// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Mon Jan  1 00:10:10 2024
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[9];                     // Index:    0-8              Components:    36
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float          2d  110        1
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// P                        0   x           2  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o2.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[9], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t110
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_temps 11
ld_indexable(buffer)(float,float,float,float) r10.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o2.x, r10.z
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
lt r0.z, l(0.000000), cb0[4].x
dp4 r1.x, v0.xyzw, cb0[5].xyzw
dp4 r1.y, v0.xyzw, cb0[6].xyzw
dp4 r1.z, v0.xyzw, cb0[7].xyzw
dp4 r1.w, v0.xyzw, cb0[8].xyzw
dp4 r2.x, v0.xyzw, cb0[0].xyzw
dp4 r2.y, v0.xyzw, cb0[1].xyzw
dp4 r2.z, v0.xyzw, cb0[2].xyzw
dp4 r2.w, v0.xyzw, cb0[3].xyzw
movc r1.xyzw, r0.zzzz, r1.xyzw, r2.xyzw
ne r0.z, r1.w, l(1.000000)
lt r0.w, r1.w, l(20.000000)
and r0.z, r0.w, r0.z
if_nz r0.z
  add r0.z, -r0.y, r1.w
  mad r1.x, r0.x, r0.z, r1.x
else
  ld_indexable(texture1d)(float,float,float,float) r0.z, l(3, 0, 0, 0), t120.xywz
  ld_indexable(texture1d)(float,float,float,float) r2.xy, l(9, 0, 0, 0), t120.xyzw
  ld_indexable(texture1d)(float,float,float,float) r2.zw, l(11, 0, 0, 0), t120.zwxy
  div r3.zw, r1.xxxy, r1.wwww
  div r2.xy, r2.xyxx, r2.yxyy
  mul r4.xy, r2.xyxx, r3.zwzz
  lt r2.xy, l(1.77777779, 0.562500, 0.000000, 0.000000), r2.xyxx
  mul r3.xy, r4.xyxx, l(0.562500, 1.77777779, 0.000000, 0.000000)
  movc r4.xyw, r2.yyyy, r3.yyyy, r3.wwww
  mov r4.z, r3.z
  movc r5.xyzw, r2.xxxx, r3.wwxw, r4.xyzw
  eq r0.w, r2.z, l(1.000000)
  eq r2.x, r0.z, l(1.000000)
  and r2.y, r0.w, r2.x
  ge r3.xy, v1.xyxx, l(0.181152299, 0.890000, 0.000000, 0.000000)
  lt r4.xyw, v1.yxyy, l(0.231445313, 0.195312500, 0.000000, 0.897000)
  and r3.x, r3.x, r4.y
  and r3.x, r3.y, r3.x
  and r3.x, r4.w, r3.x
  or r3.x, r3.x, r4.x
  and r2.y, r2.y, r3.x
  ge r3.xy, r5.zwzz, l(-0.250000, -0.250000, 0.000000, 0.000000)
  and r2.y, r2.y, r3.x
  lt r3.xz, r5.zzwz, l(0.250000, 0.000000, 0.250000, 0.000000)
  and r2.y, r2.y, r3.x
  and r2.y, r3.y, r2.y
  and r2.y, r3.z, r2.y
  if_nz r2.y
    mul r2.y, r0.y, r0.x
    mul r2.y, r2.y, l(20.000000)
    resinfo_indexable(texture2d)(float,float,float,float)_uint r3.xy, l(0), t110.xyzw
    iadd r4.xy, r3.xyxx, l(-1, -1, 0, 0)
    utof r3.xy, r3.xyxx
    mul r3.y, r3.y, l(0.500000)
    utof r4.xy, r4.xyxx
    min r3.y, r3.y, r4.y
    ftoi r6.y, r3.y
    mov r6.zw, l(0,0,0,0)
    mov r3.yz, l(0,0,0,0)
