// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Mon Dec 25 23:18:44 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[33];                    // Index:    0-32             Components:   132
//
// }
//
// 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
// t0                                texture  float4          2d    0        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   xy          1     NONE   float   xy
//
//
// 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 CB2[31], immediateIndexed
dcl_constantbuffer CB0[5], 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_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t0.xyzw, s0, 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.w, r0.z, r0.x
add r0.w, -r0.w, l(1.000000)
mul r0.w, r0.w, r0.y
div r0.w, r0.w, cb2[30].x
mad r1.yz, v0.xxyx, cb2[9].xxyx, cb2[9].zzwz
add r1.x, -r0.w, r1.y
mul r1.xy, |r0.xxxx|, r1.xzxx
mov r1.z, -|r0.x|
mov r1.w, l(1.000000)
dp4 r2.x, r1.xyzw, cb2[10].xyzw
dp4 r2.y, r1.xyzw, cb2[11].xyzw
dp4 r2.z, r1.xyzw, cb2[12].xyzw
mov r2.w, l(1.000000)
dp4 r0.x, r2.xyzw, cb2[3].xyzw
add r0.z, -r0.z, r0.x
dp4 r0.w, r2.xyzw, cb2[0].xyzw
mad r1.x, r0.y, r0.z, r0.w
dp4 r1.y, r2.xyzw, cb2[1].xyzw
div r0.xy, r1.xyxx, r0.xxxx
dp4 r0.z, r2.xyzw, cb0[1].xyzw
dp4 r0.w, r2.xyzw, cb0[4].xyzw
dp4 r1.y, r2.xyzw, cb0[2].xyzw
ld_indexable(buffer)(float,float,float,float) r1.zw, l(2, 0, 0, 0), t125.zwxy
add r1.w, r0.w, -r1.w
mad r1.x, r1.z, r1.w, r0.z
div r0.zw, r1.xxxy, r0.wwww
add r0.xy, -r0.zwzz, r0.xyxx
mad o0.xy, r0.xyxx, cb0[0].zwzz, cb0[0].xyxx
mov o0.zw, l(0,0,0,0)
ret
// Approximately 34 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Mon Dec 25 23:18:44 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[33] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[5] : 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,
//   float2 v1 : TEXCOORD0,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = t0.SampleLevel(s0_s_s, v1.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.w = r0.z / r0.x;
//   r0.w = 1 + -r0.w;
//   r0.w = r0.y * r0.w;
//   r0.w = r0.w / cb2[30].x;
//   r1.yz = v0.xy * cb2[9].xy + cb2[9].zw;
//   r1.x = r1.y + -r0.w;
//   r1.xy = r1.xz * abs(r0.xx);
//   r1.z = -abs(r0.x);
//   r1.w = 1;
//   r2.x = dot(r1.xyzw, cb2[10].xyzw);
//   r2.y = dot(r1.xyzw, cb2[11].xyzw);
//   r2.z = dot(r1.xyzw, cb2[12].xyzw);
//   r2.w = 1;
//   r0.x = dot(r2.xyzw, cb2[3].xyzw);
//   r0.z = r0.x + -r0.z;
//   r0.w = dot(r2.xyzw, cb2[0].xyzw);
//   r1.x = r0.y * r0.z + r0.w;
//   r1.y = dot(r2.xyzw, cb2[1].xyzw);
//   r0.xy = r1.xy / r0.xx;
//   r0.z = dot(r2.xyzw, cb0[1].xyzw);
//   r0.w = dot(r2.xyzw, cb0[4].xyzw);
//   r1.y = dot(r2.xyzw, cb0[2].xyzw);
//   r1.zw = StereoParams.Load(float4(2,0,0,0)).xy;
//   r1.w = -r1.w + r0.w;
//   r1.x = r1.z * r1.w + r0.z;
//   r0.zw = r1.xy / r0.ww;
//   r0.xy = r0.xy + -r0.zw;
//   o0.xy = r0.xy * cb0[0].zw + cb0[0].xy;
//   o0.zw = float2(0,0);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
