// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 21:20:12 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[34];                    // Index:    0-33             Components:   136
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[5];                     // Index:    0-4              Components:    20
//
// }
//
//
// 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
// s4_s                              sampler      NA          NA    4        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
// t4                                texture  float4          2d    4        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   xy
// 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
// SV_TARGET                2   xyzw        2   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[31], immediateIndexed
dcl_constantbuffer CB0[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, 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_texture2d (float,float,float,float) t4
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 6
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v2.xyxx, t2.xyzw, s0, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.y, v2.xyxx, t1.yxzw, s4, l(0.000000)
mad r0.yz, r0.yyyy, cb2[8].xxyx, cb2[8].zzwz
div r0.y, r0.y, -r0.z
mov r1.z, |r0.y|
mad r0.yz, v0.xxyx, cb2[9].xxyx, cb2[9].zzwz
mul r1.xy, r1.zzzz, r0.yzyy
mul r0.yzw, r1.xxyz, l(0.000000, 0.005000, 0.005000, -0.005000)
dp3 r0.y, r0.yzwy, r0.yzwy
add r0.y, -r0.y, l(1.000000)
lt r0.z, l(0.000000), r0.x
movc r0.y, r0.z, r0.y, l(-1.000000)
ge r0.z, r0.y, l(0.000000)
if_nz r0.z
  ld_indexable(buffer)(float,float,float,float) r0.zw, l(0, 0, 0, 0), t125.zwxy
  div r0.w, r0.w, r1.z
  add r0.w, -r0.w, l(1.000000)
  mul r0.z, r0.w, r0.z
  mul r1.xyw, r0.zzzz, cb2[4].xzxy
  div r1.xyw, r1.xyxw, cb2[30].xxxx
  add r1.xyw, -r1.xyxw, v1.xzxy
  mad r1.xyz, r1.xywx, r1.zzzz, cb2[13].xzyx
  add r2.xyzw, r1.xyxy, l(0.250000, 0.000000, -0.550000, 0.300000)
  sample_indexable(texture2d)(float,float,float,float) r3.xyzw, r2.xyxx, t3.xyzw, s1
  sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r2.zwzz, t3.xyzw, s1
  add r4.xyzw, r1.xyxy, l(0.600000, 0.850000, 0.150000, -0.750000)
  sample_indexable(texture2d)(float,float,float,float) r5.xyzw, r4.xyxx, t3.xyzw, s1
  sample_indexable(texture2d)(float,float,float,float) r4.xyzw, r4.zwzz, t3.xyzw, s1
  mul r0.zw, r1.xxxy, l(0.000000, 0.000000, 0.050000, 0.050000)
  sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t4.xzyw, s2
  lt r0.w, r1.z, cb0[0].z
  movc r0.w, r0.w, l(0), l(1.000000)
  mul_sat r0.y, r0.y, l(1.500000)
  mad r1.xyzw, r1.zzzz, l(25.000000, 25.000000, 25.000000, 25.000000), cb0[1].xyzw
  mad r3.yz, r3.yyzy, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
  add r1.x, r3.w, r1.x
  frc r1.x, r1.x
  add r3.w, r1.x, r3.x
  add r3.w, r3.w, l(-1.000000)
  add_sat r1.x, -r1.x, cb0[3].x
  mul r1.x, r3.x, r1.x
  mul r3.x, r3.w, l(9.000000)
  max r3.x, r3.x, l(0.000000)
  min r3.x, r3.x, l(3.000000)
  mul r3.x, r3.x, l(3.141500)
