// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Mon Jan  1 00:10:10 2024
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[6];                     // Index:    0-5              Components:    24
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float          2d  110        1
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xy          2     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
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xy          4     NONE   float   xy
// P                        0   x           5  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o5.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[6], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t110
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xy
dcl_temps 10
ld_indexable(buffer)(float,float,float,float) r9.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o5.x, r9.z
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
dp4 r1.x, v0.xyzw, cb0[0].xyzw
dp4 r1.w, v0.xyzw, cb0[1].xyzw
dp4 r1.y, v0.xyzw, cb0[2].xyzw
dp4 r1.z, v0.xyzw, cb0[3].xyzw
ne r0.z, r1.z, l(1.000000)
lt r0.w, r1.z, l(20.000000)
and r0.z, r0.w, r0.z
if_nz r0.z
  add r0.z, -r0.y, r1.z
  mad r1.x, r0.x, r0.z, r1.x
else
  ld_indexable(texture1d)(float,float,float,float) r0.z, l(3, 0, 0, 0), t120.xywz
  ld_indexable(texture1d)(float,float,float,float) r2.xy, l(9, 0, 0, 0), t120.xyzw
  ld_indexable(texture1d)(float,float,float,float) r0.w, l(11, 0, 0, 0), t120.yzwx
  div r3.zw, r1.xxxw, r1.zzzz
  div r2.xy, r2.xyxx, r2.yxyy
  mul r2.zw, r2.xxxy, r3.zzzw
  lt r2.xy, l(1.77777779, 0.562500, 0.000000, 0.000000), r2.xyxx
  mul r3.xy, r2.zwzz, l(0.562500, 1.77777779, 0.000000, 0.000000)
  movc r4.z, r2.y, r3.y, r3.w
  mov r4.xy, r3.zzzz
  movc r2.xyz, r2.xxxx, r3.xxwx, r4.xyzx
  eq r0.w, r0.w, l(1.000000)
  eq r2.w, r0.z, l(1.000000)
  and r3.x, r0.w, r2.w
  ge r4.xy, v1.xyxx, l(0.181152299, 0.890000, 0.000000, 0.000000)
  lt r5.xyz, v1.yxyy, l(0.231445313, 0.195312500, 0.897000, 0.000000)
  and r3.y, r4.x, r5.y
  and r3.y, r4.y, r3.y
  and r3.y, r5.z, r3.y
  or r3.y, r3.y, r5.x
  and r3.x, r3.y, r3.x
  ge r4.xy, r2.yzyy, l(-0.250000, -0.250000, 0.000000, 0.000000)
  and r3.x, r3.x, r4.x
  lt r4.xz, r2.yyzy, l(0.250000, 0.000000, 0.250000, 0.000000)
  and r3.x, r3.x, r4.x
  and r3.x, r4.y, r3.x
  and r3.x, r4.z, r3.x
  if_nz r3.x
    mul r3.x, r0.y, r0.x
    mul r3.x, r3.x, l(20.000000)
    resinfo_indexable(texture2d)(float,float,float,float)_uint r4.xy, l(0), t110.xyzw
    iadd r4.zw, r4.xxxy, l(0, 0, -1, -1)
    mad r3.y, r3.w, l(-0.500000), l(0.500000)
    utof r4.xy, r4.xyxx
    mul r3.y, r3.y, r4.y
    max r3.y, r3.y, l(0.000000)
    utof r4.yz, r4.zzwz
    min r3.y, r3.y, r4.z
    ftoi r5.y, r3.y
    mov r5.zw, l(0,0,0,0)
    mov r3.y, l(0)
    mov r4.zw, l(0,0,0,0)
    mov r6.xy, l(0,0,0,0)
    loop
      utof r6.z, r6.x
      ge r6.z, r6.z, l(200.000000)
      mov r6.y, l(0)
      breakc_nz r6.z
      mad r4.w, r0.x, l(0.005000), r4.w
      add r6.z, r3.z, r4.w
      mad r6.z, r6.z, l(0.500000), l(0.500000)
      mul r6.z, r4.x, r6.z
      max r6.z, r6.z, l(0.000000)
      min r6.z, r4.y, r6.z
      ftoi r5.x, r6.z
      ld_indexable(texture2d)(float,float,float,float) r5.x, r5.xyzw, t110.xyzw
      ne r6.z, r5.x, l(1.000000)
      mul r6.w, r5.x, l(0.000010)
