// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Mon Dec 25 14:28:05 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[34];                    // Index:    0-33             Components:   136
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[9];                     // Index:    0-8              Components:    36
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s4_s                              sampler      NA          NA    4        1
// s5_s                              sampler      NA          NA    5        1
// s6_s                              sampler      NA          NA    6        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4        cube    2        1
// t3                                texture  float4          2d    3        1
// 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
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float
// TEXCOORD                 3   xy          4     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[34], immediateIndexed
dcl_constantbuffer CB0[9], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_sampler s6, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texturecube (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_output o0.xyzw
dcl_temps 9
mad r0.xy, v0.xyxx, cb2[7].xyxx, cb2[7].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t3.yzxw, s6, l(0.000000)
add r0.z, r0.z, v1.z
add r0.z, r0.z, l(1.000000)
lt r0.z, r0.z, l(0.000000)
discard_nz r0.z
sample_l_indexable(texture2d)(float,float,float,float) r0.zw, r0.xyxx, t1.zwxy, s4, l(0.000000)
mad r1.xz, r0.zzwz, l(2.000000, 0.000000, 2.000000, 0.000000), l(-1.000000, 0.000000, -1.000000, 0.000000)
mov r1.y, l(1.000000)
dp3 r0.z, r1.xyzx, r1.xyzx
rsq r0.z, r0.z
mul r1.xyz, r0.zzzz, r1.xyzx
dp3 r0.z, v2.xyzx, r1.xyzx
add r0.z, r0.z, r0.z
mad r1.xyz, r1.xyzx, -r0.zzzz, v2.xyzx
dp3 r2.x, r1.xyzx, cb2[4].xyzx
dp3 r2.y, r1.xyzx, cb2[5].xyzx
dp3 r2.z, r1.xyzx, cb2[6].xyzx
dp3 r0.z, r2.xyzx, r2.xyzx
rsq r0.z, r0.z
mul r2.xyz, r0.zzzz, r2.xyzx
dp3 r0.z, r1.xyzx, r1.xyzx
rsq r0.z, r0.z
mul r3.xyz, r0.zzzz, r1.xyzx
mov r3.w, l(1.000000)
dp4 r4.x, cb0[2].xyzw, r3.xyzw
dp4 r4.y, cb0[3].xyzw, r3.xyzw
dp4 r4.z, cb0[4].xyzw, r3.xyzw
mul r5.xyzw, r3.yzzx, r3.xyzz
dp4 r6.x, cb0[5].xyzw, r5.xyzw
dp4 r6.y, cb0[6].xyzw, r5.xyzw
dp4 r6.z, cb0[7].xyzw, r5.xyzw
mul r0.z, r3.y, r3.y
mad r0.z, r3.x, r3.x, -r0.z
add r3.xyz, r4.xyzx, r6.xyzx
mad r3.xyz, cb0[8].xyzx, r0.zzzz, r3.xyzx
mul r3.xyz, r3.xyzx, cb0[1].xyzx
sample_l_indexable(texturecube)(float,float,float,float) r0.z, r1.xyzx, t2.xzyw, s5, l(0.000000)
mul r1.xyz, r0.zzzz, r3.xyzx
mad r4.xyzw, r2.xyzz, l(1.000000, 1.000000, 1.000000, 0.000000), v1.xyzw
dp4 r0.w, r4.xyzw, cb2[11].xyzw
lt r0.w, v2.w, r0.w
if_nz r0.w
  ld_indexable(buffer)(float,float,float,float) r4.xy, l(0, 0, 0, 0), t125.xyzw
  dp3 r0.w, v2.xyzx, v2.xyzx
  sqrt r0.w, r0.w
  mul r0.w, r0.w, cb0[0].x
  mul r2.xyz, r0.wwww, r2.xyzx
  mov r5.w, v1.w
  mov r5.xyz, v1.xyzx
  mov r4.zw, r0.xxxy
  mov r0.w, l(0)
  mov r1.w, l(1.000000)
  mov r2.w, l(0)
  loop
    ftoi r3.w, r2.w
    ige r6.x, r3.w, l(12)
    if_nz r6.x
      break
    endif
