// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Mon Dec 25 20:10:39 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[39];                    // Index:    0-38             Components:   156
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[2];                     // Index:    0 1              Components:     8
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s1_s                              sampler      NA          NA    1        1
// s2_s                              sampler      NA          NA    2        1
// s3_s                              sampler      NA          NA    3        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
// 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
// TEXCOORD                 0   xyzw        1     NONE   float   xyz
// TEXCOORD                 1   xy          2     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
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[31], immediateIndexed
dcl_constantbuffer CB0[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, 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_buffer (float,float,float,float) t125
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xy
dcl_output o0.xyz
dcl_output o1.xyz
dcl_temps 6
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v2.xyxx, t3.xyzw, s0, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.xyzw, v2.xyxx, t0.xyzw, s1, l(0.000000)
mad r1.xyzw, r1.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000)
dp3 r0.y, r1.xyzx, r1.xyzx
rsq r0.y, r0.y
mul r0.yzw, r0.yyyy, r1.xxyz
dp3 r2.w, cb0[1].xyzx, r0.yzwy
mov_sat r1.x, r2.w
lt r1.y, r1.w, l(0.000000)
movc r1.x, r1.y, r2.w, r1.x
mul r1.y, r0.x, |r1.x|
lt r1.y, l(0.000000), r1.y
if_nz r1.y
  ld_indexable(buffer)(float,float,float,float) r1.yz, l(0, 0, 0, 0), t125.zxyw
  sample_l_indexable(texture2d)(float,float,float,float) r3.x, v2.xyxx, t2.xyzw, s3, l(0.000000)
  mad r3.xy, r3.xxxx, cb2[8].xyxx, cb2[8].zwzz
  div r3.x, r3.x, -r3.y
  div r3.y, r1.y, cb2[30].x
  add r4.x, -r3.y, v1.x
  mov r4.yz, v1.yyzy
  mul r3.yzw, |r3.xxxx|, r4.xxyz
  mul r1.y, r1.z, r1.y
  mul r1.z, r3.x, cb2[30].x
  div r1.y, r1.y, r1.z
  add r4.x, r1.y, r4.x
  mov r4.yz, v1.yyzy
  mul r4.xyz, |r3.xxxx|, r4.xyzx
  dp3 r1.y, -r4.xyzx, -r4.xyzx
  rsq r1.y, r1.y
  mul r4.xyz, r1.yyyy, -r4.xyzx
  dp3_sat r2.z, r0.yzwy, r4.xyzx
  mul r4.xyz, r0.xxxx, cb0[0].xyzx
  sample_l_indexable(texture2d)(float,float,float,float) r5.xyzw, v2.xyxx, t1.xyzw, s2, l(0.000000)
  mul r0.x, r5.w, r5.w
  mad r3.xyz, -r3.yzwy, r1.yyyy, cb0[1].xyzx
  dp3 r1.y, r3.xyzx, r3.xyzx
  rsq r1.y, r1.y
  mul r3.xyz, r1.yyyy, r3.xyzx
  dp3 r2.x, r0.yzwy, r3.xyzx
  dp3 r2.y, cb0[1].xyzx, r3.xyzx
  max r2.xyzw, r2.xyzw, l(0.010000, 0.010000, 0.010000, 0.010000)
  mul r0.y, r2.y, l(-8.656170)
  exp r0.y, r0.y
  add r3.xyz, -r5.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
  mad_sat r0.yzw, r3.xxyz, r0.yyyy, r5.xxyz
  ge r1.y, l(-1.000000), r1.w
  movc r0.yzw, r1.yyyy, l(0,0,0,0), r0.yyzw
  mad r1.z, r0.x, l(0.997500), l(0.002500)
  mul r1.w, r1.z, r1.z
  mul r2.x, r2.x, r2.x
  mad r2.y, r1.z, r1.z, l(-1.000000)
  mad r2.x, r2.x, r2.y, l(1.000000)
  mul r2.x, r2.x, r2.x
  mul r2.x, r2.x, l(4.000000)
  mad r3.xy, r1.zzzz, l(0.797884583, -0.797884583, 0.000000, 0.000000), l(0.000000, 1.000000, 0.000000, 0.000000)
  mad r2.yz, r2.zzwz, r3.yyyy, r3.xxxx
  mul r1.z, r2.z, r2.y
  mul r1.z, r1.z, r2.x
  div r1.z, r1.w, r1.z
  mul r2.xyz, r0.yzwy, r1.zzzz
  lt r1.z, l(0.000000), r1.x
  and r0.yzw, r0.yyzw, r1.zzzz
  mul_sat r2.xyz, r1.xxxx, r2.xyzx
  mad_sat r1.z, r1.x, l(0.500000), l(0.500000)
  mul r1.z, r1.z, r1.z
