// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sun Dec 31 13:11:14 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[2];                     // Index:    0 1              Components:     8
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0;                        // Index:    0.xyzw           Components:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        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   xy          1     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   x           0   TARGET   float   x
// SV_Target                1   x           1   TARGET   float   x
// SV_Target                2   x           2   TARGET   float   x
// SV_Target                3   x           3   TARGET   float   x
// SV_Target                4   x           4   TARGET   float   x
// SV_Target                5   x           5   TARGET   float   x
// SV_Target                6   x           6   TARGET   float   x
// SV_Target                7   x           7   TARGET   float   x
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[2], immediateIndexed
dcl_constantbuffer CB0[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.x
dcl_output o1.x
dcl_output o2.x
dcl_output o3.x
dcl_output o4.x
dcl_output o5.x
dcl_output o6.x
dcl_output o7.x
dcl_temps 2
ld_indexable(buffer)(float,float,float,float) r0.x, l(0, 0, 0, 0), t125.xyzw
round_ni r0.yz, v0.xxyx
mad r0.yz, r0.yyzy, l(0.000000, 4.000000, 4.000000, 0.000000), cb2[1].xxyx
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mul r1.yz, r0.yyzy, cb0[0].zzwz
mad r1.x, -r0.x, l(0.500000), r1.y
lt r0.x, r1.x, l(0.000000)
ge r0.y, r1.x, l(1.000000)
or r0.x, r0.y, r0.x
if_nz r0.x
  mov o0.x, l(0)
  mov o1.x, l(0)
  mov o2.x, l(0)
  mov o3.x, l(0)
  mov o4.x, l(0)
  mov o5.x, l(0)
  mov o6.x, l(0)
  mov o7.x, l(0)
  ret
endif
gather4_indexable(texture2d)(float,float,float,float) r0.xyzw, r1.xzxx, t0.xyzw, s0.x
gather4_aoffimmi_indexable(2,0,0)(texture2d)(float,float,float,float) r1.xyzw, r1.xzxx, t0.xyzw, s0.x
mov o0.x, r0.w
mov o1.x, r0.z
mov o2.x, r1.w
mov o3.x, r1.z
mov o4.x, r0.x
mov o5.x, r0.y
mov o6.x, r1.x
mov o7.x, r1.y
ret
// Approximately 31 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Dec 31 13:11:14 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[2] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0 : packoffset(c0);
// }
//
// 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 float o0 : SV_Target0,
//   out float o1 : SV_Target1,
//   out float o2 : SV_Target2,
//   out float o3 : SV_Target3,
//   out float o4 : SV_Target4,
//   out float o5 : SV_Target5,
//   out float o6 : SV_Target6,
//   out float o7 : SV_Target7)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.yz = floor(v0.xy);
//   r0.yz = r0.yz * float2(4,4) + cb2[1].xy;
//   r0.yz = float2(0.5,0.5) + r0.yz;
//   r1.yz = cb0.zw * r0.yz;
//   r1.x = -r0.x * 0.5 + r1.y;
//   r0.x = cmp(r1.x < 0);
//   r0.y = cmp(r1.x >= 1);
//   r0.x = (int)r0.y | (int)r0.x;
//   if (r0.x != 0) {
//     o0.x = 0;
//     o1.x = 0;
//     o2.x = 0;
//     o3.x = 0;
//     o4.x = 0;
//     o5.x = 0;
//     o6.x = 0;
//     o7.x = 0;
//     return;
//   }
//   r0.xyzw = t0.Gather(s0_s_s, r1.xz).xyzw;
//   r1.xyzw = t0.Gather(s0_s_s, r1.xz, int2(2, 0)).xyzw;
//   o0.x = r0.w;
//   o1.x = r0.z;
//   o2.x = r1.w;
//   o3.x = r1.z;
//   o4.x = r0.x;
//   o5.x = r0.y;
//   o6.x = r1.x;
//   o7.x = r1.y;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