  sincos r3.x, null, r3.x
  mul r1.x, r1.x, r3.x
  mul r3.xy, r1.xxxx, r3.yzyy
  mul r3.xy, r3.xyxx, cb0[2].xxxx
  mad r2.yz, r2.yyzy, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
  add r1.x, r2.w, r1.y
  frc r1.x, r1.x
  add r1.y, r1.x, r2.x
  add r1.y, r1.y, l(-1.000000)
  add_sat r1.x, -r1.x, cb0[3].y
  mul r1.x, r2.x, r1.x
  mul r1.y, r1.y, l(9.000000)
  max r1.y, r1.y, l(0.000000)
  min r1.y, r1.y, l(3.000000)
  mul r1.y, r1.y, l(3.141500)
  sincos r1.y, null, r1.y
  mul r1.x, r1.x, r1.y
  mul r2.xy, r1.xxxx, r2.yzyy
  mad r1.xy, r5.yzyy, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
  add r1.z, r5.w, r1.z
  frc r1.z, r1.z
  add r3.z, r1.z, r5.x
  add r3.z, r3.z, l(-1.000000)
  add_sat r1.z, -r1.z, cb0[3].z
  mul r1.z, r5.x, r1.z
  mul r3.z, r3.z, l(9.000000)
  max r3.z, r3.z, l(0.000000)
  min r3.z, r3.z, l(3.000000)
  mul r3.z, r3.z, l(3.141500)
  sincos r3.z, null, r3.z
  mul r1.z, r1.z, r3.z
  mul r2.zw, r1.zzzz, r1.xxxy
  mul r2.xyzw, r2.xyzw, cb0[2].yyzz
  mad r1.xy, r4.yzyy, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
  add r1.z, r4.w, r1.w
  frc r1.z, r1.z
  add r1.w, r1.z, r4.x
  add r1.w, r1.w, l(-1.000000)
  add_sat r1.z, -r1.z, cb0[3].w
  mul r1.z, r4.x, r1.z
  mul r1.w, r1.w, l(9.000000)
  max r1.w, r1.w, l(0.000000)
  min r1.w, r1.w, l(3.000000)
  mul r1.w, r1.w, l(3.141500)
  sincos r1.w, null, r1.w
  mul r1.z, r1.z, r1.w
  mul r1.xy, r1.zzzz, r1.xyxx
  mul r1.xy, r1.xyxx, cb0[2].wwww
  mul r1.zw, r2.xxxy, l(0.000000, 0.000000, 0.350000, 0.350000)
  mad r1.zw, r3.xxxy, l(0.000000, 0.000000, 0.350000, 0.350000), r1.zzzw
  mad r1.zw, r2.zzzw, l(0.000000, 0.000000, 0.350000, 0.350000), r1.zzzw
  mad r1.xz, r1.xxyx, l(0.350000, 0.000000, 0.350000, 0.000000), r1.zzwz
  mov r1.y, l(1.000000)
  dp3 r2.x, r1.xyzx, cb2[4].xyzx
  dp3 r2.y, r1.xyzx, cb2[5].xyzx
  dp3 r2.z, r1.xyzx, cb2[6].xyzx
  dp3 r1.x, r2.xyzx, r2.xyzx
  rsq r1.x, r1.x
  mul r1.xyz, r1.xxxx, r2.xyzx
  sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, v2.xyxx, t0.xyzw, s3, 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 r1.w, r2.xyzx, r2.xyzx
  rsq r1.w, r1.w
  mul r3.xyz, r1.wwww, r2.xyzx
  mad_sat r1.w, r3.y, cb0[4].y, l(-0.300000)
  mad r2.w, r0.z, l(2.000000), l(-1.000000)
  mad r3.w, cb0[0].y, l(2.000000), l(-1.000000)
  add r3.w, -|r3.w|, l(1.000000)
  mad_sat r2.w, r2.w, r3.w, cb0[0].y
  mul r0.y, r0.y, r2.w
  add r2.w, -r0.x, l(1.000000)
  mad_sat r0.z, r0.z, l(0.500000), r2.w
  dp3_sat r2.w, r3.xyzx, cb0[4].xyzx
  add r2.w, r2.w, l(-1.000000)
  mul r2.w, r2.w, l(-1.250000)
  min r2.w, r2.w, l(1.000000)
  add r0.z, r0.z, r2.w
  min r0.z, r0.z, l(1.000000)
  mad r4.xyzw, r0.zzzz, l(0.600000, 0.600000, 0.600000, 1.000000), l(-0.600000, -0.600000, -0.600000, -1.000000)
  mad r4.xyzw, r0.yyyy, r4.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
  mad r1.xyz, r1.xyzx, r1.wwww, r3.xyzx
  dp3 r0.z, r1.xyzx, r1.xyzx
  rsq r0.z, r0.z
  mul r0.x, r0.x, r0.y
  mul r0.x, r0.w, r0.x
  mad r0.yzw, r1.xxyz, r0.zzzz, -r2.xxyz