    mad r5.xyz, r2.xyzx, r1.wwww, r5.xyzx
    dp4 r6.x, r5.xyzw, cb2[30].xyzw
    dp4 r7.y, r5.xyzw, cb2[31].xyzw
    dp4 r6.y, r5.xyzw, cb2[33].xyzw
    add r6.z, -r4.y, r6.y
    mad r7.x, r4.x, r6.z, r6.x
    div r6.xy, r7.xyxx, r6.yyyy
    mad r4.zw, r6.xxxy, l(0.000000, 0.000000, 0.500000, -0.500000), l(0.000000, 0.000000, 0.500000, 0.500000)
    sample_l_indexable(texture2d)(float,float,float,float) r0.w, r4.zwzz, t3.yzwx, s6, l(0.000000)
    lt r6.x, r0.w, -r5.z
    movc r6.x, r6.x, l(0), r1.w
    lt r6.y, r0.w, -v1.z
    movc r1.w, r6.y, l(2.000000), r6.x
    iadd r3.w, r3.w, l(1)
    itof r2.w, r3.w
  endloop
  mov r6.w, v1.w
  mov r0.x, r0.w
  mov r0.y, l(1.000000)
  mov r1.w, l(0)
  mov r6.xyz, r5.xyzx
  mov r7.xy, r4.zwzz
  loop
    ftoi r2.w, r1.w
    ige r3.w, r2.w, l(5)
    if_nz r3.w
      break
    endif
    lt r3.w, r0.x, -r6.z
    movc r3.w, r3.w, l(-0.500000), l(0.500000)
    mul r0.y, |r0.y|, r3.w
    mad r6.xyz, r2.xyzx, r0.yyyy, r6.xyzx
    dp4 r3.w, r6.xyzw, cb2[30].xyzw
    dp4 r8.y, r6.xyzw, cb2[31].xyzw
    dp4 r5.w, r6.xyzw, cb2[33].xyzw
    add r7.z, -r4.y, r5.w
    mad r8.x, r4.x, r7.z, r3.w
    div r7.zw, r8.xxxy, r5.wwww
    mad r7.xy, r7.zwzz, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
    sample_l_indexable(texture2d)(float,float,float,float) r0.x, r7.xyxx, t3.xyzw, s6, l(0.000000)
    iadd r2.w, r2.w, l(1)
    itof r1.w, r2.w
  endloop
  sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, r7.xyxx, t0.xyzw, s0, l(0.000000)
  mad r0.y, r7.y, l(2.000000), l(-1.000000)
  min r0.y, |r0.y|, l(1.000000)
  mad r0.y, r0.y, l(2.000000), l(-1.000000)
  max r0.y, r0.y, l(0.000000)
  lt r0.x, r0.x, -v1.z
  movc r0.x, r0.x, l(1.000000), r0.y
  mad r0.yzw, r3.xxyz, r0.zzzz, -r2.xxyz
  mad r1.xyz, r0.xxxx, r0.yzwy, r2.xyzx
endif
mov o0.xyz, r1.xyzx
mov o0.w, l(0)
ret
// Approximately 116 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Mon Dec 25 14:28:05 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[34] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[9] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s4_s_s : register(s4);
// SamplerState s5_s_s : register(s5);
// SamplerState s6_s_s : register(s6);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// TextureCube<float4> t2 : register(t2);
// Texture2D<float4> t3 : register(t3);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : TEXCOORD0,
//   float4 v2 : TEXCOORD1,
//   float4 v3 : TEXCOORD2,
//   float2 v4 : TEXCOORD3,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = v0.xy * cb2[7].xy + cb2[7].zw;
//   r0.z = t3.SampleLevel(s6_s_s, r0.xy, 0).x;
//   r0.z = v1.z + r0.z;
//   r0.z = 1 + r0.z;
//   r0.z = cmp(r0.z < 0);
//   if (r0.z != 0) discard;
//   r0.zw = t1.SampleLevel(s4_s_s, r0.xy, 0).xy;
//   r1.xz = r0.zw * float2(2,2) + float2(-1,-1);
//   r1.y = 1;
//   r0.z = dot(r1.xyz, r1.xyz);
//   r0.z = rsqrt(r0.z);
//   r1.xyz = r1.xyz * r0.zzz;
//   r0.z = dot(v2.xyz, r1.xyz);
//   r0.z = r0.z + r0.z;
//   r1.xyz = r1.xyz * -r0.zzz + v2.xyz;
//   r2.x = dot(r1.xyz, cb2[4].xyz);
//   r2.y = dot(r1.xyz, cb2[5].xyz);
//   r2.z = dot(r1.xyz, cb2[6].xyz);
