// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 19:13:26 2023
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[2];                     // Index:    0 1              Components:     8
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
//
//
// 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   xyzw        2     NONE   float   xyzw
// P                        0   x           3  RTINDEX    uint   x
//
vs_5_0
dcl_resource_buffer (float,float,float,float) t125
dcl_output_siv o3.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[2], immediateIndexed
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 5
ld_indexable(buffer)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r4.z
lt r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000), v0.xyzw
movc r2.xyzw, r0.xyzw, l(3.000000,1.000000,0,1.000000), l(-1.000000,-3.000000,0,1.000000)
movc r0.xyzw, r0.xyxy, l(2.000000,0,2.000000,0), l(0,2.000000,0,2.000000)
mad r0.xyzw, r0.xyzw, cb0[1].yyyy, cb0[1].zzzz
mad r1.xyzw, cb0[1].wwww, l(2.080000, 0.690000, -1.560000, 2.080000), l(1.44513261, -3.70707941, -8.607964, -5.466371)
sincos r1.xyzw, null, r1.xyzw
mad r1.xyzw, r1.xyzw, cb0[0].xyxy, r0.xyzw
add o1.xyzw, r1.xyzw, cb0[1].xxxx
mad r1.xyzw, cb0[1].wwww, l(0.430000, -1.050000, 2.540000, 4.490000), l(9.990265, 1.57079637, 10.367256, -1.94778740)
sincos r1.xyzw, null, r1.xyzw
mad r0.xyzw, r1.xyzw, cb0[0].xyxy, r0.xyzw
add o2.xyzw, r0.xyzw, cb0[1].xxxx
add r3.x, -r4.y, r2.w
mul r3.y, r4.x, r4.w
mad r3.x, r3.x, r3.y, r2.x
ne r3.y, l(1.000000), r2.w
movc r2.x, r3.y, r3.x, r2.x
mov o0.xyzw, r2.xyzw
ret
// Approximately 13 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 19:13:26 2023
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[2] : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   out float4 o0 : SV_Position0,
//   out float4 o1 : TEXCOORD0,
//   out float4 o2 : TEXCOORD1,
//   out uint o3 : P0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r4.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r4.z;
//   r0.xyzw = cmp(float4(0,0,0,0) < v0.xyzw);
//   r2.xyzw = r0.xyzw ? float4(3,1,0,1) : float4(-1,-3,0,1);
//   r0.xyzw = r0.xyxy ? float4(2,0,2,0) : float4(0,2,0,2);
//   r0.xyzw = r0.xyzw * cb0[1].yyyy + cb0[1].zzzz;
//   r1.xyzw = cb0[1].wwww * float4(2.07999992,0.689999998,-1.55999994,2.07999992) + float4(1.44513261,-3.70707941,-8.60796356,-5.46637106);
//   r1.xyzw = sin(r1.xyzw);
//   r1.xyzw = r1.xyzw * cb0[0].xyxy + r0.xyzw;
//   o1.xyzw = cb0[1].xxxx + r1.xyzw;
//   r1.xyzw = cb0[1].wwww * float4(0.430000007,-1.04999995,2.53999996,4.48999977) + float4(9.99026489,1.57079637,10.3672562,-1.9477874);
//   r1.xyzw = sin(r1.xyzw);
//   r0.xyzw = r1.xyzw * cb0[0].xyxy + r0.xyzw;
//   o2.xyzw = cb0[1].xxxx + r0.xyzw;
//   r3.x = r2.w + -r4.y;
//   r3.y = r4.w * r4.x;
//   r3.x = r3.x * r3.y + r2.x;
//   r3.y = cmp(1.000000 != r2.w);
//   r2.x = r3.y ? r3.x : r2.x;
//   o0.xyzw = r2.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