  mad r0.xyz, r0.xxxx, r0.yzwy, r2.xyzx
  mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
  mov o0.xyzw, r4.zzzw
  mov o1.xyzw, r4.xyzw
else
  discard_nz l(-1)
  mov o0.xyzw, l(1.000000,1.000000,1.000000,1.000000)
  mov o1.xyzw, l(1.000000,1.000000,1.000000,1.000000)
  mov r0.xyz, l(0,0,0,0)
endif
mov o2.xyz, r0.xyzx
mov o2.w, l(0)
ret
// Approximately 144 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 21:20:12 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[34] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[5] : 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);
// SamplerState s4_s_s : register(s4);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
// Texture2D<float4> t3 : register(t3);
// Texture2D<float4> t4 : register(t4);
//
//
// // 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,
//   out float4 o2 : SV_TARGET2)
// {
//   float4 r0,r1,r2,r3,r4,r5;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = t2.SampleLevel(s0_s_s, v2.xy, 0).x;
//   r0.y = t1.SampleLevel(s4_s_s, v2.xy, 0).x;
//   r0.yz = r0.yy * cb2[8].xy + cb2[8].zw;
//   r0.y = r0.y / -r0.z;
//   r1.z = abs(r0.y);
//   r0.yz = v0.xy * cb2[9].xy + cb2[9].zw;
//   r1.xy = r0.yz * r1.zz;
//   r0.yzw = float3(0.00499999989,0.00499999989,-0.00499999989) * r1.xyz;
//   r0.y = dot(r0.yzw, r0.yzw);
//   r0.y = 1 + -r0.y;
//   r0.z = cmp(0 < r0.x);
//   r0.y = r0.z ? r0.y : -1;
//   r0.z = cmp(r0.y >= 0);
//   if (r0.z != 0) {
//     r0.zw = StereoParams.Load(float4(0,0,0,0)).xy;
//     r0.w = r0.w / r1.z;
//     r0.w = 1 + -r0.w;
//     r0.z = r0.z * r0.w;
//     r1.xyw = cb2[4].xzy * r0.zzz;
//     r1.xyw = r1.xyw / cb2[30].xxx;
//     r1.xyw = v1.xzy + -r1.xyw;
//     r1.xyz = r1.xyw * r1.zzz + cb2[13].xzy;
//     r2.xyzw = float4(0.25,0,-0.550000012,0.300000012) + r1.xyxy;
//     r3.xyzw = t3.Sample(s1_s_s, r2.xy).xyzw;
//     r2.xyzw = t3.Sample(s1_s_s, r2.zw).xyzw;
//     r4.xyzw = float4(0.600000024,0.850000024,0.150000006,-0.75) + r1.xyxy;
//     r5.xyzw = t3.Sample(s1_s_s, r4.xy).xyzw;
//     r4.xyzw = t3.Sample(s1_s_s, r4.zw).xyzw;
//     r0.zw = float2(0.0500000007,0.0500000007) * r1.xy;
//     r0.z = t4.Sample(s2_s_s, r0.zw).y;
//     r0.w = cmp(r1.z < cb0[0].z);
//     r0.w = r0.w ? 0 : 1;
//     r0.y = saturate(1.5 * r0.y);
//     r1.xyzw = r1.zzzz * float4(25,25,25,25) + cb0[1].xyzw;
//     r3.yz = r3.yz * float2(2,2) + float2(-1,-1);
//     r1.x = r1.x + r3.w;
//     r1.x = frac(r1.x);
//     r3.w = r3.x + r1.x;
//     r3.w = -1 + r3.w;
//     r1.x = saturate(cb0[3].x + -r1.x);
//     r1.x = r1.x * r3.x;
//     r3.x = 9 * r3.w;
//     r3.x = max(0, r3.x);
//     r3.x = min(3, r3.x);
//     r3.x = 3.1415 * r3.x;
//     r3.x = sin(r3.x);
//     r1.x = r3.x * r1.x;
//     r3.xy = r3.yz * r1.xx;
//     r3.xy = cb0[2].xx * r3.xy;
//     r2.yz = r2.yz * float2(2,2) + float2(-1,-1);
//     r1.x = r1.y + r2.w;
//     r1.x = frac(r1.x);
//     r1.y = r2.x + r1.x;
//     r1.y = -1 + r1.y;
//     r1.x = saturate(cb0[3].y + -r1.x);
//     r1.x = r1.x * r2.x;
//     r1.y = 9 * r1.y;
