// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.182 on Sat Jun 10 23:52:08 2023
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[29];                    // Index:    0-28             Components:   116
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[13];                    // Index:    0-12             Components:    52
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[135];                   // Index:    0-134            Components:   540
//
// }
//
//
// 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          3d    1        1
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
// cb1                               cbuffer      NA          NA    1        1
// cb2                               cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// SV_POSITION              0   xyzw        1      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 CB2[29], immediateIndexed
dcl_constantbuffer CB1[13], immediateIndexed
dcl_constantbuffer CB0[135], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture3d (float,float,float,float) t1
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear v0.xy
dcl_input_ps_siv linear noperspective v1.xy, position
dcl_output o0.xyzw
dcl_temps 4
sample_l_indexable(texture2d)(float,float,float,float) r0.x, v0.xyxx, t0.xyzw, s0, l(0.000000)
mad r0.y, r0.x, cb0[65].z, -cb0[65].w
mad r0.x, r0.x, cb0[65].x, cb0[65].y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
add r0.x, r0.y, r0.x
add r0.x, r0.x, -cb1[12].w
div r0.x, r0.x, cb2[28].w
rsq r0.x, r0.x
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
itof r0.y, cb2[27].z
mul r0.z, r0.y, r0.x
ld_indexable(buffer)(float,float,float,float) r0.w, l(0, 0, 0, 0), t125.yzwx
mul r0.w, r0.w, cb0[134].x
add r1.yz, v1.xxyx, -cb0[133].xxyx
mad r1.x, -r0.w, l(0.500000), r1.y
div r1.xy, r1.xzxx, cb0[134].xyxx
mad r1.xy, r1.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mad r0.xy, r1.xyxx, cb2[26].xyxx, cb2[26].xyxx
dp2 r0.w, v1.xyxx, l(0.0671105608, 0.00583714992, 0.000000, 0.000000)
frc r0.w, r0.w
mul r0.w, r0.w, l(52.982918)
frc r0.w, r0.w
mul r0.w, r0.w, l(6.283180)
sincos r1.x, r2.x, r0.w
mov r3.z, r2.x
mov r3.y, r1.x
mov r3.x, -r2.x
dp2 r1.x, l(0.353550, -0.353550, 0.000000, 0.000000), r3.xyxx
dp2 r1.y, l(0.353550, -0.353550, 0.000000, 0.000000), r3.yzyy
add r0.xyz, r0.xyzx, r1.xyxx
mul r0.xyz, r0.xyzx, cb2[28].xyzx
sample_l_indexable(texture3d)(float,float,float,float) o0.xyzw, r0.xyzx, t1.xyzw, s1, l(0.000000)
ret
// Approximately 33 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.182 on Sat Jun 10 23:52:08 2023
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[29] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[13] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[135] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// Texture2D<float4> t0 : register(t0);
// Texture3D<float4> t1 : register(t1);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float2 v0 : TEXCOORD0,
//   float4 v1 : SV_POSITION0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = t0.SampleLevel(s0_s_s, v0.xy, 0).x;
//   r0.y = r0.x * cb0[65].z + -cb0[65].w;
//   r0.x = r0.x * cb0[65].x + cb0[65].y;
//   r0.y = 1 / r0.y;
//   r0.x = r0.x + r0.y;
//   r0.x = -cb1[12].w + r0.x;
//   r0.x = r0.x / cb2[28].w;
//   r0.x = rsqrt(r0.x);
//   r0.x = 1 / r0.x;
//   r0.y = asint(cb2[27].z);
//   r0.z = r0.x * r0.y;
//   r0.w = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.w = cb0[134].x * r0.w;
//   r1.yz = -cb0[133].xy + v1.xy;
//   r1.x = -r0.w * 0.5 + r1.y;
//   r1.xy = r1.xz / cb0[134].xy;
//   r1.xy = r1.xy * float2(2,-2) + float2(-1,1);
//   r0.xy = r1.xy * cb2[26].xy + cb2[26].xy;
//   r0.w = dot(v1.xy, float2(0.0671105608,0.00583714992));
//   r0.w = frac(r0.w);
//   r0.w = 52.9829178 * r0.w;
//   r0.w = frac(r0.w);
//   r0.w = 6.28318024 * r0.w;
//   sincos(r0.w, r1.x, r2.x);
//   r3.z = r2.x;
//   r3.y = r1.x;
//   r3.x = -r2.x;
//   r1.x = dot(float2(0.353549987,-0.353549987), r3.xy);
//   r1.y = dot(float2(0.353549987,-0.353549987), r3.yz);
//   r0.xyz = r1.xyx + r0.xyz;
//   r0.xyz = cb2[28].xyz * r0.xyz;
//   o0.xyzw = t1.SampleLevel(s1_s_s, r0.xyz, 0).xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