      div r6.w, l(0.000010), r6.w
      add r5.x, r5.x, r6.w
      and r5.x, r5.x, r6.z
      eq r6.z, r5.x, l(0.000000)
      if_nz r6.z
        mov r3.y, r0.x
        mov r6.y, l(-1)
        break
      endif
      add r6.w, r0.x, -r4.w
      div r6.w, r3.x, r6.w
      lt r5.x, r5.x, r6.w
      if_nz r5.x
        mov r3.y, l(0)
        mov r6.y, l(0)
        break
      endif
      mov r4.z, r4.w
      iadd r6.x, r6.x, l(1)
      mov r6.xy, r6.xzxx
      mov r3.y, l(0)
    endloop
    movc r3.x, r6.y, r3.y, r4.z
    mad r1.x, r3.x, r1.z, r1.x
  else
    eq r0.z, r0.z, l(2.000000)
    or r0.z, r0.z, r2.w
    and r0.z, r0.z, r0.w
    lt r4.xyzw, r2.zzyz, l(0.700000, 0.800000, 0.500000, -0.200000)
    and r0.z, r0.z, r4.x
    ge r2.xzw, r2.xxyz, l(-0.800000, 0.000000, -0.600000, -0.600000)
    or r0.w, r4.y, r2.x
    and r0.z, r0.w, r0.z
    or r0.w, r4.w, r4.z
    and r0.z, r0.w, r0.z
    or r0.w, r2.w, r2.z
    and r0.z, r0.w, r0.z
    lt r0.w, r2.y, l(0.600000)
    or r0.w, r2.w, r0.w
    and r0.z, r0.w, r0.z
    if_nz r0.z
      mul r0.y, r0.y, r0.x
      mul r0.y, r0.y, l(20.000000)
      resinfo_indexable(texture2d)(float,float,float,float)_uint r0.zw, l(0), t110.zwxy
      iadd r2.xy, r0.zwzz, l(-1, -1, 0, 0)
      mad r2.z, r3.w, l(-0.500000), l(0.500000)
      utof r0.zw, r0.zzzw
      mul r0.w, r0.w, r2.z
      max r0.w, r0.w, l(0.000000)
      utof r2.xy, r2.xyxx
      min r0.w, r0.w, r2.y
      ftoi r4.y, r0.w
      mov r4.zw, l(0,0,0,0)
      mov r0.w, l(0)
      mov r2.yzw, l(0,0,0,0)
      mov r3.x, l(0)
      loop
        utof r3.y, r2.w
        ge r3.y, r3.y, l(200.000000)
        mov r3.x, l(0)
        breakc_nz r3.y
        mad r2.z, r0.x, l(0.005000), r2.z
        add r3.y, r2.z, r3.z
        mad r3.y, r3.y, l(0.500000), l(0.500000)
        mul r3.y, r0.z, r3.y
        max r3.y, r3.y, l(0.000000)
        min r3.y, r2.x, r3.y
        ftoi r4.x, r3.y
        ld_indexable(texture2d)(float,float,float,float) r3.y, r4.xyzw, t110.yxzw
        ne r3.w, r3.y, l(1.000000)
        mul r4.x, r3.y, l(0.000010)
        div r4.x, l(0.000010), r4.x
        add r3.y, r3.y, r4.x
        and r3.y, r3.y, r3.w
        eq r3.w, r3.y, l(0.000000)
        if_nz r3.w
          mov r0.w, r0.x
          mov r3.x, l(-1)
          break
        endif
        add r4.x, r0.x, -r2.z
        div r4.x, r0.y, r4.x
        lt r3.y, r3.y, r4.x
        if_nz r3.y
          mov r0.w, l(0)
          mov r3.x, l(0)
          break
        endif
        mov r2.y, r2.z
        iadd r2.w, r2.w, l(1)
        mov r3.x, r3.w
        mov r0.w, l(0)
      endloop
      movc r0.x, r3.x, r0.w, r2.y
      mad r1.x, r0.x, r1.z, r1.x
    endif
  endif
endif
log r0.xyz, cb0[5].xyzx
mul r0.xyz, r0.xyzx, l(2.200000, 2.200000, 2.200000, 0.000000)
exp o1.xyz, r0.xyzx
log r0.xyz, cb0[4].xyzx
mul r0.xyz, r0.xyzx, l(2.200000, 2.200000, 2.200000, 0.000000)
exp o2.xyz, r0.xyzx
mov r7.xyzw, r1.xwyz
mov o1.w, cb0[5].w
mov o2.w, cb0[4].w
mov o3.xyzw, v2.xyxy
mov o4.xy, v1.xyxx
add r8.x, -r9.y, r7.w
mul r8.y, r9.x, r9.w
mad r8.x, r8.x, r8.y, r7.x
ne r8.y, l(1.000000), r7.w
movc r7.x, r8.y, r8.x, r7.x
mov o0.xyzw, r7.xyzw
ret
// Approximately 180 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Mon Jan  1 00:10:10 2024
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[6] : packoffset(c0);
// }
//
