// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sun Dec 31 13:19:54 2023
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// 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   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// P                        0   x           2  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o2.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[4], immediateIndexed
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_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_temps 5
ld_indexable(buffer)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o2.x, r4.z
dp4 r0.x, v0.xyzw, cb0[3].xyzw
ne r0.y, r0.x, l(1.000000)
lt r0.z, r0.x, l(20.000000)
and r0.y, r0.z, r0.y
ld_indexable(texture1d)(float,float,float,float) r0.z, l(11, 0, 0, 0), t120.yzxw
eq r0.z, r0.z, l(1.000000)
ld_indexable(texture1d)(float,float,float,float) r0.w, l(10, 0, 0, 0), t120.yzwx
ld_indexable(buffer)(float,float,float,float) r1.xy, l(0, 0, 0, 0), t125.xyzw
mul r1.z, r0.x, r1.x
dp4 r1.w, v0.xyzw, cb0[0].xyzw
mad r0.w, r1.z, r0.w, r1.w
movc r0.z, r0.z, r0.w, r1.w
add r0.w, r0.x, -r1.y
mad r0.w, r1.x, r0.w, r1.w
movc r2.x, r0.y, r0.w, r0.z
mov r2.w, r0.x
dp4 r2.y, v0.xyzw, cb0[1].xyzw
dp4 r2.z, v0.xyzw, cb0[2].xyzw
mov o1.xy, v2.xyxx
mov o1.zw, v1.xxxy
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 21 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Dec 31 13:19:54 2023
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[4] : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float4 v1 : TEXCOORD0,
//   float2 v2 : TEXCOORD1,
//   out float4 o0 : SV_Position0,
//   out float4 o1 : TEXCOORD0,
//   out uint o2 : P0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r4.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o2.x = r4.z;
//   r0.x = dot(v0.xyzw, cb0[3].xyzw);
//   r0.y = cmp(r0.x != 1.000000);
//   r0.z = cmp(r0.x < 20);
//   r0.y = r0.z ? r0.y : 0;
//   r0.z = IniParams.Load(float4(11,0,0,0)).x;
//   r0.z = cmp(r0.z == 1.000000);
//   r0.w = IniParams.Load(float4(10,0,0,0)).x;
//   r1.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r1.z = r1.x * r0.x;
//   r1.w = dot(v0.xyzw, cb0[0].xyzw);
//   r0.w = r1.z * r0.w + r1.w;
//   r0.z = r0.z ? r0.w : r1.w;
//   r0.w = -r1.y + r0.x;
//   r0.w = r1.x * r0.w + r1.w;
//   r2.x = r0.y ? r0.w : r0.z;
//   r2.w = r0.x;
//   r2.y = dot(v0.xyzw, cb0[1].xyzw);
//   r2.z = dot(v0.xyzw, cb0[2].xyzw);
//   o1.xy = v2.xy;
//   o1.zw = v1.xy;
//   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;
// }
/////////////////////////////////////////////////////////////////////////////
