// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Mon Dec 25 17:52:22 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[34];                    // Index:    0-33             Components:   136
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[9];                     // Index:    0-8              Components:    36
//
// }
//
//
// 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
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyz
// TEXCOORD                 3   xyz         4     NONE   float   xyz
//
//
// 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[34], immediateIndexed
dcl_constantbuffer CB0[9], 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.xy, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyz
dcl_output o0.xyzw
dcl_temps 11
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v1.xyxx, t3.xyzw, s3
mul r1.xyzw, r0.xyzw, v2.xyzw
lt r0.w, l(0.000000), r1.w
if_nz r0.w
  ld_indexable(buffer)(float,float,float,float) r2.xy, l(0, 0, 0, 0), t125.xyzw
  mul r0.w, r2.y, r2.x
  mul r3.xyz, r0.wwww, cb2[4].xyzx
  div r3.xyz, r3.xyzx, cb2[30].xxxx
  add r3.xyz, -r3.xyzx, v3.xyzx
  dp3 r0.w, r3.xyzx, r3.xyzx
  sqrt r2.z, r0.w
  rsq r0.w, r0.w
  mul r3.xyz, r0.wwww, r3.xyzx
  mad r4.xy, v0.xyxx, cb2[7].xyxx, cb2[7].zwzz
  sample_l_indexable(texture2d)(float,float,float,float) r4.xy, r4.xyxx, t2.xyzw, s2, l(0.000000)
  add r4.xz, r4.xxyx, cb0[3].xxzx
  mov r4.y, cb0[3].y
  dp3 r0.w, r4.xyzx, r4.xyzx
  rsq r0.w, r0.w
  mad r4.xyz, r4.xyzx, r0.wwww, -cb0[3].xyzx
  mad r4.xyz, cb0[2].yyyy, r4.xyzx, cb0[3].xyzx
  dp3 r0.w, r4.xyzx, r4.xyzx
  rsq r0.w, r0.w
  mul r4.xyz, r0.wwww, r4.xyzx
  dp3_sat r0.w, -r3.xyzx, r4.xyzx
  mad_sat r0.w, -cb0[2].x, r0.w, cb0[2].x
  mul r2.w, r2.z, cb0[8].y
  dp3 r3.w, r3.xyzx, r4.xyzx
  add r3.w, r3.w, r3.w
  mad r4.xyz, r4.xyzx, -r3.wwww, r3.xyzx
  dp3 r5.x, r4.xyzx, cb2[4].xyzx
  dp3 r5.y, r4.xyzx, cb2[5].xyzx
  dp3 r5.z, r4.xyzx, cb2[6].xyzx
  mul r2.w, r2.w, l(0.500000)
  mul r5.xyw, r5.xyxz, r2.wwww
  lt r2.w, r5.z, l(-0.200000)
  mov r6.w, l(1.000000)
  mov r6.xyz, v4.xyzx
  mov r3.w, l(1.000000)
  mov r4.w, l(0)
  mov r7.xyz, l(0,0,0,0)
  loop
    ftoi r7.w, r7.z
    ige r8.x, r7.w, l(10)
    if_nz r8.x
      break
    endif
    mad r6.xyz, r5.xywx, r3.wwww, r6.xyzx
    dp4 r8.x, r6.xyzw, cb2[30].xyzw
    dp4 r9.y, r6.xyzw, cb2[31].xyzw
    dp4 r8.y, r6.xyzw, cb2[33].xyzw
    add r8.z, -r2.y, r8.y
    mad r9.x, r2.x, r8.z, r8.x
    div r8.xy, r9.xyxx, r8.yyyy
    mad r8.xy, r8.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
    movc r7.xy, r2.wwww, r8.xyxx, r7.xyxx
    sample_l_indexable(texture2d)(float,float,float,float) r4.w, r7.xyxx, t0.yzwx, s0, l(0.000000)
    lt r8.x, r4.w, -r6.z
    movc r8.x, r8.x, l(0), r3.w
    lt r8.y, r4.w, -v4.z
    movc r3.w, r8.y, l(1.000000), r8.x
    iadd r7.w, r7.w, l(1)
    itof r7.z, r7.w
  endloop
  lt r3.w, r4.w, -r6.z
  movc r3.w, r3.w, l(-0.500000), l(0.500000)
  mov r8.w, l(1.000000)
  mov r8.xyz, r6.xyzx
  mov r6.w, r3.w
  mov r9.xy, r7.xyxx
  mov r7.z, r4.w
  mov r7.w, l(0)
  loop
    ftoi r9.z, r7.w
    ige r9.w, r9.z, l(3)
    if_nz r9.w
      break
    endif