// Texture2D<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float4 v1 : TEXCOORD0,
//   float2 v2 : TEXCOORD1,
//   out float4 o0 : SV_Position0,
//   out float4 o1 : TEXCOORD0,
//   out float4 o2 : TEXCOORD1,
//   out float4 o3 : TEXCOORD2,
//   out float2 o4 : TEXCOORD3,
//   out uint o5 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r9.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o5.x = r9.z;
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r1.x = dot(v0.xyzw, cb0[0].xyzw);
//   r1.w = dot(v0.xyzw, cb0[1].xyzw);
//   r1.y = dot(v0.xyzw, cb0[2].xyzw);
//   r1.z = dot(v0.xyzw, cb0[3].xyzw);
//   r0.z = cmp(r1.z != 1.000000);
//   r0.w = cmp(r1.z < 20);
//   r0.z = r0.w ? r0.z : 0;
//   if (r0.z != 0) {
//     r0.z = r1.z + -r0.y;
//     r1.x = r0.x * r0.z + r1.x;
//   } else {
//     r0.z = IniParams.Load(float4(3,0,0,0)).w;
//     r2.xy = IniParams.Load(float4(9,0,0,0)).xy;
//     r0.w = IniParams.Load(float4(11,0,0,0)).x;
//     r3.zw = r1.xw / r1.zz;
//     r2.xy = r2.xy / r2.yx;
//     r2.zw = r3.zw * r2.xy;
//     r2.xy = cmp(float2(1.77777779,0.5625) < r2.xy);
//     r3.xy = float2(0.5625,1.77777779) * r2.zw;
//     r4.z = r2.y ? r3.y : r3.w;
//     r4.xy = r3.zz;
//     r2.xyz = r2.xxx ? r3.xxw : r4.xyz;
//     r0.w = cmp(r0.w == 1.000000);
//     r2.w = cmp(r0.z == 1.000000);
//     r3.x = r0.w ? r2.w : 0;
//     r4.xy = cmp(v1.xy >= float2(0.181152299,0.889999986));
//     r5.xyz = cmp(v1.yxy < float3(0.231445313,0.1953125,0.897000015));
//     r3.y = r4.x ? r5.y : 0;
//     r3.y = r4.y ? r3.y : 0;
//     r3.y = r5.z ? r3.y : 0;
//     r3.y = (int)r3.y | (int)r5.x;
//     r3.x = (int)r3.y & (int)r3.x;
//     r4.xy = cmp(r2.yz >= float2(-0.25,-0.25));
//     r3.x = r4.x ? r3.x : 0;
//     r4.xz = cmp(r2.yz < float2(0.25,0.25));
//     r3.x = r4.x ? r3.x : 0;
//     r3.x = r4.y ? r3.x : 0;
//     r3.x = r4.z ? r3.x : 0;
//     if (r3.x != 0) {
//       r3.x = r0.x * r0.y;
//       r3.x = 20 * r3.x;
//       DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//       r4.xy = uiDest.xy;
//       r4.zw = (int2)r4.xy + int2(-1,-1);
//       r3.y = r3.w * -0.5 + 0.5;
//       r4.xy = (uint2)r4.xy;
//       r3.y = r4.y * r3.y;
//       r3.y = max(0, r3.y);
//       r4.yz = (uint2)r4.zw;
//       r3.y = min(r4.z, r3.y);
//       r5.y = (int)r3.y;
//       r5.zw = float2(0,0);
//       r3.y = 0;
//       r4.zw = float2(0,0);
//       r6.xy = float2(0,0);
//       while (true) {
//         r6.z = (uint)r6.x;
//         r6.z = cmp(r6.z >= 200);
//         r6.y = 0;
//         if (r6.z != 0) break;
//         r4.w = r0.x * 0.00499999989 + r4.w;
//         r6.z = r4.w + r3.z;
//         r6.z = r6.z * 0.5 + 0.5;
//         r6.z = r6.z * r4.x;
//         r6.z = max(0, r6.z);
//         r6.z = min(r6.z, r4.y);
//         r5.x = (int)r6.z;
//         r5.x = DepthBuffer.Load(r5.xyz).x;
//         r6.z = cmp(r5.x != 1.000000);
//         r6.w = 9.99999975e-06 * r5.x;
//         r6.w = 9.99999975e-06 / r6.w;
//         r5.x = r6.w + r5.x;
//         r5.x = r6.z ? r5.x : 0;
//         r6.z = cmp(r5.x == 0.000000);
//         if (r6.z != 0) {
//           r3.y = r0.x;
//           r6.y = -1;
//           break;
//         }
//         r6.w = -r4.w + r0.x;
//         r6.w = r3.x / r6.w;
//         r5.x = cmp(r5.x < r6.w);
//         if (r5.x != 0) {
//           r3.y = 0;
