// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Mon Dec 25 02:07:13 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[5];                     // Index:    0-4              Components:    20
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// 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
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// P                        0   x           3  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o3.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB0[5], immediateIndexed
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyz
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 6
ld_indexable(buffer)(float,float,float,float) r5.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r5.z
mul r0.x, v0.z, cb0[1].x
dp4 r1.y, cb0[4].xyzw, cb2[0].xyzw
dp4 r1.z, cb0[4].xyzw, cb2[1].xyzw
mul r0.xy, r0.xxxx, r1.yzyy
mad r0.xy, r0.xyxx, l(-2.000000, -2.000000, 0.000000, 0.000000), r1.yzyy
mul r0.zw, v0.xxxy, cb0[3].xxxy
ld_indexable(buffer)(float,float,float,float) r2.xy, l(0, 0, 0, 0), t125.xyzw
dp4 r1.w, cb0[4].xyzw, cb2[3].xyzw
add r2.z, -r2.y, r1.w
mad r1.x, r2.x, r2.z, r1.y
div r1.xy, r1.xzxx, r1.wwww
max r1.z, |r1.y|, |r1.x|
mad o2.xy, r1.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mad_sat r1.x, r1.z, cb0[1].w, cb0[2].x
mul r0.zw, r0.zzzw, r1.xxxx
mad r0.xy, r0.zwzz, r1.wwww, r0.xyxx
mad r1.y, r1.w, l(1.000000), -r2.y
mad r0.x, r2.x, r1.y, r0.x
mul r0.zw, r1.wwww, l(0.000000, 0.000000, 0.500000, 1.000000)
ge r1.y, l(0.000000), r1.x
mul o1.xyzw, r1.xxxx, cb0[0].xyzw
movc r3.xyzw, r1.yyyy, l(0,0,-1.000000,1.000000), r0.xyzw
mov o2.zw, v1.xxxy
add r4.x, -r5.y, r3.w
mul r4.y, r5.x, r5.w
mad r4.x, r4.x, r4.y, r3.x
ne r4.y, l(1.000000), r3.w
movc r3.x, r4.y, r4.x, r3.x
mov o0.xyzw, r3.xyzw
ret
// Approximately 24 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Mon Dec 25 02:07:13 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[4] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[5] : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float2 v1 : TEXCOORD0,
//   out float4 o0 : SV_Position0,
//   out float4 o1 : TEXCOORD0,
//   out float4 o2 : TEXCOORD1,
//   out uint o3 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r5.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r5.z;
//   r0.x = cb0[1].x * v0.z;
//   r1.y = dot(cb0[4].xyzw, cb2[0].xyzw);
//   r1.z = dot(cb0[4].xyzw, cb2[1].xyzw);
//   r0.xy = r1.yz * r0.xx;
//   r0.xy = r0.xy * float2(-2,-2) + r1.yz;
//   r0.zw = cb0[3].xy * v0.xy;
//   r2.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r1.w = dot(cb0[4].xyzw, cb2[3].xyzw);
//   r2.z = r1.w + -r2.y;
//   r1.x = r2.x * r2.z + r1.y;
//   r1.xy = r1.xz / r1.ww;
//   r1.z = max(abs(r1.x), abs(r1.y));
//   o2.xy = r1.xy * float2(0.5,-0.5) + float2(0.5,0.5);
//   r1.x = saturate(r1.z * cb0[1].w + cb0[2].x);
//   r0.zw = r1.xx * r0.zw;
//   r0.xy = r0.zw * r1.ww + r0.xy;
//   r1.y = r1.w * 1 + -r2.y;
//   r0.x = r2.x * r1.y + r0.x;
//   r0.zw = float2(0.5,1) * r1.ww;
//   r1.y = cmp(0 >= r1.x);
//   o1.xyzw = cb0[0].xyzw * r1.xxxx;
//   r3.xyzw = r1.yyyy ? float4(0,0,-1,1) : r0.xyzw;
//   o2.zw = v1.xy;
//   r4.x = r3.w + -r5.y;
//   r4.y = r5.w * r5.x;
//   r4.x = r4.x * r4.y + r3.x;
//   r4.y = cmp(1.000000 != r3.w);
//   r3.x = r4.y ? r4.x : r3.x;
//   o0.xyzw = r3.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