    mad r8.xyz, r5.xywx, r6.wwww, r8.xyzx
    dp4 r9.w, r8.xyzw, cb2[30].xyzw
    dp4 r10.y, r8.xyzw, cb2[31].xyzw
    dp4 r10.z, r8.xyzw, cb2[33].xyzw
    add r10.w, -r2.y, r10.z
    mad r10.x, r2.x, r10.w, r9.w
    div r10.xy, r10.xyxx, r10.zzzz
    mad r10.xy, r10.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
    movc r9.xy, r2.wwww, r10.xyxx, r9.xyxx
    sample_l_indexable(texture2d)(float,float,float,float) r7.z, r9.xyxx, t0.yzxw, s0, l(0.000000)
    mul r9.w, r6.w, l(0.500000)
    lt r10.x, r7.z, -r8.z
    movc r9.w, r10.x, -r9.w, r9.w
    lt r10.x, r7.z, -v4.z
    movc r6.w, r10.x, r9.w, -r9.w
    iadd r9.z, r9.z, l(1)
    itof r7.w, r9.z
  endloop
  sample_l_indexable(texture2d)(float,float,float,float) r2.xyw, r9.xyxx, t1.xywz, s1, l(0.000000)
  mul_sat r3.w, r9.y, cb0[1].w
  dp3_sat r4.x, r4.xyzx, r3.xyzx
  mul r3.w, r3.w, r4.x
  lt r4.x, r7.z, -v4.z
  mul r0.w, r0.w, r3.w
  lt r3.w, l(-0.200000), r5.z
  or r3.w, r4.x, r3.w
  itof r3.w, r3.w
  ne r3.w, l(0.000000, 0.000000, 0.000000, 0.000000), r3.w
  movc r0.w, r3.w, l(0), r0.w
  add r2.xyw, -r0.xyxz, r2.xyxw
  mad r0.xyz, r0.wwww, r2.xywx, r0.xyzx
  mul r0.xyz, r0.xyzx, v2.xyzx
  mul r2.xyz, r2.zzzz, cb0[5].xyzx
  exp r2.xyz, r2.xyzx
  dp3_sat r0.w, -r3.xyzx, cb0[0].xyzx
  mul r2.w, r0.w, r0.w
  mad r2.w, r2.w, l(0.238732412), l(0.238732412)
  mad r0.w, cb0[7].w, r0.w, cb0[8].x
  sqrt r0.w, r0.w
  mul r3.x, r0.w, r0.w
  mul r0.w, r0.w, r3.x
  div r3.xyz, cb0[7].xyzx, r0.wwww
  mad r3.xyz, cb0[6].xyzx, r2.wwww, r3.xyzx
  mad r3.xyz, -r3.xyzx, r2.xyzx, r3.xyzx
  mad_sat r2.xyz, r0.xyzx, cb0[4].xyzx, r2.xyzx
  mad r1.xyz, r0.xyzx, r2.xyzx, r3.xyzx
endif
mov o0.xyzw, r1.xyzw
ret
// Approximately 127 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Mon Dec 25 17:52:22 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[34] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[9] : 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,
//   float3 v4 : TEXCOORD3,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = t3.Sample(s3_s_s, v1.xy).xyzw;
//   r1.xyzw = v2.xyzw * r0.xyzw;
//   r0.w = cmp(0 < r1.w);
//   if (r0.w != 0) {
//     r2.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//     r0.w = r2.x * r2.y;
//     r3.xyz = cb2[4].xyz * r0.www;
//     r3.xyz = r3.xyz / cb2[30].xxx;
//     r3.xyz = v3.xyz + -r3.xyz;
//     r0.w = dot(r3.xyz, r3.xyz);
//     r2.z = sqrt(r0.w);
//     r0.w = rsqrt(r0.w);
//     r3.xyz = r3.xyz * r0.www;
//     r4.xy = v0.xy * cb2[7].xy + cb2[7].zw;
//     r4.xy = t2.SampleLevel(s2_s_s, r4.xy, 0).xy;
//     r4.xz = cb0[3].xz + r4.xy;
//     r4.y = cb0[3].y;
//     r0.w = dot(r4.xyz, r4.xyz);
//     r0.w = rsqrt(r0.w);
//     r4.xyz = r4.xyz * r0.www + -cb0[3].xyz;
//     r4.xyz = cb0[2].yyy * r4.xyz + cb0[3].xyz;
//     r0.w = dot(r4.xyz, r4.xyz);
//     r0.w = rsqrt(r0.w);
//     r4.xyz = r4.xyz * r0.www;
//     r0.w = saturate(dot(-r3.xyz, r4.xyz));
//     r0.w = saturate(-cb0[2].x * r0.w + cb0[2].x);
//     r2.w = cb0[8].y * r2.z;
//     r3.w = dot(r3.xyz, r4.xyz);
//     r3.w = r3.w + r3.w;
//     r4.xyz = r4.xyz * -r3.www + r3.xyz;
//     r5.x = dot(r4.xyz, cb2[4].xyz);
//     r5.y = dot(r4.xyz, cb2[5].xyz);
