// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Tue Dec 26 01:32:37 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[34];                    // Index:    0-33             Components:   136
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[3];                     // Index:    0 1 2            Components:    12
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// 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
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 4   xyzw        2     NONE   float      w
// TEXCOORD                 5   xyzw        3     NONE   float      w
// TEXCOORD                 6   xyzw        4     NONE   float      w
// TEXCOORD                 7   xyzw        5     NONE   float   xyz
//
//
// 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   xyz         2     NONE   float   xyz
// P                        0   x           3  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o3.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[34], immediateIndexed
dcl_constantbuffer CB0[3], immediateIndexed
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xy
dcl_input v1.xy
dcl_input v2.w
dcl_input v3.w
dcl_input v4.w
dcl_input v5.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_temps 6
ld_indexable(buffer)(float,float,float,float) r5.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r5.z
mul r0.xy, v0.xyxx, cb0[1].zzzz
mov r1.x, v2.w
mov r1.y, v3.w
mov r1.z, v4.w
add r2.xyz, -r1.xyzx, cb2[13].xyzx
dp3 r0.z, r2.xyzx, r2.xyzx
sqrt r0.z, r0.z
mad_sat r0.w, r0.z, cb0[1].w, cb0[2].x
mad_sat r0.z, r0.z, cb0[2].y, cb0[2].z
mul r0.z, r0.z, r0.w
mul r0.z, r0.z, r0.z
mov r1.w, l(1.000000)
dp4 r2.x, r1.xyzw, cb2[4].xyzw
dp4 r2.y, r1.xyzw, cb2[5].xyzw
dp4 r1.z, r1.xyzw, cb2[6].xyzw
mad r1.xy, r0.xyxx, r0.zzzz, r2.xyxx
mov r1.w, l(1.000000)
dp4 r2.x, r1.xyzw, cb2[30].xyzw
dp4 r2.y, r1.xyzw, cb2[31].xyzw
dp4 r2.z, r1.xyzw, cb2[32].xyzw
dp4 r2.w, r1.xyzw, cb2[33].xyzw
ge r0.x, l(0.000000), r0.z
mul r1.xyzw, r0.zzzz, cb0[0].xyzw
movc r0.xyzw, r0.xxxx, l(0,0,-1.000000,1.000000), r2.xyzw
ld_indexable(buffer)(float,float,float,float) r2.xy, l(0, 0, 0, 0), t125.xyzw
add r2.y, r0.w, -r2.y
mad r3.x, r2.x, r2.y, r0.x
mov r3.yzw, r0.yyzw
add o2.z, r0.w, cb0[1].x
frc r0.xyz, v5.xyzx
mul r0.xyz, r0.xyzx, l(1.00392163, 1.00392163, 1.00392163, 0.000000)
log r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, l(2.200000, 2.200000, 2.200000, 0.000000)
exp r0.xyz, r0.xyzx
mul o1.xyz, r0.xyzx, r1.xyzx
mov o1.w, r1.w
mov o2.xy, v1.xyxx
add r4.x, -r5.y, r3.w
mul r4.y, r5.x, r5.w
mad r4.x, r4.x, r4.y, r3.x
ne r4.y, l(1.000000), r3.w
movc r3.x, r4.y, r4.x, r3.x
mov o0.xyzw, r3.xyzw
ret
// Approximately 38 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Tue Dec 26 01:32:37 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[34] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[3] : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float4 v1 : TEXCOORD0,
//   float4 v2 : TEXCOORD4,
//   float4 v3 : TEXCOORD5,
//   float4 v4 : TEXCOORD6,
//   float4 v5 : TEXCOORD7,
//   out float4 o0 : SV_Position0,
//   out float4 o1 : TEXCOORD0,
//   out float3 o2 : TEXCOORD1,
//   out uint o3 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r5.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r5.z;
//   r0.xy = cb0[1].zz * v0.xy;
//   r1.x = v2.w;
//   r1.y = v3.w;
//   r1.z = v4.w;
//   r2.xyz = cb2[13].xyz + -r1.xyz;
//   r0.z = dot(r2.xyz, r2.xyz);
//   r0.z = sqrt(r0.z);
//   r0.w = saturate(r0.z * cb0[1].w + cb0[2].x);
//   r0.z = saturate(r0.z * cb0[2].y + cb0[2].z);
//   r0.z = r0.w * r0.z;
//   r0.z = r0.z * r0.z;
//   r1.w = 1;
//   r2.x = dot(r1.xyzw, cb2[4].xyzw);
//   r2.y = dot(r1.xyzw, cb2[5].xyzw);
//   r1.z = dot(r1.xyzw, cb2[6].xyzw);
//   r1.xy = r0.xy * r0.zz + r2.xy;
//   r1.w = 1;
//   r2.x = dot(r1.xyzw, cb2[30].xyzw);
//   r2.y = dot(r1.xyzw, cb2[31].xyzw);
//   r2.z = dot(r1.xyzw, cb2[32].xyzw);
//   r2.w = dot(r1.xyzw, cb2[33].xyzw);
//   r0.x = cmp(0 >= r0.z);
//   r1.xyzw = cb0[0].xyzw * r0.zzzz;
//   r0.xyzw = r0.xxxx ? float4(0,0,-1,1) : r2.xyzw;
//   r2.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r2.y = -r2.y + r0.w;
//   r3.x = r2.x * r2.y + r0.x;
//   r3.yzw = r0.yzw;
//   o2.z = cb0[1].x + r0.w;
//   r0.xyz = frac(v5.xyz);
//   r0.xyz = float3(1.00392163,1.00392163,1.00392163) * r0.xyz;
//   r0.xyz = log2(r0.xyz);
//   r0.xyz = float3(2.20000005,2.20000005,2.20000005) * r0.xyz;
//   r0.xyz = exp2(r0.xyz);
//   o1.xyz = r1.xyz * r0.xyz;
//   o1.w = r1.w;
//   o2.xy = v1.xy;
//   r4.x = r3.w + -r5.y;
//   r4.y = r5.w * r5.x;
//   r4.x = r4.x * r4.y + r3.x;
//   r4.y = cmp(1.000000 != r3.w);
//   r3.x = r4.y ? r4.x : r3.x;
//   o0.xyzw = r3.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
