// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789
//
//   using 3Dmigoto v0.6.198 on Wed May 28 00:41:38 2025
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[57];                    // Index:    0-56             Components:   228
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0;                        // Index:    0.xyzw           Components:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture   uint4          2d    0        1
// t1                                texture  float4          2d    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
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   xyzw        1     NONE   float   xyzw
// ATTRIBUTE                2   xyzw        2     NONE   float   xyzw
// ATTRIBUTE                3   xyzw        3     NONE   float   xyzw
// ATTRIBUTE                4   xy          4     NONE   float   xy
// ATTRIBUTE                5   xy          5     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// TEXCOORD                 2   xyzw        2     NONE   float   xyzw
// TEXCOORD                 3   xyzw        3     NONE   float   xyzw
// SV_POSITION              0   xyzw        4      POS   float   xyzw
// P                        0   x           5  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o5.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB1[57], immediateIndexed
dcl_constantbuffer CB0[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (uint,uint,uint,uint) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_input v3.xyzw
dcl_input v4.xy
dcl_input v5.xy
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output_siv o4.xyzw, position
dcl_temps 8
ld_indexable(buffer)(float,float,float,float) r7.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o5.x, r7.z
mad r0.xy, v5.xyxx, cb0[0].xyxx, v4.xyxx
mad r5.xy, r0.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
lt r0.x, v0.w, l(0.000000)
if_nz r0.x
  ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
  add r1.xyz, v0.xyzx, cb1[56].xyzx
  mul r2.xyz, r1.yyyy, cb1[1].xywx
  mad r1.xyw, r1.xxxx, cb1[0].xyxw, r2.xyxz
  mad r1.xyz, r1.zzzz, cb1[2].xywx, r1.xywx
  add r1.xyz, r1.xyzx, cb1[3].xywx
  div r0.zw, r1.xxxy, r1.zzzz
  lt r1.xy, |r0.zwzz|, l(1.000000, 1.000000, 0.000000, 0.000000)
  and r1.x, r1.y, r1.x
  mad r1.yw, r0.zzzw, cb1[52].xxxy, cb1[52].wwwz
  sample_l_indexable(texture2d)(float,float,float,float) r2.x, r1.ywyy, t1.xyzw, s0, l(0.000000)
  mul r2.x, r2.x, r2.x
  mad r2.x, r2.x, cb1[51].z, -cb1[51].w
  div r2.x, l(1.000000, 1.000000, 1.000000, 1.000000), r2.x
  mad r1.yw, r1.yyyw, cb2[3].xxxy, l(0.000000, 0.500000, 0.000000, 0.500000)
  round_z r1.yw, r1.yyyw
  ftoi r3.xy, r1.ywyy
  mov r3.zw, l(0,0,0,0)
  ld_indexable(texture2d)(uint,uint,uint,uint) r1.y, r3.xyzw, t0.yxzw
  utof r1.w, r1.y
  ftoi r1.w, r1.w
  and r1.w, r1.w, l(1023)
  itof r1.w, r1.w
  ubfe r3.y, l(10), l(10), r1.y
  ftou r3.x, r1.w
  utof r1.yw, r3.xxxy
  mad r1.yw, r1.yyyw, l(0.000000, 0.00195503421, 0.000000, 0.00195503421), l(0.000000, -1.000000, 0.000000, -1.000000)
  dp2 r2.y, l(1.000000, 1.000000, 0.000000, 0.000000), |r1.ywyy|
  add r3.z, -r2.y, l(1.000000)
  add r2.yz, -|r1.wwyw|, l(0.000000, 1.000000, 1.000000, 0.000000)
  ge r4.xy, r1.ywyy, l(0.000000, 0.000000, 0.000000, 0.000000)
  movc r2.yz, r4.xxyx, r2.yyzy, -r2.yyzy
  lt r2.w, r3.z, l(0.000000)
  movc r3.xy, r2.wwww, r2.yzyy, r1.ywyy
  dp3 r1.y, r3.xyzx, r3.xyzx
  rsq r1.y, r1.y
  mul r3.z, r1.y, r3.z
  add r3.y, r1.z, -r2.x
  mul r0.zw, r0.zzzw, r2.xxxx
  add r0.y, -r0.y, r2.x
  mad r0.x, -r0.x, r0.y, r0.z
  mul r4.xyzw, r0.wwww, cb1[41].xyzw
  mad r0.xyzw, r0.xxxx, cb1[40].xyzw, r4.xyzw
  mad r0.xyzw, r2.xxxx, cb1[42].xyzw, r0.xyzw
  add r0.xyzw, r0.xyzw, cb1[43].xyzw
  div r0.xyz, r0.xyzx, r0.wwww
  movc o0.xyz, r1.xxxx, r0.xyzx, v0.xyzx
  add r3.x, v0.w, l(100.000000)
  mov r0.x, v0.w
  mov r0.yz, l(0,801.000000,-1.000000,0)
  movc r0.xyz, r1.xxxx, r3.xyzx, r0.xyzx
  lt r0.y, l(800.000000), r0.y