    mov r4.yw, l(0,0,0,0)
    mov r7.x, l(0)
    loop
      utof r7.y, r4.w
      ge r7.y, r7.y, l(200.000000)
      mov r7.x, l(0)
      breakc_nz r7.y
      mad r4.y, r0.x, l(0.005000), r4.y
      mad r7.y, r4.y, l(0.500000), l(0.500000)
      mul r7.y, r3.x, r7.y
      max r7.y, r7.y, l(0.000000)
      min r7.y, r4.x, r7.y
      ftoi r6.x, r7.y
      ld_indexable(texture2d)(float,float,float,float) r6.x, r6.xyzw, t110.xyzw
      ne r7.y, r6.x, l(1.000000)
      mul r7.z, r6.x, l(0.000010)
      div r7.z, l(0.000010), r7.z
      add r6.x, r6.x, r7.z
      and r6.x, r6.x, r7.y
      eq r7.y, r6.x, l(0.000000)
      if_nz r7.y
        mov r3.y, r0.x
        mov r7.x, l(-1)
        break
      endif
      add r7.z, r0.x, -r4.y
      div r7.z, r2.y, r7.z
      lt r6.x, r6.x, r7.z
      if_nz r6.x
        mov r3.y, l(0)
        mov r7.x, l(0)
        break
      endif
      mov r3.z, r4.y
      iadd r4.w, r4.w, l(1)
      mov r7.x, r7.y
      mov r3.y, l(0)
    endloop
    movc r2.y, r7.x, r3.y, r3.z
    mad r1.x, r2.y, r1.w, r1.x
  else
    eq r2.y, r0.z, l(2.000000)
    or r2.x, r2.y, r2.x
    and r2.x, r0.w, r2.x
    ge r6.xyzw, r5.wzzw, l(-0.530000, -0.800000, -0.600000, -0.600000)
    and r2.x, r2.x, r6.x
    lt r7.xyzw, r5.xyzw, l(0.700000, 0.800000, 0.500000, -0.200000)
    and r2.x, r2.x, r7.x
    or r2.y, r6.y, r7.y
    and r2.x, r2.y, r2.x
    or r2.y, r7.w, r7.z
    and r2.x, r2.y, r2.x
    or r2.y, r6.w, r6.z
    and r2.x, r2.y, r2.x
    lt r2.y, r5.z, l(0.600000)
    or r2.y, r6.w, r2.y
    and r2.x, r2.y, r2.x
    if_nz r2.x
      mul r2.x, r0.y, r0.x
      mul r2.x, r2.x, l(20.000000)
      resinfo_indexable(texture2d)(float,float,float,float)_uint r3.xy, l(0), t110.xyzw
      iadd r4.xy, r3.xyxx, l(-1, -1, 0, 0)
      mad r2.y, r3.w, l(-0.500000), l(0.500000)
      utof r3.xy, r3.xyxx
      mul r2.y, r2.y, r3.y
      max r2.y, r2.y, l(0.000000)
      utof r3.yz, r4.xxyx
      min r2.y, r2.y, r3.z
      ftoi r5.y, r2.y
      mov r5.zw, l(0,0,0,0)
      mov r2.y, l(0)
      mov r3.zw, l(0,0,0,0)
      mov r4.xy, l(0,0,0,0)
      loop
        utof r4.w, r4.x
        ge r4.w, r4.w, l(200.000000)
        mov r4.y, l(0)
        breakc_nz r4.w
        mad r3.w, r0.x, l(0.005000), r3.w
        add r4.w, r3.w, r4.z
        mad r4.w, r4.w, l(0.500000), l(0.500000)
        mul r4.w, r3.x, r4.w
        max r4.w, r4.w, l(0.000000)
        min r4.w, r3.y, r4.w
        ftoi r5.x, r4.w
        ld_indexable(texture2d)(float,float,float,float) r4.w, r5.xyzw, t110.yzwx
        ne r5.x, r4.w, l(1.000000)
        mul r6.x, r4.w, l(0.000010)
        div r6.x, l(0.000010), r6.x
        add r4.w, r4.w, r6.x
        and r4.w, r4.w, r5.x
        eq r5.x, r4.w, l(0.000000)
        if_nz r5.x
          mov r2.y, r0.x