//     r1.y = max(0, r1.y);
//     r1.y = min(3, r1.y);
//     r1.y = 3.1415 * r1.y;
//     r1.y = sin(r1.y);
//     r1.x = r1.y * r1.x;
//     r2.xy = r2.yz * r1.xx;
//     r1.xy = r5.yz * float2(2,2) + float2(-1,-1);
//     r1.z = r1.z + r5.w;
//     r1.z = frac(r1.z);
//     r3.z = r5.x + r1.z;
//     r3.z = -1 + r3.z;
//     r1.z = saturate(cb0[3].z + -r1.z);
//     r1.z = r1.z * r5.x;
//     r3.z = 9 * r3.z;
//     r3.z = max(0, r3.z);
//     r3.z = min(3, r3.z);
//     r3.z = 3.1415 * r3.z;
//     r3.z = sin(r3.z);
//     r1.z = r3.z * r1.z;
//     r2.zw = r1.xy * r1.zz;
//     r2.xyzw = cb0[2].yyzz * r2.xyzw;
//     r1.xy = r4.yz * float2(2,2) + float2(-1,-1);
//     r1.z = r1.w + r4.w;
//     r1.z = frac(r1.z);
//     r1.w = r4.x + r1.z;
//     r1.w = -1 + r1.w;
//     r1.z = saturate(cb0[3].w + -r1.z);
//     r1.z = r1.z * r4.x;
//     r1.w = 9 * r1.w;
//     r1.w = max(0, r1.w);
//     r1.w = min(3, r1.w);
//     r1.w = 3.1415 * r1.w;
//     r1.w = sin(r1.w);
//     r1.z = r1.w * r1.z;
//     r1.xy = r1.xy * r1.zz;
//     r1.xy = cb0[2].ww * r1.xy;
//     r1.zw = float2(0.349999994,0.349999994) * r2.xy;
//     r1.zw = r3.xy * float2(0.349999994,0.349999994) + r1.zw;
//     r1.zw = r2.zw * float2(0.349999994,0.349999994) + r1.zw;
//     r1.xz = r1.xy * float2(0.349999994,0.349999994) + r1.zw;
//     r1.y = 1;
//     r2.x = dot(r1.xyz, cb2[4].xyz);
//     r2.y = dot(r1.xyz, cb2[5].xyz);
//     r2.z = dot(r1.xyz, cb2[6].xyz);
//     r1.x = dot(r2.xyz, r2.xyz);
//     r1.x = rsqrt(r1.x);
//     r1.xyz = r2.xyz * r1.xxx;
//     r2.xyz = t0.SampleLevel(s3_s_s, v2.xy, 0).xyz;
//     r2.xyz = r2.xyz * float3(2,2,2) + float3(-1,-1,-1);
//     r1.w = dot(r2.xyz, r2.xyz);
//     r1.w = rsqrt(r1.w);
//     r3.xyz = r2.xyz * r1.www;
//     r1.w = saturate(r3.y * cb0[4].y + -0.300000012);
//     r2.w = r0.z * 2 + -1;
//     r3.w = cb0[0].y * 2 + -1;
//     r3.w = 1 + -abs(r3.w);
//     r2.w = saturate(r2.w * r3.w + cb0[0].y);
//     r0.y = r2.w * r0.y;
//     r2.w = 1 + -r0.x;
//     r0.z = saturate(r0.z * 0.5 + r2.w);
//     r2.w = saturate(dot(r3.xyz, cb0[4].xyz));
//     r2.w = -1 + r2.w;
//     r2.w = -1.25 * r2.w;
//     r2.w = min(1, r2.w);
//     r0.z = r2.w + r0.z;
//     r0.z = min(1, r0.z);
//     r4.xyzw = r0.zzzz * float4(0.600000024,0.600000024,0.600000024,1) + float4(-0.600000024,-0.600000024,-0.600000024,-1);
//     r4.xyzw = r0.yyyy * r4.xyzw + float4(1,1,1,1);
//     r1.xyz = r1.xyz * r1.www + r3.xyz;
//     r0.z = dot(r1.xyz, r1.xyz);
//     r0.z = rsqrt(r0.z);
//     r0.x = r0.y * r0.x;
//     r0.x = r0.x * r0.w;
//     r0.yzw = r1.xyz * r0.zzz + -r2.xyz;
//     r0.xyz = r0.xxx * r0.yzw + r2.xyz;
//     r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
//     o0.xyzw = r4.zzzw;
//     o1.xyzw = r4.xyzw;
//   } else {
//     if (-1 != 0) discard;
//     o0.xyzw = float4(1,1,1,1);
//     o1.xyzw = float4(1,1,1,1);
//     r0.xyz = float3(0,0,0);
//   }
//   o2.xyz = r0.xyz;
//   o2.w = 0;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
