// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Thu Dec 28 17:55:02 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[34];                    // Index:    0-33             Components:   136
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[13];                    // Index:    0-12             Components:    52
//
// }
//
//
// 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
// s7_s                              sampler      NA          NA    7        1
// s8_s                              sampler      NA          NA    8        1
// s9_s                              sampler      NA          NA    9        1
// s10_s                             sampler      NA          NA   10        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        1
// t3                                texture  float4          2d    3        1
// t4                                texture  float4          2d    4        1
// t5                                texture  float4          2d    5        1
// t6                                texture  float4        cube    6        1
// t7                                texture  float4          2d    7        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   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float
// TEXCOORD                 5   xy          6     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[13], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_sampler s6, mode_default
dcl_sampler s7, mode_default
dcl_sampler s8, mode_default
dcl_sampler s9, mode_default
dcl_sampler s10, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texturecube (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t7
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_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_temps 7
mad r0.xy, v0.xyxx, cb2[7].xyxx, cb2[7].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t7.yzxw, s10, 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_indexable(texture2d)(float,float,float,float) r0.zw, v4.zwzz, t1.xzyw, s4
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
dp2 r1.x, r0.wzww, cb0[1].xyxx
dp2 r1.z, r0.zwzz, cb0[1].xzxx
sample_indexable(texture2d)(float,float,float,float) r0.zw, v3.xyxx, t2.xzyw, s5
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
dp2 r2.x, r0.wzww, cb0[2].xyxx
dp2 r2.z, r0.zwzz, cb0[2].xzxx
add r0.zw, r1.xxxz, r2.xxxz
sample_indexable(texture2d)(float,float,float,float) r1.xy, v3.zwzz, t3.ywxz, s6
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r2.x, r1.yxyy, cb0[3].xyxx
dp2 r2.z, r1.xyxx, cb0[3].xzxx
add r0.zw, r0.zzzw, r2.xxxz
sample_indexable(texture2d)(float,float,float,float) r1.xy, v4.xyxx, t4.ywxz, s7
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r2.x, r1.yxyy, cb0[4].xyxx
dp2 r2.z, r1.xyxx, cb0[4].xzxx
add r0.zw, r0.zzzw, r2.xxxz
sample_l_indexable(texture2d)(float,float,float,float) r0.xy, r0.xyxx, t5.xyzw, s8, l(0.000000)
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), r0.zwzz
add r0.xz, r0.xxyx, l(-1.000000, 0.000000, -1.000000, 0.000000)
mov r0.y, l(1.000000)
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r0.w, v2.xyzx, r0.xyzx
add r0.w, r0.w, r0.w
mad r0.xyz, r0.xyzx, -r0.wwww, v2.xyzx
dp3 r1.x, r0.xyzx, cb2[4].xyzx
dp3 r1.y, r0.xyzx, cb2[5].xyzx
dp3 r1.z, r0.xyzx, cb2[6].xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r0.xyzx
mov r2.w, l(1.000000)
dp4 r3.x, cb0[6].xyzw, r2.xyzw
dp4 r3.y, cb0[7].xyzw, r2.xyzw
dp4 r3.z, cb0[8].xyzw, r2.xyzw
mul r4.xyzw, r2.yzzx, r2.xyzz
dp4 r5.x, cb0[9].xyzw, r4.xyzw
dp4 r5.y, cb0[10].xyzw, r4.xyzw
