// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Thu Dec 28 16:25:12 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[37];                    // Index:    0-36             Components:   148
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[8];                     // Index:    0-7              Components:    32
//
// }
//
//
// 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   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
//
//
// 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[31], immediateIndexed
dcl_constantbuffer CB0[8], 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.xyzw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_temps 7
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
mad r1.yz, v0.xxyx, cb2[9].xxyx, cb2[9].zzwz
mad r0.zw, v0.xxxy, cb2[7].xxxy, cb2[7].zzzw
sample_l_indexable(texture2d)(float,float,float,float) r1.w, r0.zwzz, t1.yzwx, s3, l(0.000000)
mad r2.xy, r1.wwww, cb2[8].xyxx, cb2[8].zwzz
div r1.w, r2.x, -r2.y
div r0.y, r0.y, r1.w
add r0.y, -r0.y, l(1.000000)
mul r0.x, r0.y, r0.x
div r0.x, r0.x, cb2[30].x
add r1.x, -r0.x, r1.y
mul r2.xy, |r1.wwww|, r1.xzxx
mov r2.z, -|r1.w|
mov r2.w, l(1.000000)
dp4 r1.y, r2.xyzw, v2.xyzw
dp4 r1.z, r2.xyzw, v4.xyzw
dp4 r1.x, r2.xyzw, v3.xyzw
lt r3.xyz, |r1.zyxz|, l(1.000000, 1.000000, 1.000000, 0.000000)
ieq r0.x, r3.x, l(0)
movc r0.x, r3.y, r0.x, l(-1)
movc r0.x, r3.z, r0.x, l(-1)
discard_nz r0.x
sample_l_indexable(texture2d)(float,float,float,float) r0.xyz, r0.zwzz, t0.xyzw, s2, l(0.000000)
mad r0.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r1.yzw, r1.xxyz, l(0.000000, 0.100000, 0.100000, 0.100000)
lt r0.w, l(0.000000), r1.x
and r0.w, r0.w, l(0x3f800000)
dp4 r3.x, r2.xyzw, cb2[10].xyzw
dp4 r3.y, r2.xyzw, cb2[11].xyzw
dp4 r3.z, r2.xyzw, cb2[12].xyzw
dp3 r1.x, r2.xyzx, r2.xyzx
sqrt r1.x, r1.x
mul r1.x, r1.x, cb0[7].x
exp r1.x, r1.x
mad r2.xyz, r3.xyzx, cb0[0].wwww, cb0[0].xyzx
mad r3.xyzw, r2.yzyz, cb0[5].xxzz, cb0[5].yyww
mul r4.xy, r2.xyxx, l(0.200000, 0.200000, 0.000000, 0.000000)
mul r4.zw, cb2[16].xxxx, l(0.000000, 0.000000, 0.500000, 0.600000)
sincos r5.xy, r6.xy, r4.zwzz
mov r5.xw, r5.xxxy
mov r5.yz, r6.xxyx
mad r4.xyzw, r5.xyzw, l(0.100000, 0.100000, 0.100000, 0.100000), r4.xyxy
sample_indexable(texture2d)(float,float,float,float) r4.xy, r4.xyxx, t3.ywxz, s1
mad r4.xy, r4.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mad r3.xy, r4.xyxx, l(0.100000, 0.100000, 0.000000, 0.000000), r3.xyxx
mul r2.w, |r1.y|, l(25.000000)
sample_l_indexable(texture2d)(float,float,float,float) r3.x, r3.xyxx, t2.yxzw, s0, r2.w
dp3 r3.y, r0.xyzx, r0.xyzx
rsq r3.y, r3.y
mul r0.xyz, r0.xyzx, r3.yyyy
dp3 r3.y, cb0[2].xyzx, r0.xyzx
mul r3.x, |r3.y|, r3.x
sample_indexable(texture2d)(float,float,float,float) r4.zw, r4.zwzz, t3.xzyw, s1
mad r4.zw, r4.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