  sqrt r1.w, |r1.x|
  add r1.w, -|r1.x|, r1.w
  mad r0.x, r0.x, r1.w, |r1.x|
  movc r0.x, r1.y, r1.z, r0.x
  mad r0.xyz, -r0.yzwy, r0.xxxx, r0.xxxx
  mul o0.xyz, r4.xyzx, r2.xyzx
  mul o1.xyz, r4.xyzx, r0.xyzx
else
  mov o0.xyz, l(0,0,0,0)
  mov o1.xyz, l(0,0,0,0)
endif
ret
// Approximately 77 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Mon Dec 25 20:10:39 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[39] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[2] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// SamplerState s2_s_s : register(s2);
// SamplerState s3_s_s : register(s3);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<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,
//   float2 v2 : TEXCOORD1,
//   out float3 o0 : SV_TARGET0,
//   out float3 o1 : SV_TARGET1)
// {
//   float4 r0,r1,r2,r3,r4,r5;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = t3.SampleLevel(s0_s_s, v2.xy, 0).x;
//   r1.xyzw = t0.SampleLevel(s1_s_s, v2.xy, 0).xyzw;
//   r1.xyzw = r1.xyzw * float4(2,2,2,2) + float4(-1,-1,-1,-1);
//   r0.y = dot(r1.xyz, r1.xyz);
//   r0.y = rsqrt(r0.y);
//   r0.yzw = r1.xyz * r0.yyy;
//   r2.w = dot(cb0[1].xyz, r0.yzw);
//   r1.x = saturate(r2.w);
//   r1.y = cmp(r1.w < 0);
//   r1.x = r1.y ? r2.w : r1.x;
//   r1.y = abs(r1.x) * r0.x;
//   r1.y = cmp(0 < r1.y);
//   if (r1.y != 0) {
//     r1.yz = StereoParams.Load(float4(0,0,0,0)).xy;
//     r3.x = t2.SampleLevel(s3_s_s, v2.xy, 0).x;
//     r3.xy = r3.xx * cb2[8].xy + cb2[8].zw;
//     r3.x = r3.x / -r3.y;
//     r3.y = r1.y / cb2[30].x;
//     r4.x = v1.x + -r3.y;
//     r4.yz = v1.yz;
//     r3.yzw = r4.xyz * abs(r3.xxx);
//     r1.y = r1.y * r1.z;
//     r1.z = cb2[30].x * r3.x;
//     r1.y = r1.y / r1.z;
//     r4.x = r4.x + r1.y;
//     r4.yz = v1.yz;
//     r4.xyz = r4.xyz * abs(r3.xxx);
//     r1.y = dot(-r4.xyz, -r4.xyz);
//     r1.y = rsqrt(r1.y);
//     r4.xyz = -r4.xyz * r1.yyy;
//     r2.z = saturate(dot(r0.yzw, r4.xyz));
//     r4.xyz = cb0[0].xyz * r0.xxx;
//     r5.xyzw = t1.SampleLevel(s2_s_s, v2.xy, 0).xyzw;
//     r0.x = r5.w * r5.w;
//     r3.xyz = -r3.yzw * r1.yyy + cb0[1].xyz;
//     r1.y = dot(r3.xyz, r3.xyz);
//     r1.y = rsqrt(r1.y);
//     r3.xyz = r3.xyz * r1.yyy;
//     r2.x = dot(r0.yzw, r3.xyz);
//     r2.y = dot(cb0[1].xyz, r3.xyz);
//     r2.xyzw = max(float4(0.00999999978,0.00999999978,0.00999999978,0.00999999978), r2.xyzw);
//     r0.y = -8.65616989 * r2.y;
//     r0.y = exp2(r0.y);
//     r3.xyz = float3(1,1,1) + -r5.xyz;
//     r0.yzw = saturate(r3.xyz * r0.yyy + r5.xyz);
//     r1.y = cmp(-1 >= r1.w);
//     r0.yzw = r1.yyy ? float3(0,0,0) : r0.yzw;
//     r1.z = r0.x * 0.997500002 + 0.00249999994;
//     r1.w = r1.z * r1.z;
//     r2.x = r2.x * r2.x;
//     r2.y = r1.z * r1.z + -1;
//     r2.x = r2.x * r2.y + 1;
//     r2.x = r2.x * r2.x;
//     r2.x = 4 * r2.x;
//     r3.xy = r1.zz * float2(0.797884583,-0.797884583) + float2(0,1);
//     r2.yz = r2.zw * r3.yy + r3.xx;
//     r1.z = r2.y * r2.z;
//     r1.z = r2.x * r1.z;
//     r1.z = r1.w / r1.z;
//     r2.xyz = r1.zzz * r0.yzw;
//     r1.z = cmp(0 < r1.x);
//     r0.yzw = r1.zzz ? r0.yzw : 0;
//     r2.xyz = saturate(r2.xyz * r1.xxx);
//     r1.z = saturate(r1.x * 0.5 + 0.5);
//     r1.z = r1.z * r1.z;
//     r1.w = sqrt(abs(r1.x));
//     r1.w = r1.w + -abs(r1.x);
//     r0.x = r0.x * r1.w + abs(r1.x);
//     r0.x = r1.y ? r1.z : r0.x;
//     r0.xyz = -r0.yzw * r0.xxx + r0.xxx;
//     o0.xyz = r2.xyz * r4.xyz;
//     o1.xyz = r0.xyz * r4.xyz;
//   } else {
//     o0.xyz = float3(0,0,0);
//     o1.xyz = float3(0,0,0);
//   }
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