//   r0.z = dot(r2.xyz, r2.xyz);
//   r0.z = rsqrt(r0.z);
//   r2.xyz = r2.xyz * r0.zzz;
//   r0.z = dot(r1.xyz, r1.xyz);
//   r0.z = rsqrt(r0.z);
//   r3.xyz = r1.xyz * r0.zzz;
//   r3.w = 1;
//   r4.x = dot(cb0[2].xyzw, r3.xyzw);
//   r4.y = dot(cb0[3].xyzw, r3.xyzw);
//   r4.z = dot(cb0[4].xyzw, r3.xyzw);
//   r5.xyzw = r3.xyzz * r3.yzzx;
//   r6.x = dot(cb0[5].xyzw, r5.xyzw);
//   r6.y = dot(cb0[6].xyzw, r5.xyzw);
//   r6.z = dot(cb0[7].xyzw, r5.xyzw);
//   r0.z = r3.y * r3.y;
//   r0.z = r3.x * r3.x + -r0.z;
//   r3.xyz = r6.xyz + r4.xyz;
//   r3.xyz = cb0[8].xyz * r0.zzz + r3.xyz;
//   r3.xyz = cb0[1].xyz * r3.xyz;
//   r0.z = t2.SampleLevel(s5_s_s, r1.xyz, 0).y;
//   r1.xyz = r3.xyz * r0.zzz;
//   r4.xyzw = r2.xyzz * float4(1,1,1,0) + v1.xyzw;
//   r0.w = dot(r4.xyzw, cb2[11].xyzw);
//   r0.w = cmp(v2.w < r0.w);
//   if (r0.w != 0) {
//     r4.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//     r0.w = dot(v2.xyz, v2.xyz);
//     r0.w = sqrt(r0.w);
//     r0.w = cb0[0].x * r0.w;
//     r2.xyz = r2.xyz * r0.www;
//     r5.w = v1.w;
//     r5.xyz = v1.xyz;
//     r4.zw = r0.xy;
//     r0.w = 0;
//     r1.w = 1;
//     r2.w = 0;
//     while (true) {
//       r3.w = (int)r2.w;
//       r6.x = cmp((int)r3.w >= 12);
//       if (r6.x != 0) {
//         break;
//       }
//       r5.xyz = r2.xyz * r1.www + r5.xyz;
//       r6.x = dot(r5.xyzw, cb2[30].xyzw);
//       r7.y = dot(r5.xyzw, cb2[31].xyzw);
//       r6.y = dot(r5.xyzw, cb2[33].xyzw);
//       r6.z = r6.y + -r4.y;
//       r7.x = r4.x * r6.z + r6.x;
//       r6.xy = r7.xy / r6.yy;
//       r4.zw = r6.xy * float2(0.5,-0.5) + float2(0.5,0.5);
//       r0.w = t3.SampleLevel(s6_s_s, r4.zw, 0).x;
//       r6.x = cmp(r0.w < -r5.z);
//       r6.x = r6.x ? 0 : r1.w;
//       r6.y = cmp(r0.w < -v1.z);
//       r1.w = r6.y ? 2 : r6.x;
//       r3.w = (int)r3.w + 1;
//       r2.w = (int)r3.w;
//     }
//     r6.w = v1.w;
//     r0.x = r0.w;
//     r0.y = 1;
//     r1.w = 0;
//     r6.xyz = r5.xyz;
//     r7.xy = r4.zw;
//     while (true) {
//       r2.w = (int)r1.w;
//       r3.w = cmp((int)r2.w >= 5);
//       if (r3.w != 0) {
//         break;
//       }
//       r3.w = cmp(r0.x < -r6.z);
//       r3.w = r3.w ? -0.5 : 0.5;
//       r0.y = r3.w * abs(r0.y);
//       r6.xyz = r2.xyz * r0.yyy + r6.xyz;
//       r3.w = dot(r6.xyzw, cb2[30].xyzw);
//       r8.y = dot(r6.xyzw, cb2[31].xyzw);
//       r5.w = dot(r6.xyzw, cb2[33].xyzw);
//       r7.z = r5.w + -r4.y;
//       r8.x = r4.x * r7.z + r3.w;
//       r7.zw = r8.xy / r5.ww;
//       r7.xy = r7.zw * float2(0.5,-0.5) + float2(0.5,0.5);
//       r0.x = t3.SampleLevel(s6_s_s, r7.xy, 0).x;
//       r2.w = (int)r2.w + 1;
//       r1.w = (int)r2.w;
//     }
//     r2.xyz = t0.SampleLevel(s0_s_s, r7.xy, 0).xyz;
//     r0.y = r7.y * 2 + -1;
//     r0.y = min(1, abs(r0.y));
//     r0.y = r0.y * 2 + -1;
//     r0.y = max(0, r0.y);
//     r0.x = cmp(r0.x < -v1.z);
//     r0.x = r0.x ? 1 : r0.y;
//     r0.yzw = r3.xyz * r0.zzz + -r2.xyz;
//     r1.xyz = r0.xxx * r0.yzw + r2.xyz;
//   }
//   o0.xyz = r1.xyz;
//   o0.w = 0;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