mad r3.zw, r4.zzzw, l(0.000000, 0.000000, 0.100000, 0.100000), r3.zzzw
sample_l_indexable(texture2d)(float,float,float,float) r3.z, r3.zwzz, t2.xzyw, s0, r2.w
mul r3.y, |r3.y|, r3.z
mul r3.x, r3.y, r3.x
mad r5.xyzw, r2.xzxz, cb0[4].xxzz, cb0[4].yyww
mad r6.xyzw, r2.xyxy, cb0[6].xxzz, cb0[6].yyww
mad r2.xy, r4.xyxx, l(0.100000, 0.100000, 0.000000, 0.000000), r5.xyxx
mad r3.yz, r4.zzwz, l(0.000000, 0.100000, 0.100000, 0.000000), r5.zzwz
mad r4.zw, r4.zzzw, l(0.000000, 0.000000, 0.100000, 0.100000), r6.zzzw
mad r4.xy, r4.xyxx, l(0.100000, 0.100000, 0.000000, 0.000000), r6.xyxx
sample_l_indexable(texture2d)(float,float,float,float) r2.z, r4.xyxx, t2.xzyw, s0, r2.w
sample_l_indexable(texture2d)(float,float,float,float) r3.w, r4.zwzz, t2.xzwy, s0, r2.w
sample_l_indexable(texture2d)(float,float,float,float) r3.y, r3.yzyy, t2.xyzw, s0, r2.w
sample_l_indexable(texture2d)(float,float,float,float) r2.x, r2.xyxx, t2.yxzw, s0, r2.w
dp3 r2.y, cb0[1].xyzx, r0.xyzx
mul r2.x, |r2.y|, r2.x
mul r2.y, |r2.y|, r3.y
mad r2.x, r2.x, r2.y, r3.x
dp3 r2.y, cb0[3].xyzx, r0.xyzx
dp3 r0.x, -cb0[1].xyzx, r0.xyzx
mad r0.x, r0.x, cb0[1].w, -cb0[2].w
mad_sat r0.x, r0.x, l(0.500000), l(0.500000)
mul r0.y, |r2.y|, r2.z
mul r0.z, |r2.y|, r3.w
mad r0.y, r0.y, r0.z, r2.x
add r0.y, r0.y, l(-0.050000)
max r0.y, r0.y, l(0.000000)
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, cb0[3].w
mul r0.y, r0.y, l(8.000000)
mul r2.xyzw, r0.yyyy, v1.xyzw
mul r2.xyzw, r0.xxxx, r2.xyzw
mul r0.xyzw, r0.wwww, r2.xyzw
max r1.y, |r1.y|, |r1.z|
max r1.y, |r1.w|, r1.y
mul r1.y, r1.y, r1.y
lt r1.y, l(1.000000), r1.y
movc r0.xyzw, r1.yyyy, l(0,0,0,0), r0.xyzw
mul o0.xyz, r1.xxxx, r0.xyzx
mov o0.w, r0.w
ret
// Approximately 95 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Thu Dec 28 16:25:12 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[37] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[8] : 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,
//   float4 v4 : TEXCOORD3,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r1.yz = v0.xy * cb2[9].xy + cb2[9].zw;
//   r0.zw = v0.xy * cb2[7].xy + cb2[7].zw;
//   r1.w = t1.SampleLevel(s3_s_s, r0.zw, 0).x;
//   r2.xy = r1.ww * cb2[8].xy + cb2[8].zw;
//   r1.w = r2.x / -r2.y;
//   r0.y = r0.y / r1.w;
//   r0.y = 1 + -r0.y;
//   r0.x = r0.x * r0.y;
//   r0.x = r0.x / cb2[30].x;
//   r1.x = r1.y + -r0.x;
//   r2.xy = r1.xz * abs(r1.ww);
//   r2.z = -abs(r1.w);
//   r2.w = 1;
//   r1.y = dot(r2.xyzw, v2.xyzw);
//   r1.z = dot(r2.xyzw, v4.xyzw);
//   r1.x = dot(r2.xyzw, v3.xyzw);
//   r3.xyz = cmp(abs(r1.zyx) < float3(1,1,1));
//   r0.x = cmp((int)r3.x == 0);
//   r0.x = r3.y ? r0.x : -1;
//   r0.x = r3.z ? r0.x : -1;
//   if (r0.x != 0) discard;
//   r0.xyz = t0.SampleLevel(s2_s_s, r0.zw, 0).xyz;
//   r0.xyz = r0.xyz * float3(2,2,2) + float3(-1,-1,-1);
