// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sun Dec 31 12:59:38 2023
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyz         0   TARGET   float   xyz
// SV_TARGET                1   xyz         1   TARGET   float   xyz
// SV_TARGET                2   xy          2   TARGET   float   xy
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyz
dcl_output o1.xyz
dcl_output o2.xy
dcl_temps 1
sample_l_indexable(texture2d)(float,float,float,float) r0.xy, v1.xyxx, t0.xyzw, s0, l(0.000000)
ftoi r0.zw, r0.xxxy
and r0.zw, r0.zzzw, l(0, 0, 0x7f800000, 0x7f800000)
ine r0.zw, r0.zzzw, l(0, 0, 0x7f800000, 0x7f800000)
and r0.xy, r0.xyxx, r0.zwzz
mov o0.xyz, r0.xxxx
mov o1.xyz, r0.xxxx
mov o2.xy, r0.xyxx
ret
// Approximately 9 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Dec 31 12:59:38 2023
//
// SamplerState s0_s_s : register(s0);
// 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 float3 o0 : SV_TARGET0,
//   out float3 o1 : SV_TARGET1,
//   out float2 o2 : SV_TARGET2)
// {
//   float4 r0;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = t0.SampleLevel(s0_s_s, v1.xy, 0).xy;
//   r0.zw = (int2)r0.xy;
//   r0.zw = (int2)r0.zw & int2(0x7f800000,0x7f800000);
//   r0.zw = cmp((int2)r0.zw != int2(0x7f800000,0x7f800000));
//   r0.xy = r0.zw ? r0.xy : 0;
//   o0.xyz = r0.xxx;
//   o1.xyz = r0.xxx;
//   o2.xy = r0.xy;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
