// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 14:04:00 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[9];                     // Index:    0-8              Components:    36
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    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   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyzw        0   TARGET   float   xyzw
// SV_TARGET                1   xyzw        1   TARGET   float   xyzw
// SV_TARGET                2   xyzw        2   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[9], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 2
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t0.xyzw, s0, l(0.000000)
mad r0.xy, r0.xxxx, cb2[8].xyxx, cb2[8].zwzz
div r0.x, r0.x, -r0.y
mov r0.x, |r0.x|
sample_l_indexable(texture2d)(float,float,float,float) r1.x, v1.zyzz, t0.xyzw, s0, l(0.000000)
mad r1.xy, r1.xxxx, cb2[8].xyxx, cb2[8].zwzz
div r1.x, r1.x, -r1.y
mov r0.y, |r1.x|
min r1.x, r0.y, r0.x
sample_l_indexable(texture2d)(float,float,float,float) r1.y, v1.xwxx, t0.yxzw, s0, l(0.000000)
mad r1.yz, r1.yyyy, cb2[8].xxyx, cb2[8].zzwz
div r1.y, r1.y, -r1.z
mov r0.z, |r1.y|
min r1.x, r0.z, r1.x
sample_l_indexable(texture2d)(float,float,float,float) r1.y, v1.zwzz, t0.yxzw, s0, l(0.000000)
mad r1.yz, r1.yyyy, cb2[8].xxyx, cb2[8].zzwz
div r1.y, r1.y, -r1.z
mov r0.w, |r1.y|
min o0.xyzw, r0.wwww, r1.xxxx
max r1.x, r0.y, r0.x
dp4 o2.xyzw, r0.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
max r0.y, r0.z, r1.x
max o1.xyzw, r0.wwww, r0.yyyy
ret
// Approximately 24 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 14:04:00 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[9] : 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,
//   float4 v1 : TEXCOORD0,
//   out float4 o0 : SV_TARGET0,
//   out float4 o1 : SV_TARGET1,
//   out float4 o2 : SV_TARGET2)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = t0.SampleLevel(s0_s_s, v1.xy, 0).x;
//   r0.xy = r0.xx * cb2[8].xy + cb2[8].zw;
//   r0.x = r0.x / -r0.y;
//   r0.x = abs(r0.x);
//   r1.x = t0.SampleLevel(s0_s_s, v1.zy, 0).x;
//   r1.xy = r1.xx * cb2[8].xy + cb2[8].zw;
//   r1.x = r1.x / -r1.y;
//   r0.y = abs(r1.x);
//   r1.x = min(r0.x, r0.y);
//   r1.y = t0.SampleLevel(s0_s_s, v1.xw, 0).x;
//   r1.yz = r1.yy * cb2[8].xy + cb2[8].zw;
//   r1.y = r1.y / -r1.z;
//   r0.z = abs(r1.y);
//   r1.x = min(r1.x, r0.z);
//   r1.y = t0.SampleLevel(s0_s_s, v1.zw, 0).x;
//   r1.yz = r1.yy * cb2[8].xy + cb2[8].zw;
//   r1.y = r1.y / -r1.z;
//   r0.w = abs(r1.y);
//   o0.xyzw = min(r1.xxxx, r0.wwww);
//   r1.x = max(r0.x, r0.y);
//   o2.xyzw = dot(r0.xyzw, float4(0.25,0.25,0.25,0.25));
//   r0.y = max(r1.x, r0.z);
//   o1.xyzw = max(r0.yyyy, r0.wwww);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
