// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sat Dec 23 21:20:57 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[33];                    // Index:    0-32             Components:   132
//
// }
//
// 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        cube    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   xyz         0   TARGET   float   xyz
// SV_TARGET                1   xyz         1   TARGET   float   xyz
//
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_texturecube (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.xyz
dcl_output o1.xyz
dcl_temps 3
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v2.xyxx, t2.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
mul r0.z, r0.z, r0.y
div r0.y, r0.y, cb2[30].x
add r1.x, -r0.y, v1.x
div r0.y, r0.z, cb2[30].x
add r2.x, r0.y, r1.x
mov r2.yz, v1.yyzy
mul r0.yzw, |r0.xxxx|, r2.xxyz
dp3 r1.w, -r0.yzwy, -r0.yzwy
rsq r1.w, r1.w
mul r0.yzw, -r0.yyzw, r1.wwww
sample_l_indexable(texture2d)(float,float,float,float) r2.xyzw, v2.xyxx, t0.xyzw, s1, l(0.000000)
mad r2.xyzw, r2.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000)
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r2.xyzx, r1.wwww
ge r1.w, l(-1.000000), r2.w
dp3_sat r0.y, r2.xyzx, r0.yzwy
mov r1.yz, v1.yyzy
mul r0.xzw, |r0.xxxx|, r1.xxyz
dp3 r1.x, -r0.xzwx, r2.xyzx
add r1.x, r1.x, r1.x
mad r0.xzw, r2.xxyz, -r1.xxxx, -r0.xxzw
dp3 r1.x, r0.xzwx, cb2[10].xyzx
dp3 r1.y, r0.xzwx, cb2[11].xyzx
dp3 r1.z, r0.xzwx, cb2[12].xyzx
mov r0.xzw, -r1.xxyz
sample_l_indexable(texture2d)(float,float,float,float) r2.xyzw, v2.xyxx, t1.xyzw, s2, l(0.000000)
mul r1.x, r2.w, r2.w
mul r1.y, r1.x, l(8.000000)
mad r1.x, r1.x, l(31.000000), l(1.000000)
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
sample_l_indexable(texturecube)(float,float,float,float) r0.x, r0.xzwx, t3.yxzw, s0, r1.y
mul r0.z, r0.x, l(-0.700000)
mad r0.x, r0.y, r0.z, r0.x
mul r0.y, r0.y, l(-8.656170)
exp r0.y, r0.y
mul r0.y, r1.x, r0.y
add r1.xyz, -r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad_sat r0.yzw, r1.xxyz, r0.yyyy, r2.xxyz
movc r0.yzw, r1.wwww, l(0,0,0,0), r0.yyzw
mul r1.xyz, r0.xxxx, r0.yzwy
mad o1.xyz, -r0.yzwy, cb0[0].yyyy, cb0[0].yyyy
mul o0.xyz, r1.xyzx, cb0[0].xxxx
ret
// Approximately 49 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sat Dec 23 21:20:57 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[33] : 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);
// TextureCube<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 float3 o0 : SV_TARGET0,
//   out float3 o1 : SV_TARGET1)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = t2.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 = r0.y * r0.z;
//   r0.y = r0.y / cb2[30].x;
//   r1.x = v1.x + -r0.y;
//   r0.y = r0.z / cb2[30].x;
//   r2.x = r1.x + r0.y;
//   r2.yz = v1.yz;
//   r0.yzw = r2.xyz * abs(r0.xxx);
//   r1.w = dot(-r0.yzw, -r0.yzw);
//   r1.w = rsqrt(r1.w);
//   r0.yzw = r1.www * -r0.yzw;
//   r2.xyzw = t0.SampleLevel(s1_s_s, v2.xy, 0).xyzw;
//   r2.xyzw = r2.xyzw * float4(2,2,2,2) + float4(-1,-1,-1,-1);
//   r1.w = dot(r2.xyz, r2.xyz);
//   r1.w = rsqrt(r1.w);
//   r2.xyz = r1.www * r2.xyz;
//   r1.w = cmp(-1 >= r2.w);
//   r0.y = saturate(dot(r2.xyz, r0.yzw));
//   r1.yz = v1.yz;
//   r0.xzw = r1.xyz * abs(r0.xxx);
//   r1.x = dot(-r0.xzw, r2.xyz);
//   r1.x = r1.x + r1.x;
//   r0.xzw = r2.xyz * -r1.xxx + -r0.xzw;
//   r1.x = dot(r0.xzw, cb2[10].xyz);
//   r1.y = dot(r0.xzw, cb2[11].xyz);
//   r1.z = dot(r0.xzw, cb2[12].xyz);
//   r0.xzw = -r1.xyz;
//   r2.xyzw = t1.SampleLevel(s2_s_s, v2.xy, 0).xyzw;
//   r1.x = r2.w * r2.w;
//   r1.y = 8 * r1.x;
//   r1.x = r1.x * 31 + 1;
//   r1.x = 1 / r1.x;
//   r0.x = t3.SampleLevel(s0_s_s, r0.xzw, r1.y).y;
//   r0.z = -0.699999988 * r0.x;
//   r0.x = r0.y * r0.z + r0.x;
//   r0.y = -8.65616989 * r0.y;
//   r0.y = exp2(r0.y);
//   r0.y = r0.y * r1.x;
//   r1.xyz = float3(1,1,1) + -r2.xyz;
//   r0.yzw = saturate(r1.xyz * r0.yyy + r2.xyz);
//   r0.yzw = r1.www ? float3(0,0,0) : r0.yzw;
//   r1.xyz = r0.yzw * r0.xxx;
//   o1.xyz = -r0.yzw * cb0.yyy + cb0.yyy;
//   o0.xyz = cb0.xxx * r1.xyz;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