//     r5.z = dot(r4.xyz, cb2[6].xyz);
//     r2.w = 0.5 * r2.w;
//     r5.xyw = r2.www * r5.xyz;
//     r2.w = cmp(r5.z < -0.200000003);
//     r6.w = 1;
//     r6.xyz = v4.xyz;
//     r3.w = 1;
//     r4.w = 0;
//     r7.xyz = float3(0,0,0);
//     while (true) {
//       r7.w = (int)r7.z;
//       r8.x = cmp((int)r7.w >= 10);
//       if (r8.x != 0) {
//         break;
//       }
//       r6.xyz = r5.xyw * r3.www + r6.xyz;
//       r8.x = dot(r6.xyzw, cb2[30].xyzw);
//       r9.y = dot(r6.xyzw, cb2[31].xyzw);
//       r8.y = dot(r6.xyzw, cb2[33].xyzw);
//       r8.z = r8.y + -r2.y;
//       r9.x = r2.x * r8.z + r8.x;
//       r8.xy = r9.xy / r8.yy;
//       r8.xy = r8.xy * float2(0.5,-0.5) + float2(0.5,0.5);
//       r7.xy = r2.ww ? r8.xy : r7.xy;
//       r4.w = t0.SampleLevel(s0_s_s, r7.xy, 0).x;
//       r8.x = cmp(r4.w < -r6.z);
//       r8.x = r8.x ? 0 : r3.w;
//       r8.y = cmp(r4.w < -v4.z);
//       r3.w = r8.y ? 1 : r8.x;
//       r7.w = (int)r7.w + 1;
//       r7.z = (int)r7.w;
//     }
//     r3.w = cmp(r4.w < -r6.z);
//     r3.w = r3.w ? -0.5 : 0.5;
//     r8.w = 1;
//     r8.xyz = r6.xyz;
//     r6.w = r3.w;
//     r9.xy = r7.xy;
//     r7.z = r4.w;
//     r7.w = 0;
//     while (true) {
//       r9.z = (int)r7.w;
//       r9.w = cmp((int)r9.z >= 3);
//       if (r9.w != 0) {
//         break;
//       }
//       r8.xyz = r5.xyw * r6.www + r8.xyz;
//       r9.w = dot(r8.xyzw, cb2[30].xyzw);
//       r10.y = dot(r8.xyzw, cb2[31].xyzw);
//       r10.z = dot(r8.xyzw, cb2[33].xyzw);
//       r10.w = r10.z + -r2.y;
//       r10.x = r2.x * r10.w + r9.w;
//       r10.xy = r10.xy / r10.zz;
//       r10.xy = r10.xy * float2(0.5,-0.5) + float2(0.5,0.5);
//       r9.xy = r2.ww ? r10.xy : r9.xy;
//       r7.z = t0.SampleLevel(s0_s_s, r9.xy, 0).x;
//       r9.w = 0.5 * r6.w;
//       r10.x = cmp(r7.z < -r8.z);
//       r9.w = r10.x ? -r9.w : r9.w;
//       r10.x = cmp(r7.z < -v4.z);
//       r6.w = r10.x ? r9.w : -r9.w;
//       r9.z = (int)r9.z + 1;
//       r7.w = (int)r9.z;
//     }
//     r2.xyw = t1.SampleLevel(s1_s_s, r9.xy, 0).xyz;
//     r3.w = saturate(cb0[1].w * r9.y);
//     r4.x = saturate(dot(r4.xyz, r3.xyz));
//     r3.w = r4.x * r3.w;
//     r4.x = cmp(r7.z < -v4.z);
//     r0.w = r3.w * r0.w;
//     r3.w = cmp(-0.200000003 < r5.z);
//     r3.w = (int)r4.x | (int)r3.w;
//     r3.w = (int)r3.w;
//     r3.w = cmp(0 != r3.w);
//     r0.w = r3.w ? 0 : r0.w;
//     r2.xyw = r2.xyw + -r0.xyz;
//     r0.xyz = r0.www * r2.xyw + r0.xyz;
//     r0.xyz = v2.xyz * r0.xyz;
//     r2.xyz = cb0[5].xyz * r2.zzz;
//     r2.xyz = exp2(r2.xyz);
//     r0.w = saturate(dot(-r3.xyz, cb0[0].xyz));
//     r2.w = r0.w * r0.w;
//     r2.w = r2.w * 0.238732412 + 0.238732412;
//     r0.w = cb0[7].w * r0.w + cb0[8].x;
//     r0.w = sqrt(r0.w);
//     r3.x = r0.w * r0.w;
//     r0.w = r3.x * r0.w;
//     r3.xyz = cb0[7].xyz / r0.www;
//     r3.xyz = cb0[6].xyz * r2.www + r3.xyz;
//     r3.xyz = -r3.xyz * r2.xyz + r3.xyz;
//     r2.xyz = saturate(r0.xyz * cb0[4].xyz + r2.xyz);
//     r1.xyz = r0.xyz * r2.xyz + r3.xyz;
//   }
//   o0.xyzw = r1.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
