// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 18:34:57 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[39];                    // Index:    0-38             Components:   156
//
// }
//
// 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
// s1_s                              sampler      NA          NA    1        1
// s2_s                              sampler      NA          NA    2        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        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
// TEXCOORD                 0   xyzw        1     NONE   float   xyz
// TEXCOORD                 1   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyz         0   TARGET   float   xyz
// SV_TARGET                1   xyz         1   TARGET   float   xyz
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[31], immediateIndexed
dcl_constantbuffer CB0[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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_buffer (float,float,float,float) t125
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xy
dcl_output o0.xyz
dcl_output o1.xyz
dcl_temps 3
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v2.xyxx, t1.xyzw, s2, l(0.000000)
mad r0.xy, r0.xxxx, cb2[8].xyxx, cb2[8].zwzz
div r0.x, r0.x, -r0.y
mul r0.y, r0.x, cb2[30].x
ld_indexable(buffer)(float,float,float,float) r0.zw, l(0, 0, 0, 0), t125.zwxy
mul r0.w, r0.w, r0.z
div r0.z, r0.z, cb2[30].x
add r0.z, -r0.z, v1.x
div r0.y, r0.w, r0.y
add r1.x, r0.y, r0.z
mov r1.yz, v1.yyzy
mul r0.xyz, |r0.xxxx|, r1.xyzx
dp3 r0.w, -r0.xyzx, -r0.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, -r0.xyzx
dp3 r0.x, r0.xyzx, r0.xyzx
sqrt r0.x, r0.x
mul r0.xyz, r0.xxxx, cb0[1].xyzx
exp r0.xyz, r0.xyzx
dp3_sat r0.w, -r1.xyzx, cb0[0].xyzx
mad r1.x, cb0[3].w, r0.w, cb0[4].x
mul r0.w, r0.w, r0.w
mad r0.w, r0.w, l(0.238732412), l(0.238732412)
sqrt r1.x, r1.x
mul r1.y, r1.x, r1.x
mul r1.x, r1.x, r1.y
div r1.xyz, cb0[3].xyzx, r1.xxxx
mad r1.xyz, cb0[2].xyzx, r0.wwww, r1.xyzx
mad r1.xyz, -r1.xyzx, r0.xyzx, r1.xyzx
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, v2.xyxx, t2.xyzw, s0, l(0.000000)
mul r2.xyz, r0.xyzx, r2.xyzx
mov o1.xyz, r0.xyzx
sample_l_indexable(texture2d)(float,float,float,float) r0.xyz, v2.xyxx, t0.xyzw, s1, l(0.000000)
mad o0.xyz, r2.xyzx, r0.xyzx, r1.xyzx
ret
// Approximately 35 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 18:34:57 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[39] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[5] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// SamplerState s2_s_s : register(s2);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : TEXCOORD0,
//   float2 v2 : TEXCOORD1,
//   out float3 o0 : SV_TARGET0,
//   out float3 o1 : SV_TARGET1)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = t1.SampleLevel(s2_s_s, v2.xy, 0).x;
//   r0.xy = r0.xx * cb2[8].xy + cb2[8].zw;
//   r0.x = r0.x / -r0.y;
//   r0.y = cb2[30].x * r0.x;
//   r0.zw = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.w = r0.z * r0.w;
//   r0.z = r0.z / cb2[30].x;
//   r0.z = v1.x + -r0.z;
//   r0.y = r0.w / r0.y;
//   r1.x = r0.z + r0.y;
//   r1.yz = v1.yz;
//   r0.xyz = r1.xyz * abs(r0.xxx);
//   r0.w = dot(-r0.xyz, -r0.xyz);
//   r0.w = rsqrt(r0.w);
//   r1.xyz = -r0.xyz * r0.www;
//   r0.x = dot(r0.xyz, r0.xyz);
//   r0.x = sqrt(r0.x);
//   r0.xyz = cb0[1].xyz * r0.xxx;
//   r0.xyz = exp2(r0.xyz);
//   r0.w = saturate(dot(-r1.xyz, cb0[0].xyz));
//   r1.x = cb0[3].w * r0.w + cb0[4].x;
//   r0.w = r0.w * r0.w;
//   r0.w = r0.w * 0.238732412 + 0.238732412;
//   r1.x = sqrt(r1.x);
//   r1.y = r1.x * r1.x;
//   r1.x = r1.y * r1.x;
//   r1.xyz = cb0[3].xyz / r1.xxx;
//   r1.xyz = cb0[2].xyz * r0.www + r1.xyz;
//   r1.xyz = -r1.xyz * r0.xyz + r1.xyz;
//   r2.xyz = t2.SampleLevel(s0_s_s, v2.xy, 0).xyz;
//   r2.xyz = r2.xyz * r0.xyz;
//   o1.xyz = r0.xyz;
//   r0.xyz = t0.SampleLevel(s1_s_s, v2.xy, 0).xyz;
//   o0.xyz = r2.xyz * r0.xyz + r1.xyz;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
