// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Thu Dec 28 12:46:38 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[39];                    // Index:    0-38             Components:   156
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0;                        // Index:    0.xyzw           Components:     4
//
// }
//
//
// 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   xyzw        0   TARGET   float   xyzw
// SV_TARGET                1   xyzw        1   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[31], immediateIndexed
dcl_constantbuffer CB0[1], 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.xyzw
dcl_output o1.xyzw
dcl_temps 4
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v2.xyxx, t3.xyzw, s3, l(0.000000)
mad r0.xy, r0.xxxx, cb2[8].xyxx, cb2[8].zwzz
div r0.x, r0.x, -r0.y
ld_indexable(buffer)(float,float,float,float) r0.yz, l(0, 0, 0, 0), t125.zxyw
div r0.z, r0.z, r0.x
add r0.z, -r0.z, l(1.000000)
mul r0.y, r0.z, r0.y
div r0.y, r0.y, cb2[30].x
add r1.x, -r0.y, v1.x
mov r1.yz, v1.yyzy
mul r0.xyz, |r0.xxxx|, r1.xyzx
dp3 r0.w, -r0.xyzx, -r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, -r0.xyzx
add r1.xyz, r0.xyzx, r0.xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, v2.xyxx, t0.xyzw, s0, l(0.000000)
mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
dp3 r1.x, r2.xyzx, r1.xyzx
dp3 r1.z, r0.xyzx, r2.xyzx
mov_sat r1.y, r1.z
max r0.xyz, r1.xyzx, l(0.010000, 0.010000, 0.010000, 0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.xy, v2.xyxx, t1.yzxw, s1, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r2.xy, v2.xyxx, t2.yzxw, s2, l(0.000000)
max r1.xy, r1.xyxx, r2.xyxx
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mad r1.x, |r1.x|, l(2.000000), l(-1.000000)
add r1.y, -|r1.y|, l(1.000000)
mul r1.y, r1.y, r1.y
mad r2.xyz, cb0[0].xyzx, r1.yyyy, cb0[0].wwww
mad r1.x, |r1.x|, l(2.000000), l(-1.000000)
add r0.w, -|r1.x|, l(3.000000)
mul r0.xw, r0.xxxw, r0.xxxw
mad r3.z, r0.w, l(0.997500), l(0.002500)
mad r0.w, r3.z, r3.z, l(-1.000000)
mad r0.x, r0.x, r0.w, l(1.000000)
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, l(4.000000)
mad r1.xy, r3.zzzz, l(0.797884583, -0.797884583, 0.000000, 0.000000), l(0.000000, 1.000000, 0.000000, 0.000000)
mad r3.xy, r0.yzyy, r1.yyyy, r1.xxxx
mul r0.yz, r3.yyzy, r3.xxzx
mul r0.x, r0.y, r0.x
div r0.x, r0.z, r0.x
mul_sat r0.x, r1.z, r0.x
mul o0.xyz, r2.xyzx, r0.xxxx
mov o0.w, l(0)
mov o1.xyzw, l(0,0,0,0)
ret
// Approximately 53 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Thu Dec 28 12:46:38 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[39] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0 : 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 float4 o0 : SV_TARGET0,
//   out float4 o1 : SV_TARGET1)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = t3.SampleLevel(s3_s_s, v2.xy, 0).x;
//   r0.xy = r0.xx * cb2[8].xy + cb2[8].zw;
//   r0.x = r0.x / -r0.y;
//   r0.yz = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.z = r0.z / r0.x;
//   r0.z = 1 + -r0.z;
//   r0.y = r0.y * r0.z;
//   r0.y = r0.y / cb2[30].x;
//   r1.x = v1.x + -r0.y;
//   r1.yz = v1.yz;
//   r0.xyz = r1.xyz * abs(r0.xxx);
//   r0.w = dot(-r0.xyz, -r0.xyz);
//   r0.w = rsqrt(r0.w);
//   r0.xyz = -r0.xyz * r0.www;
//   r1.xyz = r0.xyz + r0.xyz;
//   r0.w = dot(r1.xyz, r1.xyz);
//   r0.w = rsqrt(r0.w);
//   r1.xyz = r1.xyz * r0.www;
//   r2.xyz = t0.SampleLevel(s0_s_s, v2.xy, 0).xyz;
//   r2.xyz = r2.xyz * float3(2,2,2) + float3(-1,-1,-1);
//   r0.w = dot(r2.xyz, r2.xyz);
//   r0.w = rsqrt(r0.w);
//   r2.xyz = r2.xyz * r0.www;
//   r1.x = dot(r2.xyz, r1.xyz);
//   r1.z = dot(r0.xyz, r2.xyz);
//   r1.y = saturate(r1.z);
//   r0.xyz = max(float3(0.00999999978,0.00999999978,0.00999999978), r1.xyz);
//   r1.xy = t1.SampleLevel(s1_s_s, v2.xy, 0).yz;
//   r2.xy = t2.SampleLevel(s2_s_s, v2.xy, 0).yz;
//   r1.xy = max(r2.xy, r1.xy);
//   r1.xy = r1.xy * float2(2,2) + float2(-1,-1);
//   r1.x = abs(r1.x) * 2 + -1;
//   r1.y = 1 + -abs(r1.y);
//   r1.y = r1.y * r1.y;
//   r2.xyz = cb0.xyz * r1.yyy + cb0.www;
//   r1.x = abs(r1.x) * 2 + -1;
//   r0.w = 3 + -abs(r1.x);
//   r0.xw = r0.xw * r0.xw;
//   r3.z = r0.w * 0.997500002 + 0.00249999994;
//   r0.w = r3.z * r3.z + -1;
//   r0.x = r0.x * r0.w + 1;
//   r0.x = r0.x * r0.x;
//   r0.x = 4 * r0.x;
//   r1.xy = r3.zz * float2(0.797884583,-0.797884583) + float2(0,1);
//   r3.xy = r0.yz * r1.yy + r1.xx;
//   r0.yz = r3.xz * r3.yz;
//   r0.x = r0.x * r0.y;
//   r0.x = r0.z / r0.x;
//   r0.x = saturate(r0.x * r1.z);
//   o0.xyz = r0.xxx * r2.xyz;
//   o0.w = 0;
//   o1.xyzw = float4(0,0,0,0);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
