// 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[12];                    // Index:    0-11             Components:    48
//
// }
//
//
// 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[12], 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 6
ld_indexable(buffer)(float,float,float,float) r5.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o2.x, r5.z
ld_indexable(texture1d)(float,float,float,float) r0.x, l(11, 0, 0, 0), t120.xyzw
eq r0.x, r0.x, l(1.000000)
ld_indexable(texture1d)(float,float,float,float) r0.y, l(10, 0, 0, 0), t120.yxzw
lt r0.z, l(0.000000), cb0[7].x
dp4 r1.x, v0.xyzw, cb0[8].xyzw
dp4 r1.y, v0.xyzw, cb0[9].xyzw
dp4 r1.z, v0.xyzw, cb0[10].xyzw
dp4 r1.w, v0.xyzw, cb0[11].xyzw
dp4 r2.x, v0.xyzw, cb0[1].xyzw
dp4 r2.y, v0.xyzw, cb0[2].xyzw
dp4 r2.z, v0.xyzw, cb0[3].xyzw
dp4 r2.w, v0.xyzw, cb0[4].xyzw
movc r1.xyzw, r0.zzzz, r1.xyzw, r2.xyzw
ld_indexable(buffer)(float,float,float,float) r0.zw, l(0, 0, 0, 0), t125.zwxy
mul r2.x, r1.w, r0.z
mad r0.y, r2.x, r0.y, r1.x
movc r0.x, r0.x, r0.y, r1.x
ne r0.y, r1.w, l(1.000000)
lt r2.x, r1.w, l(20.000000)
and r0.y, r0.y, r2.x
add r0.w, -r0.w, r1.w
mad r0.z, r0.z, r0.w, r1.x
mov r3.yzw, r1.yyzw
movc r3.x, r0.y, r0.z, r0.x
add o1.zw, v1.xxxy, cb0[6].xxxy
mov r0.xy, v2.xyxx
mov r0.z, l(1.000000)
dp3 o1.x, r0.xyzx, cb0[0].xywx
dp3 o1.y, r0.xyzx, cb0[5].xywx
add r4.x, -r5.y, r3.w
mul r4.y, r5.x, r5.w
mad r4.x, r4.x, r4.y, r3.x
ne r4.y, l(1.000000), r3.w
movc r3.x, r4.y, r4.x, r3.x
mov o0.xyzw, r3.xyzw
ret
// Approximately 30 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[12] : 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,r5;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r5.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o2.x = r5.z;
//   r0.x = IniParams.Load(float4(11,0,0,0)).x;
//   r0.x = cmp(r0.x == 1.000000);
//   r0.y = IniParams.Load(float4(10,0,0,0)).x;
//   r0.z = cmp(0 < cb0[7].x);
//   r1.x = dot(v0.xyzw, cb0[8].xyzw);
//   r1.y = dot(v0.xyzw, cb0[9].xyzw);
//   r1.z = dot(v0.xyzw, cb0[10].xyzw);
//   r1.w = dot(v0.xyzw, cb0[11].xyzw);
//   r2.x = dot(v0.xyzw, cb0[1].xyzw);
//   r2.y = dot(v0.xyzw, cb0[2].xyzw);
//   r2.z = dot(v0.xyzw, cb0[3].xyzw);
//   r2.w = dot(v0.xyzw, cb0[4].xyzw);
//   r1.xyzw = r0.zzzz ? r1.xyzw : r2.xyzw;
//   r0.zw = StereoParams.Load(float4(0,0,0,0)).xy;
//   r2.x = r0.z * r1.w;
//   r0.y = r2.x * r0.y + r1.x;
//   r0.x = r0.x ? r0.y : r1.x;
//   r0.y = cmp(r1.w != 1.000000);
//   r2.x = cmp(r1.w < 20);
//   r0.y = r0.y ? r2.x : 0;
//   r0.w = r1.w + -r0.w;
//   r0.z = r0.z * r0.w + r1.x;
//   r3.yzw = r1.yzw;
//   r3.x = r0.y ? r0.z : r0.x;
//   o1.zw = cb0[6].xy + v1.xy;
//   r0.xy = v2.xy;
//   r0.z = 1;
//   o1.x = dot(r0.xyz, cb0[0].xyw);
//   o1.y = dot(r0.xyz, cb0[5].xyw);
//   r4.x = r3.w + -r5.y;
//   r4.y = r5.w * r5.x;
//   r4.x = r4.x * r4.y + r3.x;
//   r4.y = cmp(1.000000 != r3.w);
//   r3.x = r4.y ? r4.x : r3.x;
//   o0.xyzw = r3.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