dp4 r5.z, cb0[11].xyzw, r4.xyzw
mul r0.w, r2.y, r2.y
mad r0.w, r2.x, r2.x, -r0.w
add r2.xyz, r3.xyzx, r5.xyzx
mad r2.xyz, cb0[12].xyzx, r0.wwww, r2.xyzx
mul r2.xyz, r2.xyzx, cb0[5].xyzx
sample_l_indexable(texturecube)(float,float,float,float) r0.x, r0.xyzx, t6.yxzw, s9, l(0.000000)
mul r0.yzw, r0.xxxx, r2.xxyz
mad r3.xyzw, r1.xyzz, l(1.000000, 1.000000, 1.000000, 0.000000), v1.xyzw
dp4 r1.w, r3.xyzw, cb2[11].xyzw
lt r1.w, v2.w, r1.w
if_nz r1.w
  ld_indexable(buffer)(float,float,float,float) r3.xy, l(0, 0, 0, 0), t125.xyzw
  dp3 r1.w, v2.xyzx, v2.xyzx
  sqrt r1.w, r1.w
  mul r1.w, r1.w, cb0[0].x
  mul r1.xyz, r1.wwww, r1.xyzx
  mov r4.w, v1.w
  mov r1.w, l(0)
  mov r2.w, l(1.000000)
  mov r4.xyz, v1.xyzx
  mov r3.z, l(0)
  loop
    ftoi r3.w, r3.z
    ige r5.x, r3.w, l(12)
    if_nz r5.x
      break
    endif
    mad r4.xyz, r1.xyzx, r2.wwww, r4.xyzx
    dp4 r5.x, r4.xyzw, cb2[30].xyzw
    dp4 r6.y, r4.xyzw, cb2[31].xyzw
    dp4 r5.y, r4.xyzw, cb2[33].xyzw
    add r5.z, -r3.y, r5.y
    mad r6.x, r3.x, r5.z, r5.x
    div r5.xy, r6.xyxx, r5.yyyy
    mad r5.xy, r5.xyxx, 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) r1.w, r5.xyxx, t7.yzwx, s10, l(0.000000)
    lt r5.x, r1.w, -r4.z
    movc r5.x, r5.x, l(0), r2.w
    lt r5.y, r1.w, -v1.z
    movc r2.w, r5.y, l(2.000000), r5.x
    iadd r3.w, r3.w, l(1)
    itof r3.z, r3.w
  endloop
  lt r1.w, r1.w, -r4.z
  movc r1.w, r1.w, l(-0.500000), l(0.500000)
  mad r1.xyz, r1.xyzx, r1.wwww, r4.xyzx
  mov r1.w, v1.w
  dp4 r2.w, r1.xyzw, cb2[30].xyzw
  dp4 r4.y, r1.xyzw, cb2[31].xyzw
  dp4 r1.x, r1.xyzw, cb2[33].xyzw
  add r1.y, -r3.y, r1.x
  mad r4.x, r3.x, r1.y, r2.w
  div r1.xy, r4.xyxx, r1.xxxx
  mad r1.xy, r1.xyxx, 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) r1.z, r1.xyxx, t7.yzxw, s10, l(0.000000)
  sample_l_indexable(texture2d)(float,float,float,float) r3.xyz, r1.xyxx, t0.xyzw, s0, l(0.000000)
  mad r1.x, r1.y, l(2.000000), l(-1.000000)
  min r1.x, |r1.x|, l(1.000000)
  mad r1.x, r1.x, l(2.000000), l(-1.000000)
  max r1.x, r1.x, l(0.000000)
  lt r1.y, r1.z, -v1.z
  movc r1.x, r1.y, l(1.000000), r1.x
  mad r1.yzw, r2.xxyz, r0.xxxx, -r3.xxyz
  mad r0.yzw, r1.xxxx, r1.yyzw, r3.xxyz
endif
mov o0.xyz, r0.yzwy
mov o0.w, l(0)
ret
// Approximately 120 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Thu Dec 28 17:55:02 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[34] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[13] : 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);
// SamplerState s7_s_s : register(s7);
// SamplerState s8_s_s : register(s8);
// SamplerState s9_s_s : register(s9);
// SamplerState s10_s_s : register(s10);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
// Texture2D<float4> t3 : register(t3);
// Texture2D<float4> t4 : register(t4);
// Texture2D<float4> t5 : register(t5);
// TextureCube<float4> t6 : register(t6);
// Texture2D<float4> t7 : register(t7);
//
//
// // 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,
//   float4 v4 : TEXCOORD3,
//   float4 v5 : TEXCOORD4,
//   float2 v6 : TEXCOORD5,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = v0.xy * cb2[7].xy + cb2[7].zw;
//   r0.z = t7.SampleLevel(s10_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.Sample(s4_s_s, v4.zw).yw;
//   r0.zw = r0.zw * float2(2,2) + float2(-1,-1);
//   r1.x = dot(r0.wz, cb0[1].xy);
//   r1.z = dot(r0.zw, cb0[1].xz);
//   r0.zw = t2.Sample(s5_s_s, v3.xy).yw;
//   r0.zw = r0.zw * float2(2,2) + float2(-1,-1);
//   r2.x = dot(r0.wz, cb0[2].xy);
//   r2.z = dot(r0.zw, cb0[2].xz);
//   r0.zw = r2.xz + r1.xz;