          mov r4.y, l(-1)
          break
        endif
        add r6.x, r0.x, -r3.w
        div r6.x, r2.x, r6.x
        lt r4.w, r4.w, r6.x
        if_nz r4.w
          mov r2.y, l(0)
          mov r4.y, l(0)
          break
        endif
        mov r3.z, r3.w
        iadd r4.x, r4.x, l(1)
        mov r4.y, r5.x
        mov r2.y, l(0)
      endloop
      movc r2.x, r4.y, r2.y, r3.z
      mad r1.x, r2.x, r1.w, r1.x
    else
      ld_indexable(texture1d)(float,float,float,float) r2.x, l(10, 0, 0, 0), t120.xyzw
      eq r2.yz, r2.zzwz, l(0.000000, 0.000000, 1.000000, 0.000000)
      and r2.y, r2.z, r2.y
      eq r2.z, r0.z, l(4.000000)
      and r2.y, r2.z, r2.y
      mad r0.y, -r0.y, l(640.000000), r1.w
      mad r0.y, r0.x, r0.y, r1.x
      ne r0.z, r0.z, l(10.000000)
      and r0.z, r0.z, r0.w
      mul r0.x, r0.x, r1.w
      mad r0.x, r0.x, r2.x, r1.x
      movc r0.x, r0.z, r0.x, r1.x
      movc r1.x, r2.y, r0.y, r0.x
    endif
  endif
endif
mov r8.xyzw, r1.xyzw
mov o1.xy, v1.xyxx
add r9.x, -r10.y, r8.w
mul r9.y, r10.x, r10.w
mad r9.x, r9.x, r9.y, r8.x
ne r9.y, l(1.000000), r8.w
movc r8.x, r9.y, r9.x, r8.x
mov o0.xyzw, r8.xyzw
ret
// Approximately 189 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Mon Jan  1 00:10:10 2024
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[9] : packoffset(c0);
// }
//
// Texture2D<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float2 v1 : TEXCOORD0,
//   out float4 o0 : SV_Position0,
//   out float2 o1 : TEXCOORD0,
//   out uint o2 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r10.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o2.x = r10.z;
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.z = cmp(0 < cb0[4].x);
//   r1.x = dot(v0.xyzw, cb0[5].xyzw);
//   r1.y = dot(v0.xyzw, cb0[6].xyzw);
//   r1.z = dot(v0.xyzw, cb0[7].xyzw);
//   r1.w = dot(v0.xyzw, cb0[8].xyzw);
//   r2.x = dot(v0.xyzw, cb0[0].xyzw);
//   r2.y = dot(v0.xyzw, cb0[1].xyzw);
//   r2.z = dot(v0.xyzw, cb0[2].xyzw);
//   r2.w = dot(v0.xyzw, cb0[3].xyzw);
//   r1.xyzw = r0.zzzz ? r1.xyzw : r2.xyzw;
//   r0.z = cmp(r1.w != 1.000000);
//   r0.w = cmp(r1.w < 20);
//   r0.z = r0.w ? r0.z : 0;
//   if (r0.z != 0) {
//     r0.z = r1.w + -r0.y;
//     r1.x = r0.x * r0.z + r1.x;
//   } else {
//     r0.z = IniParams.Load(float4(3,0,0,0)).w;
//     r2.xy = IniParams.Load(float4(9,0,0,0)).xy;
//     r2.zw = IniParams.Load(float4(11,0,0,0)).xy;
//     r3.zw = r1.xy / r1.ww;
//     r2.xy = r2.xy / r2.yx;
//     r4.xy = r3.zw * r2.xy;
//     r2.xy = cmp(float2(1.77777779,0.5625) < r2.xy);
//     r3.xy = float2(0.5625,1.77777779) * r4.xy;
//     r4.xyw = r2.yyy ? r3.yyy : r3.www;
//     r4.z = r3.z;
//     r5.xyzw = r2.xxxx ? r3.wwxw : r4.xyzw;
//     r0.w = cmp(r2.z == 1.000000);
