
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Mon Dec 25 18:21:53 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// P                        0   x           2  RTINDEX    uint   x
//
vs_5_0
dcl_resource_buffer (float,float,float,float) t125
dcl_output_siv o2.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_temps 4
ld_indexable(buffer)(float,float,float,float) r3.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o2.x, r3.z
lt r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000), v0.xyzw
movc r1.xyzw, r0.xyzw, l(3.000000,1.000000,0,1.000000), l(-1.000000,-3.000000,0,1.000000)
movc o1.xy, r0.xyxx, l(2.000000,0,0,0), l(0,2.000000,0,0)
add r2.x, -r3.y, r1.w
mul r2.y, r3.x, r3.w
mad r2.x, r2.x, r2.y, r1.x
ne r2.y, l(1.000000), r1.w
movc r1.x, r2.y, r2.x, r1.x
mov o0.xyzw, r1.xyzw
ret
// Approximately 0 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Mon Dec 25 18:21:53 2023
//
//
//
// // 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 float2 o1 : TEXCOORD0,
//   out uint o2 : P0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r3.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o2.x = r3.z;
//   r0.xyzw = cmp(float4(0,0,0,0) < v0.xyzw);
//   r1.xyzw = r0.xyzw ? float4(3,1,0,1) : float4(-1,-3,0,1);
//   o1.xy = r0.xy ? float2(2,0) : float2(0,2);
//   r2.x = r1.w + -r3.y;
//   r2.y = r3.w * r3.x;
//   r2.x = r2.x * r2.y + r1.x;
//   r2.y = cmp(1.000000 != r1.w);
//   r1.x = r2.y ? r2.x : r1.x;
//   o0.xyzw = r1.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