//   r1.xy = t3.Sample(s6_s_s, v3.zw).yw;
//   r1.xy = r1.xy * float2(2,2) + float2(-1,-1);
//   r2.x = dot(r1.yx, cb0[3].xy);
//   r2.z = dot(r1.xy, cb0[3].xz);
//   r0.zw = r2.xz + r0.zw;
//   r1.xy = t4.Sample(s7_s_s, v4.xy).yw;
//   r1.xy = r1.xy * float2(2,2) + float2(-1,-1);
//   r2.x = dot(r1.yx, cb0[4].xy);
//   r2.z = dot(r1.xy, cb0[4].xz);
//   r0.zw = r2.xz + r0.zw;
//   r0.xy = t5.SampleLevel(s8_s_s, r0.xy, 0).xy;
//   r0.xy = r0.xy * float2(2,2) + r0.zw;
//   r0.xz = float2(-1,-1) + r0.xy;
//   r0.y = 1;
//   r0.w = dot(r0.xyz, r0.xyz);
//   r0.w = rsqrt(r0.w);
//   r0.xyz = r0.xyz * r0.www;
//   r0.w = dot(v2.xyz, r0.xyz);
//   r0.w = r0.w + r0.w;
//   r0.xyz = r0.xyz * -r0.www + v2.xyz;
//   r1.x = dot(r0.xyz, cb2[4].xyz);
//   r1.y = dot(r0.xyz, cb2[5].xyz);
//   r1.z = dot(r0.xyz, cb2[6].xyz);
//   r0.w = dot(r1.xyz, r1.xyz);
//   r0.w = rsqrt(r0.w);
//   r1.xyz = r1.xyz * r0.www;
//   r0.w = dot(r0.xyz, r0.xyz);
//   r0.w = rsqrt(r0.w);
//   r2.xyz = r0.xyz * r0.www;
//   r2.w = 1;
//   r3.x = dot(cb0[6].xyzw, r2.xyzw);
//   r3.y = dot(cb0[7].xyzw, r2.xyzw);
//   r3.z = dot(cb0[8].xyzw, r2.xyzw);
//   r4.xyzw = r2.xyzz * r2.yzzx;
//   r5.x = dot(cb0[9].xyzw, r4.xyzw);
//   r5.y = dot(cb0[10].xyzw, r4.xyzw);
//   r5.z = dot(cb0[11].xyzw, r4.xyzw);
//   r0.w = r2.y * r2.y;
//   r0.w = r2.x * r2.x + -r0.w;
//   r2.xyz = r5.xyz + r3.xyz;
//   r2.xyz = cb0[12].xyz * r0.www + r2.xyz;
//   r2.xyz = cb0[5].xyz * r2.xyz;
//   r0.x = t6.SampleLevel(s9_s_s, r0.xyz, 0).y;
//   r0.yzw = r2.xyz * r0.xxx;
//   r3.xyzw = r1.xyzz * float4(1,1,1,0) + v1.xyzw;
//   r1.w = dot(r3.xyzw, cb2[11].xyzw);
//   r1.w = cmp(v2.w < r1.w);
//   if (r1.w != 0) {
//     r3.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//     r1.w = dot(v2.xyz, v2.xyz);
//     r1.w = sqrt(r1.w);
//     r1.w = cb0[0].x * r1.w;
//     r1.xyz = r1.xyz * r1.www;
//     r4.w = v1.w;
//     r1.w = 0;
//     r2.w = 1;
//     r4.xyz = v1.xyz;
//     r3.z = 0;
//     while (true) {
//       r3.w = (int)r3.z;
//       r5.x = cmp((int)r3.w >= 12);
//       if (r5.x != 0) {
//         break;
//       }
//       r4.xyz = r1.xyz * r2.www + r4.xyz;
//       r5.x = dot(r4.xyzw, cb2[30].xyzw);
//       r6.y = dot(r4.xyzw, cb2[31].xyzw);
//       r5.y = dot(r4.xyzw, cb2[33].xyzw);
//       r5.z = r5.y + -r3.y;
//       r6.x = r3.x * r5.z + r5.x;
//       r5.xy = r6.xy / r5.yy;
//       r5.xy = r5.xy * float2(0.5,-0.5) + float2(0.5,0.5);
//       r1.w = t7.SampleLevel(s10_s_s, r5.xy, 0).x;
//       r5.x = cmp(r1.w < -r4.z);
//       r5.x = r5.x ? 0 : r2.w;
//       r5.y = cmp(r1.w < -v1.z);
//       r2.w = r5.y ? 2 : r5.x;
//       r3.w = (int)r3.w + 1;
//       r3.z = (int)r3.w;
//     }
//     r1.w = cmp(r1.w < -r4.z);
//     r1.w = r1.w ? -0.5 : 0.5;
//     r1.xyz = r1.xyz * r1.www + r4.xyz;
//     r1.w = v1.w;
//     r2.w = dot(r1.xyzw, cb2[30].xyzw);
//     r4.y = dot(r1.xyzw, cb2[31].xyzw);
//     r1.x = dot(r1.xyzw, cb2[33].xyzw);
//     r1.y = r1.x + -r3.y;
//     r4.x = r3.x * r1.y + r2.w;
//     r1.xy = r4.xy / r1.xx;
//     r1.xy = r1.xy * float2(0.5,-0.5) + float2(0.5,0.5);
//     r1.z = t7.SampleLevel(s10_s_s, r1.xy, 0).x;
//     r3.xyz = t0.SampleLevel(s0_s_s, r1.xy, 0).xyz;
//     r1.x = r1.y * 2 + -1;
//     r1.x = min(1, abs(r1.x));
//     r1.x = r1.x * 2 + -1;
//     r1.x = max(0, r1.x);
//     r1.y = cmp(r1.z < -v1.z);
//     r1.x = r1.y ? 1 : r1.x;
//     r1.yzw = r2.xyz * r0.xxx + -r3.xyz;
//     r0.yzw = r1.xxx * r1.yzw + r3.xyz;
//   }
//   o0.xyz = r0.yzw;
//   o0.w = 0;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