//     r2.x = cmp(r0.z == 1.000000);
//     r2.y = r0.w ? r2.x : 0;
//     r3.xy = cmp(v1.xy >= float2(0.181152299,0.889999986));
//     r4.xyw = cmp(v1.yxy < float3(0.231445313,0.1953125,0.897000015));
//     r3.x = r3.x ? r4.y : 0;
//     r3.x = r3.y ? r3.x : 0;
//     r3.x = r4.w ? r3.x : 0;
//     r3.x = (int)r3.x | (int)r4.x;
//     r2.y = r2.y ? r3.x : 0;
//     r3.xy = cmp(r5.zw >= float2(-0.25,-0.25));
//     r2.y = r2.y ? r3.x : 0;
//     r3.xz = cmp(r5.zw < float2(0.25,0.25));
//     r2.y = r2.y ? r3.x : 0;
//     r2.y = r3.y ? r2.y : 0;
//     r2.y = r3.z ? r2.y : 0;
//     if (r2.y != 0) {
//       r2.y = r0.x * r0.y;
//       r2.y = 20 * r2.y;
//       DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//       r3.xy = uiDest.xy;
//       r4.xy = (int2)r3.xy + int2(-1,-1);
//       r3.xy = (uint2)r3.xy;
//       r3.y = 0.5 * r3.y;
//       r4.xy = (uint2)r4.xy;
//       r3.y = min(r4.y, r3.y);
//       r6.y = (int)r3.y;
//       r6.zw = float2(0,0);
//       r3.yz = float2(0,0);
//       r4.yw = float2(0,0);
//       r7.x = 0;
//       while (true) {
//         r7.y = (uint)r4.w;
//         r7.y = cmp(r7.y >= 200);
//         r7.x = 0;
//         if (r7.y != 0) break;
//         r4.y = r0.x * 0.00499999989 + r4.y;
//         r7.y = r4.y * 0.5 + 0.5;
//         r7.y = r7.y * r3.x;
//         r7.y = max(0, r7.y);
//         r7.y = min(r7.y, r4.x);
//         r6.x = (int)r7.y;
//         r6.x = DepthBuffer.Load(r6.xyz).x;
//         r7.y = cmp(r6.x != 1.000000);
//         r7.z = 9.99999975e-06 * r6.x;
//         r7.z = 9.99999975e-06 / r7.z;
//         r6.x = r7.z + r6.x;
//         r6.x = r7.y ? r6.x : 0;
//         r7.y = cmp(r6.x == 0.000000);
//         if (r7.y != 0) {
//           r3.y = r0.x;
//           r7.x = -1;
//           break;
//         }
//         r7.z = -r4.y + r0.x;
//         r7.z = r2.y / r7.z;
//         r6.x = cmp(r6.x < r7.z);
//         if (r6.x != 0) {
//           r3.y = 0;
//           r7.x = 0;
//           break;
//         }
//         r3.z = r4.y;
//         r4.w = (int)r4.w + 1;
//         r7.x = r7.y;
//         r3.y = 0;
//       }
//       r2.y = r7.x ? r3.y : r3.z;
//       r1.x = r2.y * r1.w + r1.x;
//     } else {
//       r2.y = cmp(r0.z == 2.000000);
//       r2.x = (int)r2.y | (int)r2.x;
//       r2.x = r0.w ? r2.x : 0;
//       r6.xyzw = cmp(r5.wzzw >= float4(-0.529999971,-0.800000012,-0.600000024,-0.600000024));
//       r2.x = r2.x ? r6.x : 0;
//       r7.xyzw = cmp(r5.xyzw < float4(0.699999988,0.800000012,0.5,-0.200000003));
//       r2.x = r2.x ? r7.x : 0;
//       r2.y = (int)r6.y | (int)r7.y;
//       r2.x = r2.y ? r2.x : 0;
//       r2.y = (int)r7.w | (int)r7.z;
//       r2.x = r2.y ? r2.x : 0;
//       r2.y = (int)r6.w | (int)r6.z;
//       r2.x = r2.y ? r2.x : 0;
