// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sun Jun  1 19:13:17 2025
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[141];                   // Index:    0-140            Components:   564
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[54];                    // Index:    0-53             Components:   216
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[2];                     // Index:    0 1              Components:     8
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        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
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_immediateConstantBuffer { { -0.295000, 0, 0, 0},
                              { -0.324000, 0, 0, 0},
                              { 0.438000, 0, 0, 0},
                              { 0.749000, 0, 0, 0},
                              { 0.659000, 0, 0, 0},
                              { 0.998000, 0, 0, 0},
                              { -0.465000, 0, 0, 0},
                              { 0.881000, 0, 0, 0},
                              { 0.996000, 0, 0, 0},
                              { 0.862000, 0, 0, 0},
                              { -0.500000, 0, 0, 0},
                              { 0.996000, 0, 0, 0},
                              { -0.956000, 0, 0, 0},
                              { 0.252000, 0, 0, 0},
                              { 0.989000, 0, 0, 0},
                              { 0.206000, 0, 0, 0},
                              { -0.960000, 0, 0, 0},
                              { 0.982000, 0, 0, 0},
                              { 0.079000, 0, 0, 0},
                              { 0.346000, 0, 0, 0},
                              { 0.355000, 0, 0, 0},
                              { -0.921000, 0, 0, 0},
                              { -0.382000, 0, 0, 0},
                              { 0.997000, 0, 0, 0},
                              { 0.146000, 0, 0, 0},
                              { 0.971000, 0, 0, 0},
                              { 0.982000, 0, 0, 0},
                              { 0.599000, 0, 0, 0},
                              { 0.034000, 0, 0, 0},
                              { 0.600000, 0, 0, 0},
                              { -0.396000, 0, 0, 0},
                              { -0.900000, 0, 0, 0},
                              { 0.984000, 0, 0, 0},
                              { 0.291000, 0, 0, 0},
                              { -0.423000, 0, 0, 0},
                              { 0.513000, 0, 0, 0} }
dcl_constantbuffer CB2[141], immediateIndexed
dcl_constantbuffer CB1[54], immediateIndexed
dcl_constantbuffer CB0[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v0.xy
dcl_output o0.xyzw
dcl_temps 3
add r0.xy, -cb0[0].xyxx, cb0[1].xyxx
mad r0.zw, v0.xxxy, r0.xxxy, cb0[0].xxxy
add r1.xy, -r0.zwzz, cb1[53].xyxx
dp2 r1.x, r1.xyxx, r1.xyxx
dp2 r0.x, r0.xyxx, r0.xyxx
div r0.x, r1.x, r0.x
mul r1.x, cb2[138].y, cb2[140].w
mul r1.y, cb2[138].y, cb2[139].w
mad r0.yz, r0.zzwz, cb2[138].yyyy, -r1.xxyx
add r1.xy, |r0.yzyy|, l(1.000000, 1.000000, 0.000000, 0.000000)
div r0.yz, r0.yyzy, r1.xxyx
mad r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000), l(0.000000, 0.500000, 0.500000, 0.000000)
mov r1.xw, l(0,0,0,0)
mov r0.w, l(0)
loop
  ftoi r1.y, r0.w
  ige r1.z, r1.y, l(12)
  if_nz r1.z
    break
  endif
  imul null, r1.z, r1.y, l(3)
  itof r1.z, r1.z
  ftou r2.x, r1.z
  add r1.z, r1.z, l(1.000000)
  ftou r1.z, r1.z
  mov r2.x, icb[r2.x + 0].x
  mov r2.y, icb[r1.z + 0].x
  mad r2.xy, r2.xyxx, l(0.00781250000, 0.00781250000, 0.000000, 0.000000), r0.yzyy
  sample_l_indexable(texture2d)(float,float,float,float) r2.xy, r2.xyxx, t0.zwxy, s0, l(0.000000)
  add r1.xw, r1.xxxw, r2.yyyx
  iadd r1.y, r1.y, l(1)
  itof r0.w, r1.y
endloop
mul r0.yz, r1.xxwx, l(0.000000, 0.0833333358, 0.0833333358, 0.000000)
