// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.182 on Thu Jun 15 19:12:21 2023
//
//
// Buffer Definitions:
//
// cbuffer cb1
// {
//
//   float4 cb1[136];                   // Index:    0-135            Components:   544
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[33];                    // Index:    0-32             Components:   132
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s1_s                              sampler      NA          NA    1        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
// cb1                               cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
//
//
// 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 CB1[136], immediateIndexed
dcl_constantbuffer CB0[33], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, 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_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 4
mad r0.xy, cb1[135].zwzz, v0.xyxx, -cb1[66].wzww
div r0.xy, r0.xyxx, cb1[66].xyxx
mul r0.zw, v0.xxxy, cb1[135].zzzw
sample_l_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t2.yzxw, s1, l(0.000000)
mad r0.w, r0.z, cb1[65].z, -cb1[65].w
mad r0.z, r0.z, cb1[65].x, cb1[65].y
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
add r0.z, r0.w, r0.z
mul r0.xy, r0.zzzz, r0.xyxx
ld_indexable(buffer)(float,float,float,float) r1.xy, l(0, 0, 0, 0), t125.xyzw
add r0.w, r0.z, -r1.y
mad r0.x, -r1.x, r0.w, r0.x
mul r1.xyzw, r0.yyyy, cb0[30].xyzw
mad r1.xyzw, r0.xxxx, cb0[29].xyzw, r1.xyzw
mad r0.xyzw, r0.zzzz, cb0[31].xyzw, r1.xyzw
add r0.xyzw, r0.xyzw, cb0[32].xyzw
div r0.xy, r0.xyxx, r0.wwww
sample_l_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.xyw, r0.xyxx, t1.yzxw, s0, l(0.000000)
mul r1.x, r0.z, r1.x
mul r2.xyz, r0.zzzz, l(6.28318548, 12.566371, 18.849556, 0.000000)
add r0.z, r0.z, -cb0[28].x
mul_sat r0.z, r0.z, cb0[28].y
add r0.z, -r0.z, l(1.000000)
mul r0.z, r0.z, cb0[26].y
sincos r2.xyz, r3.xyz, r2.xyzx
mul r1.yzw, r1.yyzw, r2.xxyz
add r2.xyz, -r3.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r0.xyw, r0.xyxw, r2.xyxz
mul r0.xyw, r0.xyxw, l(0.156687468, 0.0747561157, 0.000000, 0.0460920706)
dp3 r0.x, r0.xywx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r1.yzw, r1.yyzw, l(0.000000, 0.156687468, 0.0747561157, 0.0460920706)
dp3 r0.y, r1.yzwy, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r0.y, r1.x, l(0.500000), r0.y
add r0.x, r0.x, r0.y
mul r0.x, r0.x, l(-1.442695)
exp r0.x, r0.x
min r0.x, r0.x, l(1.000000)
add r0.x, r0.x, l(-0.500000)
mad_sat r0.x, r0.x, cb0[26].z, l(0.500000)
mad r0.x, r0.x, r0.x, l(-1.000000)
mad r0.x, r0.z, r0.x, l(1.000000)
sqrt o0.xz, r0.xxxx
mov o0.yw, l(0,1.000000,0,1.000000)
ret
// Approximately 45 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.182 on Thu Jun 15 19:12:21 2023
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[136] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[33] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// 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,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = cb1[135].zw * v0.xy + -cb1[66].wz;
//   r0.xy = r0.xy / cb1[66].xy;
//   r0.zw = cb1[135].zw * v0.xy;
//   r0.z = t2.SampleLevel(s1_s_s, r0.zw, 0).x;
//   r0.w = r0.z * cb1[65].z + -cb1[65].w;
//   r0.z = r0.z * cb1[65].x + cb1[65].y;
//   r0.w = 1 / r0.w;
//   r0.z = r0.z + r0.w;
//   r0.xy = r0.xy * r0.zz;
//   r1.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.w = -r1.y + r0.z;
//   r0.x = -r1.x * r0.w + r0.x;
//   r1.xyzw = cb0[30].xyzw * r0.yyyy;
//   r1.xyzw = r0.xxxx * cb0[29].xyzw + r1.xyzw;
//   r0.xyzw = r0.zzzz * cb0[31].xyzw + r1.xyzw;
//   r0.xyzw = cb0[32].xyzw + r0.xyzw;
//   r0.xy = r0.xy / r0.ww;
//   r1.xyzw = t0.SampleLevel(s0_s_s, r0.xy, 0).xyzw;
//   r0.xyw = t1.SampleLevel(s0_s_s, r0.xy, 0).yzw;
//   r1.x = r1.x * r0.z;
//   r2.xyz = float3(6.28318548,12.566371,18.849556) * r0.zzz;
//   r0.z = -cb0[28].x + r0.z;
//   r0.z = saturate(cb0[28].y * r0.z);
//   r0.z = 1 + -r0.z;
//   r0.z = cb0[26].y * r0.z;
//   sincos(r2.xyz, r2.xyz, r3.xyz);
//   r1.yzw = r2.xyz * r1.yzw;
//   r2.xyz = float3(1,1,1) + -r3.xyz;
//   r0.xyw = r2.xyz * r0.xyw;
//   r0.xyw = float3(0.156687468,0.0747561157,0.0460920706) * r0.xyw;
//   r0.x = dot(r0.xyw, float3(1,1,1));
//   r1.yzw = float3(0.156687468,0.0747561157,0.0460920706) * r1.yzw;
//   r0.y = dot(r1.yzw, float3(1,1,1));
//   r0.y = r1.x * 0.5 + r0.y;
//   r0.x = r0.y + r0.x;
//   r0.x = -1.44269502 * r0.x;
//   r0.x = exp2(r0.x);
//   r0.x = min(1, r0.x);
//   r0.x = -0.5 + r0.x;
//   r0.x = saturate(r0.x * cb0[26].z + 0.5);
//   r0.x = r0.x * r0.x + -1;
//   r0.x = r0.z * r0.x + 1;
//   o0.xz = sqrt(r0.xx);
//   o0.yw = float2(1,1);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