  lt r0.z, r0.z, l(0.500000)
  or r0.y, r0.y, r0.z
  itof r0.y, r0.y
  ne r0.y, l(0.000000, 0.000000, 0.000000, 0.000000), r0.y
  movc o0.w, r0.y, l(1.100000), r0.x
else
  mov o0.xyzw, v0.xyzw
endif
mov o1.xyzw, v1.xyzw
mov o2.xyzw, v2.xyzw
mov o3.xyzw, v3.xyzw
mov r5.zw, l(0,0,0,1.000000)
add r6.x, -r7.y, r5.w
mul r6.y, r7.x, r7.w
mad r6.x, r6.x, r6.y, r5.x
ne r6.y, l(1.000000), r5.w
movc r5.x, r6.y, r6.x, r5.x
mov o4.xyzw, r5.xyzw
ret
// Approximately 69 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Wed May 28 00:41:38 2025
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[4] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[57] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0 : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// Texture2D<uint4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : ATTRIBUTE0,
//   float4 v1 : ATTRIBUTE1,
//   float4 v2 : ATTRIBUTE2,
//   float4 v3 : ATTRIBUTE3,
//   float2 v4 : ATTRIBUTE4,
//   float2 v5 : ATTRIBUTE5,
//   out float4 o0 : TEXCOORD0,
//   out float4 o1 : TEXCOORD1,
//   out float4 o2 : TEXCOORD2,
//   out float4 o3 : TEXCOORD3,
//   out float4 o4 : SV_POSITION0,
//   out uint o5 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r7.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o5.x = r7.z;
//   r0.xy = v5.xy * cb0.xy + v4.xy;
//   r5.xy = r0.xy * float2(2,-2) + float2(-1,1);
//   r0.x = cmp(v0.w < 0);
//   if (r0.x != 0) {
//     r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//     r1.xyz = cb1[56].xyz + v0.xyz;
//     r2.xyz = cb1[1].xyw * r1.yyy;
//     r1.xyw = r1.xxx * cb1[0].xyw + r2.xyz;
//     r1.xyz = r1.zzz * cb1[2].xyw + r1.xyw;
//     r1.xyz = cb1[3].xyw + r1.xyz;
//     r0.zw = r1.xy / r1.zz;
//     r1.xy = cmp(abs(r0.zw) < float2(1,1));
//     r1.x = r1.y ? r1.x : 0;
//     r1.yw = r0.zw * cb1[52].xy + cb1[52].wz;
//     r2.x = t1.SampleLevel(s0_s_s, r1.yw, 0).x;
//     r2.x = r2.x * r2.x;
//     r2.x = r2.x * cb1[51].z + -cb1[51].w;
//     r2.x = 1 / r2.x;
//     r1.yw = r1.yw * cb2[3].xy + float2(0.5,0.5);
//     r1.yw = trunc(r1.yw);
//     r3.xy = (int2)r1.yw;
//     r3.zw = float2(0,0);
//     r1.y = t0.Load(r3.xyz).x;
//     r1.w = (uint)r1.y;
//     r1.w = (int)r1.w;
//     r1.w = (int)r1.w & 1023;
//     r1.w = (int)r1.w;
//     if (10 == 0) r3.y = 0; else if (10+10 < 32) {     r3.y = (uint)r1.y << (32-(10 + 10)); r3.y = (uint)r3.y >> (32-10);    } else r3.y = (uint)r1.y >> 10;
//     r3.x = (uint)r1.w;
//     r1.yw = (uint2)r3.xy;
//     r1.yw = r1.yw * float2(0.00195503421,0.00195503421) + float2(-1,-1);
//     r2.y = dot(float2(1,1), abs(r1.yw));
//     r3.z = 1 + -r2.y;
//     r2.yz = float2(1,1) + -abs(r1.wy);
//     r4.xy = cmp(r1.yw >= float2(0,0));
//     r2.yz = r4.xy ? r2.yz : -r2.yz;
//     r2.w = cmp(r3.z < 0);
//     r3.xy = r2.ww ? r2.yz : r1.yw;
//     r1.y = dot(r3.xyz, r3.xyz);
//     r1.y = rsqrt(r1.y);
//     r3.z = r3.z * r1.y;
//     r3.y = -r2.x + r1.z;
//     r0.zw = r2.xx * r0.zw;
//     r0.y = r2.x + -r0.y;
//     r0.x = -r0.x * r0.y + r0.z;
//     r4.xyzw = cb1[41].xyzw * r0.wwww;
//     r0.xyzw = r0.xxxx * cb1[40].xyzw + r4.xyzw;
//     r0.xyzw = r2.xxxx * cb1[42].xyzw + r0.xyzw;
//     r0.xyzw = cb1[43].xyzw + r0.xyzw;
//     r0.xyz = r0.xyz / r0.www;
//     o0.xyz = r1.xxx ? r0.xyz : v0.xyz;
//     r3.x = 100 + v0.w;
//     r0.x = v0.w;
//     r0.yz = float2(801,-1);
//     r0.xyz = r1.xxx ? r3.xyz : r0.xyz;
//     r0.y = cmp(800 < r0.y);
//     r0.z = cmp(r0.z < 0.5);
//     r0.y = (int)r0.y | (int)r0.z;
//     r0.y = (int)r0.y;
//     r0.y = cmp(0 != r0.y);
//     o0.w = r0.y ? 1.10000002 : r0.x;
//   } else {
//     o0.xyzw = v0.xyzw;
//   }
//   o1.xyzw = v1.xyzw;
//   o2.xyzw = v2.xyzw;
//   o3.xyzw = v3.xyzw;
//   r5.zw = float2(0,1);
//   r6.x = r5.w + -r7.y;
//   r6.y = r7.w * r7.x;
//   r6.x = r6.x * r6.y + r5.x;
//   r6.y = cmp(1.000000 != r5.w);
//   r5.x = r6.y ? r6.x : r5.x;
//   o4.xyzw = r5.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