//   r1.yzw = float3(0.100000001,0.100000001,0.100000001) * r1.xyz;
//   r0.w = cmp(0 < r1.x);
//   r0.w = r0.w ? 1.000000 : 0;
//   r3.x = dot(r2.xyzw, cb2[10].xyzw);
//   r3.y = dot(r2.xyzw, cb2[11].xyzw);
//   r3.z = dot(r2.xyzw, cb2[12].xyzw);
//   r1.x = dot(r2.xyz, r2.xyz);
//   r1.x = sqrt(r1.x);
//   r1.x = cb0[7].x * r1.x;
//   r1.x = exp2(r1.x);
//   r2.xyz = r3.xyz * cb0[0].www + cb0[0].xyz;
//   r3.xyzw = r2.yzyz * cb0[5].xxzz + cb0[5].yyww;
//   r4.xy = float2(0.200000003,0.200000003) * r2.xy;
//   r4.zw = float2(0.5,0.600000024) * cb2[16].xx;
//   sincos(r4.zw, r5.xy, r6.xy);
//   r5.xw = r5.xy;
//   r5.yz = r6.xy;
//   r4.xyzw = r5.xyzw * float4(0.100000001,0.100000001,0.100000001,0.100000001) + r4.xyxy;
//   r4.xy = t3.Sample(s1_s_s, r4.xy).yw;
//   r4.xy = r4.xy * float2(2,2) + float2(-1,-1);
//   r3.xy = r4.xy * float2(0.100000001,0.100000001) + r3.xy;
//   r2.w = 25 * abs(r1.y);
//   r3.x = t2.SampleLevel(s0_s_s, r3.xy, r2.w).y;
//   r3.y = dot(r0.xyz, r0.xyz);
//   r3.y = rsqrt(r3.y);
//   r0.xyz = r3.yyy * r0.xyz;
//   r3.y = dot(cb0[2].xyz, r0.xyz);
//   r3.x = r3.x * abs(r3.y);
//   r4.zw = t3.Sample(s1_s_s, r4.zw).yw;
//   r4.zw = r4.zw * float2(2,2) + float2(-1,-1);
//   r3.zw = r4.zw * float2(0.100000001,0.100000001) + r3.zw;
//   r3.z = t2.SampleLevel(s0_s_s, r3.zw, r2.w).y;
//   r3.y = r3.z * abs(r3.y);
//   r3.x = r3.x * r3.y;
//   r5.xyzw = r2.xzxz * cb0[4].xxzz + cb0[4].yyww;
//   r6.xyzw = r2.xyxy * cb0[6].xxzz + cb0[6].yyww;
//   r2.xy = r4.xy * float2(0.100000001,0.100000001) + r5.xy;
//   r3.yz = r4.zw * float2(0.100000001,0.100000001) + r5.zw;
//   r4.zw = r4.zw * float2(0.100000001,0.100000001) + r6.zw;
//   r4.xy = r4.xy * float2(0.100000001,0.100000001) + r6.xy;
//   r2.z = t2.SampleLevel(s0_s_s, r4.xy, r2.w).y;
//   r3.w = t2.SampleLevel(s0_s_s, r4.zw, r2.w).y;
//   r3.y = t2.SampleLevel(s0_s_s, r3.yz, r2.w).y;
//   r2.x = t2.SampleLevel(s0_s_s, r2.xy, r2.w).y;
//   r2.y = dot(cb0[1].xyz, r0.xyz);
//   r2.x = r2.x * abs(r2.y);
//   r2.y = r3.y * abs(r2.y);
//   r2.x = r2.x * r2.y + r3.x;
//   r2.y = dot(cb0[3].xyz, r0.xyz);
//   r0.x = dot(-cb0[1].xyz, r0.xyz);
//   r0.x = r0.x * cb0[1].w + -cb0[2].w;
//   r0.x = saturate(r0.x * 0.5 + 0.5);
//   r0.y = r2.z * abs(r2.y);
//   r0.z = r3.w * abs(r2.y);
//   r0.y = r0.y * r0.z + r2.x;
//   r0.y = -0.0500000007 + r0.y;
//   r0.y = max(0, r0.y);
//   r0.y = r0.y * r0.y;
//   r0.y = cb0[3].w * r0.y;
//   r0.y = 8 * r0.y;
//   r2.xyzw = v1.xyzw * r0.yyyy;
//   r2.xyzw = r2.xyzw * r0.xxxx;
//   r0.xyzw = r2.xyzw * r0.wwww;
//   r1.y = max(abs(r1.z), abs(r1.y));
//   r1.y = max(r1.y, abs(r1.w));
//   r1.y = r1.y * r1.y;
//   r1.y = cmp(1 < r1.y);
//   r0.xyzw = r1.yyyy ? float4(0,0,0,0) : r0.xyzw;
//   o0.xyz = r0.xyz * r1.xxx;
//   o0.w = r0.w;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