//           r6.y = 0;
//           break;
//         }
//         r4.z = r4.w;
//         r6.x = (int)r6.x + 1;
//         r6.xy = r6.xz;
//         r3.y = 0;
//       }
//       r3.x = r6.y ? r3.y : r4.z;
//       r1.x = r3.x * r1.z + r1.x;
//     } else {
//       r0.z = cmp(r0.z == 2.000000);
//       r0.z = (int)r0.z | (int)r2.w;
//       r0.z = r0.z ? r0.w : 0;
//       r4.xyzw = cmp(r2.zzyz < float4(0.699999988,0.800000012,0.5,-0.200000003));
//       r0.z = r0.z ? r4.x : 0;
//       r2.xzw = cmp(r2.xyz >= float3(-0.800000012,-0.600000024,-0.600000024));
//       r0.w = (int)r4.y | (int)r2.x;
//       r0.z = r0.w ? r0.z : 0;
//       r0.w = (int)r4.w | (int)r4.z;
//       r0.z = r0.w ? r0.z : 0;
//       r0.w = (int)r2.w | (int)r2.z;
//       r0.z = r0.w ? r0.z : 0;
//       r0.w = cmp(r2.y < 0.600000024);
//       r0.w = (int)r2.w | (int)r0.w;
//       r0.z = r0.w ? r0.z : 0;
//       if (r0.z != 0) {
//         r0.y = r0.x * r0.y;
//         r0.y = 20 * r0.y;
//         DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//         r0.zw = uiDest.xy;
//         r2.xy = (int2)r0.zw + int2(-1,-1);
//         r2.z = r3.w * -0.5 + 0.5;
//         r0.zw = (uint2)r0.zw;
//         r0.w = r2.z * r0.w;
//         r0.w = max(0, r0.w);
//         r2.xy = (uint2)r2.xy;
//         r0.w = min(r2.y, r0.w);
//         r4.y = (int)r0.w;
//         r4.zw = float2(0,0);
//         r0.w = 0;
//         r2.yzw = float3(0,0,0);
//         r3.x = 0;
//         while (true) {
//           r3.y = (uint)r2.w;
//           r3.y = cmp(r3.y >= 200);
//           r3.x = 0;
//           if (r3.y != 0) break;
//           r2.z = r0.x * 0.00499999989 + r2.z;
//           r3.y = r3.z + r2.z;
//           r3.y = r3.y * 0.5 + 0.5;
//           r3.y = r3.y * r0.z;
//           r3.y = max(0, r3.y);
//           r3.y = min(r3.y, r2.x);
//           r4.x = (int)r3.y;
//           r3.y = DepthBuffer.Load(r4.xyz).x;
//           r3.w = cmp(r3.y != 1.000000);
//           r4.x = 9.99999975e-06 * r3.y;
//           r4.x = 9.99999975e-06 / r4.x;
//           r3.y = r4.x + r3.y;
//           r3.y = r3.w ? r3.y : 0;
//           r3.w = cmp(r3.y == 0.000000);
//           if (r3.w != 0) {
//             r0.w = r0.x;
//             r3.x = -1;
//             break;
//           }
//           r4.x = -r2.z + r0.x;
//           r4.x = r0.y / r4.x;
//           r3.y = cmp(r3.y < r4.x);
//           if (r3.y != 0) {
//             r0.w = 0;
//             r3.x = 0;
//             break;
//           }
//           r2.y = r2.z;
//           r2.w = (int)r2.w + 1;
//           r3.x = r3.w;
//           r0.w = 0;
//         }
//         r0.x = r3.x ? r0.w : r2.y;
//         r1.x = r0.x * r1.z + r1.x;
//       }
//     }
//   }
//   r0.xyz = log2(cb0[5].xyz);
//   r0.xyz = float3(2.20000005,2.20000005,2.20000005) * r0.xyz;
//   o1.xyz = exp2(r0.xyz);
//   r0.xyz = log2(cb0[4].xyz);
//   r0.xyz = float3(2.20000005,2.20000005,2.20000005) * r0.xyz;
//   o2.xyz = exp2(r0.xyz);
//   r7.xyzw = r1.xwyz;
//   o1.w = cb0[5].w;
//   o2.w = cb0[4].w;
//   o3.xyzw = v2.xyxy;
//   o4.xy = v1.xy;
//   r8.x = r7.w + -r9.y;
//   r8.y = r9.w * r9.x;
//   r8.x = r8.x * r8.y + r7.x;
//   r8.y = cmp(1.000000 != r7.w);
//   r7.x = r8.y ? r8.x : r7.x;
//   o0.xyzw = r7.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
