// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Wed Dec 27 16:14:36 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[38];                    // Index:    0-37             Components:   152
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0;                        // Index:    0.xyzw           Components:     4
//
// }
//
//
// 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
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        1
// t3                                texture  float4          2d    3        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 w
// TEXCOORD                 0   xyzw        1     NONE   float      w
// TEXCOORD                 1   xyzw        2     NONE   float   xyz
// TEXCOORD                 2   xyzw        3     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[8], immediateIndexed
dcl_constantbuffer CB0[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, 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_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_input_ps linear v1.w
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xy
dcl_output o0.xyzw
dcl_temps 5
add r0.x, -v1.w, l(1.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.yz, v3.xyxx, t3.xywz, s2, l(0.000000)
add r0.w, r0.z, r0.z
mad r0.x, r0.x, l(-3.000000), r0.w
add r0.xw, r0.xxxx, l(1.000000, 0.000000, 0.000000, 0.996000)
lt r0.w, r0.w, l(0.000000)
discard_nz r0.w
ld_indexable(buffer)(float,float,float,float) r1.xy, l(0, 0, 0, 0), t125.xyzw
mad r0.yz, r0.yyzy, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
mov_sat r0.x, r0.x
mul r2.xy, r0.xxxx, l(0.300000, 0.030000, 0.000000, 0.000000)
mad r3.yz, v0.xxyx, cb2[7].xxyx, cb2[7].zzwz
div r0.x, r1.y, v0.w
add r0.x, -r0.x, l(1.000000)
mul r0.x, r0.x, r1.x
mad r3.x, r0.x, l(0.166667), r3.y
sample_l_indexable(texture2d)(float,float,float,float) r1.xyz, r3.yzyy, t0.xyzw, s3, l(0.000000)
mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.x, r1.xyzx, r1.xyzx
rsq r0.x, r0.x
mul r4.xyz, r0.xxxx, r1.xyzx
dp3 r0.x, v2.xyzx, r4.xyzx
add r0.x, r0.x, r0.x
mad r4.xyz, r4.xyzx, -r0.xxxx, v2.xyzx
dp3 r0.x, r4.xyzx, r4.xyzx
rsq r0.x, r0.x
mul r0.xw, r0.xxxx, r4.xxxy
mul r0.xw, r0.xxxw, l(0.020000, 0.000000, 0.000000, 0.020000)
mad r0.xw, r3.xxxz, l(0.750000, 0.000000, 0.000000, 0.750000), -r0.xxxw
mad r0.xw, r0.yyyz, r2.yyyy, r0.xxxw
sample_indexable(texture2d)(float,float,float,float) r4.xyz, r0.xwxx, t1.xyzw, s0
dp3 r0.x, r4.xyzx, l(0.333333343, 0.333333343, 0.333333343, 0.000000)
mov r2.zw, l(0,0,1.000000,-1.000000)
mul r1.xy, r1.xyxx, r2.xzxx
add_sat r0.w, -r1.z, l(1.000000)
mul r1.xy, r2.wxww, r1.xyxx
dp3 r1.z, v2.xyzx, v2.xyzx
sqrt r1.z, r1.z
div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), r1.z
mul r1.xy, r1.zzzz, r1.xyxx
sample_l_indexable(texture2d)(float,float,float,float) r1.z, v3.xyxx, t2.xzyw, s1, l(0.000000)
mad r1.w, r1.z, l(-1.100000), l(0.100000)
mad r1.xy, -r1.xyxx, r1.wwww, r3.yzyy
mad r0.yz, -r0.yyzy, r2.yyyy, r1.xxyx
sample_indexable(texture2d)(float,float,float,float) r1.xyw, r0.yzyy, t1.xywz, s0