//       r2.y = cmp(r5.z < 0.600000024);
//       r2.y = (int)r6.w | (int)r2.y;
//       r2.x = r2.y ? r2.x : 0;
//       if (r2.x != 0) {
//         r2.x = r0.x * r0.y;
//         r2.x = 20 * r2.x;
//         DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//         r3.xy = uiDest.xy;
//         r4.xy = (int2)r3.xy + int2(-1,-1);
//         r2.y = r3.w * -0.5 + 0.5;
//         r3.xy = (uint2)r3.xy;
//         r2.y = r3.y * r2.y;
//         r2.y = max(0, r2.y);
//         r3.yz = (uint2)r4.xy;
//         r2.y = min(r3.z, r2.y);
//         r5.y = (int)r2.y;
//         r5.zw = float2(0,0);
//         r2.y = 0;
//         r3.zw = float2(0,0);
//         r4.xy = float2(0,0);
//         while (true) {
//           r4.w = (uint)r4.x;
//           r4.w = cmp(r4.w >= 200);
//           r4.y = 0;
//           if (r4.w != 0) break;
//           r3.w = r0.x * 0.00499999989 + r3.w;
//           r4.w = r4.z + r3.w;
//           r4.w = r4.w * 0.5 + 0.5;
//           r4.w = r4.w * r3.x;
//           r4.w = max(0, r4.w);
//           r4.w = min(r4.w, r3.y);
//           r5.x = (int)r4.w;
//           r4.w = DepthBuffer.Load(r5.xyz).x;
//           r5.x = cmp(r4.w != 1.000000);
//           r6.x = 9.99999975e-06 * r4.w;
//           r6.x = 9.99999975e-06 / r6.x;
//           r4.w = r6.x + r4.w;
//           r4.w = r5.x ? r4.w : 0;
//           r5.x = cmp(r4.w == 0.000000);
//           if (r5.x != 0) {
//             r2.y = r0.x;
//             r4.y = -1;
//             break;
//           }
//           r6.x = -r3.w + r0.x;
//           r6.x = r2.x / r6.x;
//           r4.w = cmp(r4.w < r6.x);
//           if (r4.w != 0) {
//             r2.y = 0;
//             r4.y = 0;
//             break;
//           }
//           r3.z = r3.w;
//           r4.x = (int)r4.x + 1;
//           r4.y = r5.x;
//           r2.y = 0;
//         }
//         r2.x = r4.y ? r2.y : r3.z;
//         r1.x = r2.x * r1.w + r1.x;
//       } else {
//         r2.x = IniParams.Load(float4(10,0,0,0)).x;
//         r2.yz = cmp(r2.zw == float2(0,1));
//         r2.y = r2.z ? r2.y : 0;
//         r2.z = cmp(r0.z == 4.000000);
//         r2.y = r2.z ? r2.y : 0;
//         r0.y = -r0.y * 640 + r1.w;
//         r0.y = r0.x * r0.y + r1.x;
//         r0.z = cmp(r0.z != 10.000000);
//         r0.z = r0.z ? r0.w : 0;
//         r0.x = r1.w * r0.x;
//         r0.x = r0.x * r2.x + r1.x;
//         r0.x = r0.z ? r0.x : r1.x;
//         r1.x = r2.y ? r0.y : r0.x;
//       }
//     }
//   }
//   r8.xyzw = r1.xyzw;
//   o1.xy = v1.xy;
//   r9.x = r8.w + -r10.y;
//   r9.y = r10.w * r10.x;
//   r9.x = r9.x * r9.y + r8.x;
//   r9.y = cmp(1.000000 != r8.w);
//   r8.x = r9.y ? r9.x : r8.x;
//   o0.xyzw = r8.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
