// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Tue Dec 26 20:17:52 2023
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0;                        // Index:    0.xyzw           Components:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        1
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_output o0.xyzw
dcl_temps 2
discard_nz l(-1)
mul r0.xy, v2.zwzz, v2.zwzz
mad r0.xy, -r0.xyxx, r0.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
mul r0.x, r0.y, r0.x
lt r0.y, r0.x, l(0.000000)
discard_nz r0.y
ld_indexable(buffer)(float,float,float,float) r0.y, l(0, 0, 0, 0), t125.yxzw
mad r1.xzw, r0.yyyy, l(0.500000, 0.000000, 0.500000, 0.500000), v2.xxxx
mov r1.y, v2.y
dp2 r0.y, r1.ywyy, r1.ywyy
sqrt r0.z, r0.y
rsq r0.y, r0.y
mul r1.xyzw, r0.yyyy, r1.xyzw
mad r1.xyzw, r1.xyzw, l(0.414213568, 0.414213568, 0.414213568, 0.414213568), v1.xyzw
mad r0.y, r0.z, l(2.000000), l(-1.000000)
add r0.y, -|r0.y|, l(1.000000)
max r0.y, r0.y, l(0.000000)
mad r0.z, r0.y, l(-2.000000), l(3.000000)
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, r0.z
min r0.y, r0.y, l(1.000000)
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, r0.y
mul r0.x, r0.y, r0.x
sample_indexable(texture2d)(float,float,float,float) r0.y, r1.zyzz, t0.wxyz, s0
sample_indexable(texture2d)(float,float,float,float) r0.z, r1.xyxx, t0.wxyz, s0
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.wyww, t0.wxyz, s0
mul r0.xyz, r0.xxxx, r0.yzwy
mul o0.xyz, r0.xyzx, cb0[0].xyzx
mov o0.w, r0.w
ret
// Approximately 32 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Tue Dec 26 20:17:52 2023
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0 : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// Texture2D<float4> t0 : register(t0);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : TEXCOORD0,
//   float4 v2 : TEXCOORD1,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   if (-1 != 0) discard;
//   r0.xy = v2.zw * v2.zw;
//   r0.xy = -r0.xy * r0.xy + float2(1,1);
//   r0.x = r0.x * r0.y;
//   r0.y = cmp(r0.x < 0);
//   if (r0.y != 0) discard;
//   r0.y = StereoParams.Load(float4(0,0,0,0)).x;
//   r1.xzw = r0.yyy * float3(0.5,0.5,0.5) + v2.xxx;
//   r1.y = v2.y;
//   r0.y = dot(r1.yw, r1.yw);
//   r0.z = sqrt(r0.y);
//   r0.y = rsqrt(r0.y);
//   r1.xyzw = r1.xyzw * r0.yyyy;
//   r1.xyzw = r1.xyzw * float4(0.414213568,0.414213568,0.414213568,0.414213568) + v1.xyzw;
//   r0.y = r0.z * 2 + -1;
//   r0.y = 1 + -abs(r0.y);
//   r0.y = max(0, r0.y);
//   r0.z = r0.y * -2 + 3;
//   r0.y = r0.y * r0.y;
//   r0.y = r0.z * r0.y;
//   r0.y = min(1, r0.y);
//   r0.y = r0.y * r0.y;
//   r0.y = r0.y * r0.y;
//   r0.y = r0.y * r0.y;
//   r0.x = r0.x * r0.y;
//   r0.y = t0.Sample(s0_s_s, r1.zy).x;
//   r0.z = t0.Sample(s0_s_s, r1.xy).y;
//   r0.w = t0.Sample(s0_s_s, r1.wy).z;
//   r0.xyz = r0.yzw * r0.xxx;
//   o0.xyz = cb0.xyz * r0.xyz;
//   o0.w = r0.w;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