dp3 r0.y, r1.xywx, l(0.333333343, 0.333333343, 0.333333343, 0.000000)
mul r1.xyw, r1.xyxw, cb0[0].xyxz
sqrt r0.y, r0.y
mad r2.xyz, r0.yyyy, l(2.000000, 2.000000, 2.000000, 0.000000), -r1.xywx
mad r1.xyw, r1.zzzz, r2.xyxz, r1.xyxw
mul r0.y, r1.z, r1.z
add r2.xyz, -cb0[0].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r2.xyz, r0.yyyy, r2.xyzx, cb0[0].xyzx
mad r0.xyz, -r1.xywx, r2.xyzx, r0.xxxx
mul r1.xyz, r1.xywx, r2.xyzx
mad o0.xyz, r0.wwww, r0.xyzx, r1.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 58 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Wed Dec 27 16:14:36 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[38] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0 : 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);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
// Texture2D<float4> t3 : register(t3);
//
//
// // 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,
//   float4 v3 : TEXCOORD2,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = 1 + -v1.w;
//   r0.yz = t3.SampleLevel(s2_s_s, v3.xy, 0).yw;
//   r0.w = r0.z + r0.z;
//   r0.x = r0.x * -3 + r0.w;
//   r0.xw = float2(1,0.995999992) + r0.xx;
//   r0.w = cmp(r0.w < 0);
//   if (r0.w != 0) discard;
//   r1.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.yz = r0.yz * float2(2,2) + float2(-1,-1);
//   r0.x = saturate(r0.x);
//   r2.xy = float2(0.300000012,0.0299999993) * r0.xx;
//   r3.yz = v0.xy * cb2[7].xy + cb2[7].zw;
//   r0.x = r1.y / v0.w;
//   r0.x = 1 + -r0.x;
//   r0.x = r1.x * r0.x;
//   r3.x = r0.x * 0.166666999 + r3.y;
//   r1.xyz = t0.SampleLevel(s3_s_s, r3.yz, 0).xyz;
//   r1.xyz = r1.xyz * float3(2,2,2) + float3(-1,-1,-1);
//   r0.x = dot(r1.xyz, r1.xyz);
//   r0.x = rsqrt(r0.x);
//   r4.xyz = r1.xyz * r0.xxx;
//   r0.x = dot(v2.xyz, r4.xyz);
//   r0.x = r0.x + r0.x;
//   r4.xyz = r4.xyz * -r0.xxx + v2.xyz;
//   r0.x = dot(r4.xyz, r4.xyz);
//   r0.x = rsqrt(r0.x);
//   r0.xw = r4.xy * r0.xx;
//   r0.xw = float2(0.0199999996,0.0199999996) * r0.xw;
//   r0.xw = r3.xz * float2(0.75,0.75) + -r0.xw;
//   r0.xw = r0.yz * r2.yy + r0.xw;
//   r4.xyz = t1.Sample(s0_s_s, r0.xw).xyz;
//   r0.x = dot(r4.xyz, float3(0.333333343,0.333333343,0.333333343));
//   r2.zw = float2(1,-1);
//   r1.xy = r2.xz * r1.xy;
//   r0.w = saturate(1 + -r1.z);
//   r1.xy = r1.xy * r2.wx;
//   r1.z = dot(v2.xyz, v2.xyz);
//   r1.z = sqrt(r1.z);
//   r1.z = 1 / r1.z;
//   r1.xy = r1.xy * r1.zz;
//   r1.z = t2.SampleLevel(s1_s_s, v3.xy, 0).y;
//   r1.w = r1.z * -1.10000002 + 0.100000001;
//   r1.xy = -r1.xy * r1.ww + r3.yz;
//   r0.yz = -r0.yz * r2.yy + r1.xy;
//   r1.xyw = t1.Sample(s0_s_s, r0.yz).xyz;
//   r0.y = dot(r1.xyw, float3(0.333333343,0.333333343,0.333333343));
//   r1.xyw = cb0.xyz * r1.xyw;
//   r0.y = sqrt(r0.y);
//   r2.xyz = r0.yyy * float3(2,2,2) + -r1.xyw;
//   r1.xyw = r1.zzz * r2.xyz + r1.xyw;
//   r0.y = r1.z * r1.z;
//   r2.xyz = float3(1,1,1) + -cb0.xyz;
//   r2.xyz = r0.yyy * r2.xyz + cb0.xyz;
//   r0.xyz = -r1.xyw * r2.xyz + r0.xxx;
//   r1.xyz = r2.xyz * r1.xyw;
//   o0.xyz = r0.www * r0.xyz + r1.xyz;
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