mad_sat r0.x, r0.x, l(-16.000000), l(2.000000)
mul o0.xw, r0.xxxx, r0.yyyz
mov o0.yz, l(0,0,0,0)
ret
// Approximately 38 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sun Jun  1 19:13:17 2025
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[141] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[54] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[2] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// Texture2D<float4> t0 : register(t0);
//
//
// // 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)
// {
//   const float4 icb[] = { { -0.295000, 0, 0, 0},
//                               { -0.324000, 0, 0, 0},
//                               { 0.438000, 0, 0, 0},
//                               { 0.749000, 0, 0, 0},
//                               { 0.659000, 0, 0, 0},
//                               { 0.998000, 0, 0, 0},
//                               { -0.465000, 0, 0, 0},
//                               { 0.881000, 0, 0, 0},
//                               { 0.996000, 0, 0, 0},
//                               { 0.862000, 0, 0, 0},
//                               { -0.500000, 0, 0, 0},
//                               { 0.996000, 0, 0, 0},
//                               { -0.956000, 0, 0, 0},
//                               { 0.252000, 0, 0, 0},
//                               { 0.989000, 0, 0, 0},
//                               { 0.206000, 0, 0, 0},
//                               { -0.960000, 0, 0, 0},
//                               { 0.982000, 0, 0, 0},
//                               { 0.079000, 0, 0, 0},
//                               { 0.346000, 0, 0, 0},
//                               { 0.355000, 0, 0, 0},
//                               { -0.921000, 0, 0, 0},
//                               { -0.382000, 0, 0, 0},
//                               { 0.997000, 0, 0, 0},
//                               { 0.146000, 0, 0, 0},
//                               { 0.971000, 0, 0, 0},
//                               { 0.982000, 0, 0, 0},
//                               { 0.599000, 0, 0, 0},
//                               { 0.034000, 0, 0, 0},
//                               { 0.600000, 0, 0, 0},
//                               { -0.396000, 0, 0, 0},
//                               { -0.900000, 0, 0, 0},
//                               { 0.984000, 0, 0, 0},
//                               { 0.291000, 0, 0, 0},
//                               { -0.423000, 0, 0, 0},
//                               { 0.513000, 0, 0, 0} };
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = cb0[1].xy + -cb0[0].xy;
//   r0.zw = v0.xy * r0.xy + cb0[0].xy;
//   r1.xy = cb1[53].xy + -r0.zw;
//   r1.x = dot(r1.xy, r1.xy);
//   r0.x = dot(r0.xy, r0.xy);
//   r0.x = r1.x / r0.x;
//   r1.x = cb2[140].w * cb2[138].y;
//   r1.y = cb2[139].w * cb2[138].y;
//   r0.yz = r0.zw * cb2[138].yy + -r1.xy;
//   r1.xy = float2(1,1) + abs(r0.yz);
//   r0.yz = r0.yz / r1.xy;
//   r0.yz = r0.yz * float2(0.5,0.5) + float2(0.5,0.5);
//   r1.xw = float2(0,0);
//   r0.w = 0;
//   while (true) {
//     r1.y = (int)r0.w;
//     r1.z = cmp((int)r1.y >= 12);
//     if (r1.z != 0) {
//       break;
//     }
//     r1.z = (int)r1.y * 3;
//     r1.z = (int)r1.z;
//     r2.x = (uint)r1.z;
//     r1.z = 1 + r1.z;
//     r1.z = (uint)r1.z;
//     r2.x = icb[r2.x+0].x;
//     r2.y = icb[r1.z+0].x;
//     r2.xy = r2.xy * float2(0.0078125,0.0078125) + r0.yz;
//     r2.xy = t0.SampleLevel(s0_s_s, r2.xy, 0).zw;
//     r1.xw = r2.yx + r1.xw;
//     r1.y = (int)r1.y + 1;
//     r0.w = (int)r1.y;
//   }
//   r0.yz = float2(0.0833333358,0.0833333358) * r1.xw;
//   r0.x = saturate(r0.x * -16 + 2);
//   o0.xw = r0.yz * r0.xx;
//   o0.yz = float2(0,0);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
