.x, r0.x, l(0.500000), v0.x
mov r0.y, v0.y
add r0.xy, r0.xyxx, cb0[6].xyxx
round_z r0.xy, r0.xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.x, r0.xyzw, t0.xyzw
mad_sat r0.x, cb0[5].z, r0.x, cb0[5].w
mad r0.x, r0.x, cb0[5].x, cb0[5].y
div o0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
ret
// Approximately 14 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Dec 31 13:11:14 2023
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[7] : packoffset(c0);
// }
//
// 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,
//   float2 v1 : TEXCOORD0,
//   out float o0 : SV_TARGET0)
// {
//   float4 r0;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.y = IniParams.Load(float4(8,0,0,0)).x;
//   r0.x = r0.x * r0.y;
//   r0.x = r0.x * 0.5 + v0.x;
//   r0.y = v0.y;
//   r0.xy = cb0[6].xy + r0.xy;
//   r0.xy = trunc(r0.xy);
//   r0.xy = (int2)r0.xy;
//   r0.zw = float2(0,0);
//   r0.x = t0.Load(r0.xyz).x;
//   r0.x = saturate(cb0[5].z * r0.x + cb0[5].w);
//   r0.x = r0.x * cb0[5].x + cb0[5].y;
//   o0.x = 1 / r0.x;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
