// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Tue Dec 26 20:15:35 2023
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0;                        // Index:    0.xyzw           Components:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     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
// P                        0   x           2  RTINDEX    uint   x
//
vs_5_0
dcl_resource_buffer (float,float,float,float) t125
dcl_output_siv o2.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[1], immediateIndexed
dcl_input v0.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_temps 5
ld_indexable(buffer)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o2.x, r4.z
lt r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000), v0.xyxy
movc r1.xy, r0.zwzz, l(3.000000,1.000000,0,0), l(-1.000000,-3.000000,0,0)
movc o1.xyzw, r0.xyzw, l(2.000000,0,3.000000,-1.000000), l(0,2.000000,-1.000000,3.000000)
mul r2.xy, r1.xyxx, cb0[0].xxxx
mov r2.zw, l(0,0,0,1.000000)
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 6 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Tue Dec 26 20:15:35 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 uint o2 : P0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r4.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o2.x = r4.z;
//   r0.xyzw = cmp(float4(0,0,0,0) < v0.xyxy);
//   r1.xy = r0.zw ? float2(3,1) : float2(-1,-3);
//   o1.xyzw = r0.xyzw ? float4(2,0,3,-1) : float4(0,2,-1,3);
//   r2.xy = cb0.xx * r1.xy;
//   r2.zw = float2(0,1);
//   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;
// }
/////////////////////////////////////////////////////////////////////////////
