// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sun Jun  1 22:41:08 2025
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[18];                    // Index:    0-17             Components:    72
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[53];                    // Index:    0-52             Components:   212
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[3];                     // Index:    0 1 2            Components:    12
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        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   xy          0     NONE   float
// ATTRIBUTE                1   xy          1     NONE   float   xy
// SV_InstanceID            0   x           2   INSTID    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xyzw        2     NONE   float   xy
// TEXCOORD                 2   xy          3     NONE   float   xy
// P                        0   x           4  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o4.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[18], immediateIndexed
dcl_constantbuffer CB1[53], immediateIndexed
dcl_constantbuffer CB0[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_buffer (float,float,float,float) t125
dcl_input v1.xy
dcl_input_sgv v2.x, instance_id
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xy
dcl_output o3.xy
dcl_temps 8
ld_indexable(buffer)(float,float,float,float) r7.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o4.x, r7.z
dp3 r0.x, cb0[0].xyzx, cb0[0].xyzx
sqrt r0.x, r0.x
add r0.x, r0.x, l(1.000000)
div r0.x, l(100.000000), r0.x
sqrt r0.x, r0.x
mul r0.yzw, cb1[1].xxyw, cb0[0].yyyy
mad r0.yzw, cb0[0].xxxx, cb1[0].xxyw, r0.yyzw
mad r0.yzw, cb0[0].zzzz, cb1[2].xxyw, r0.yyzw
add r1.yzw, r0.yyzw, cb1[3].xxyw
ld_indexable(buffer)(float,float,float,float) r0.yz, l(0, 0, 0, 0), t125.zxyw
add r0.w, -r0.z, r1.w
mad r1.x, r0.y, r0.w, r1.y
div r1.xy, r1.xzxx, r1.wwww
div r0.z, r0.z, r1.w
add r0.z, -r0.z, l(1.000000)
mad r1.xy, r1.xyxx, cb1[52].xyxx, cb1[52].wzww
add r1.xy, r1.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
dp2 r0.w, |r1.xyxx|, |r1.xyxx|
mul r0.w, r0.w, cb2[17].y
max r0.w, r0.w, l(1.000000)
mul r1.xy, r0.wwww, cb2[15].yxyy
mul r0.xw, r0.xxxx, r1.xxxy
mul r0.xw, r0.xxxw, v1.yyyx
add r1.x, cb0[1].y, cb0[1].x
mul r1.x, r1.x, cb2[16].y
add r1.yz, cb0[2].xxyx, l(0.000000, -1.000000, 0.500000, 0.000000)
max r1.y, r1.y, l(1.000000)
div r2.x, r1.z, cb0[2].z
utof r1.z, v2.x
div r1.y, r1.z, r1.y
add r1.y, r1.y, l(-0.500000)
div r1.w, r1.z, cb0[2].x
mov o3.x, r1.z
mad r1.x, r1.y, r1.x, r1.w
frc r1.x, r1.x
mul r1.x, r1.x, l(6.28318548)
sincos r1.x, r3.x, r1.x
mov r4.z, r1.x
mov r4.y, r3.x
mov r4.x, -r1.x
dp2 r1.x, r0.xwxx, r4.xyxx
dp2 r0.x, r0.xwxx, r4.yzyy
mul r1.y, r0.x, cb0[2].w
mad r0.xw, cb0[1].xxxy, cb2[12].xxxy, r1.xxxy
mov r2.z, l(0.500000)
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r2.xzxx, t0.wxyz, s0, l(3.000000)
lt r1.x, l(0.000000), r1.x
and r1.x, r1.x, l(0x3f800000)
mul r0.xw, r0.xxxw, r1.xxxx
mad r5.x, r0.y, r0.z, r0.x
mov r5.y, r0.w
mov r5.zw, l(0,0,0,1.000000)
mov o1.xy, v1.xyxx
mov o2.xy, cb0[1].xyxx
mov o3.y, cb0[2].x
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 o0.xyzw, r5.xyzw
ret
// Approximately 56 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sun Jun  1 22:41:08 2025
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[18] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[53] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[3] : 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 : ATTRIBUTE0,
//   float2 v1 : ATTRIBUTE1,
//   uint v2 : SV_InstanceID0,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : TEXCOORD0,
//   out float4 o2 : TEXCOORD1,
//   out float2 o3 : TEXCOORD2,
//   out uint o4 : P0)
// {
// // Needs manual fix for instruction:
// // unknown dcl_: dcl_input_sgv v2.x, instance_id
//   float4 r0,r1,r2,r3,r4,r5,r6,r7;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r7.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o4.x = r7.z;
//   r0.x = dot(cb0[0].xyz, cb0[0].xyz);
//   r0.x = sqrt(r0.x);
//   r0.x = 1 + r0.x;
//   r0.x = 100 / r0.x;
//   r0.x = sqrt(r0.x);
//   r0.yzw = cb0[0].yyy * cb1[1].xyw;
//   r0.yzw = cb0[0].xxx * cb1[0].xyw + r0.yzw;
//   r0.yzw = cb0[0].zzz * cb1[2].xyw + r0.yzw;
//   r1.yzw = cb1[3].xyw + r0.yzw;
//   r0.yz = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.w = r1.w + -r0.z;
//   r1.x = r0.y * r0.w + r1.y;
//   r1.xy = r1.xz / r1.ww;
//   r0.z = r0.z / r1.w;
//   r0.z = 1 + -r0.z;
//   r1.xy = r1.xy * cb1[52].xy + cb1[52].wz;
//   r1.xy = float2(-0.5,-0.5) + r1.xy;
//   r0.w = dot(abs(r1.xy), abs(r1.xy));
//   r0.w = cb2[17].y * r0.w;
//   r0.w = max(1, r0.w);
//   r1.xy = cb2[15].yx * r0.ww;
//   r0.xw = r1.xy * r0.xx;
//   r0.xw = v1.yx * r0.xw;
//   r1.x = cb0[1].x + cb0[1].y;
//   r1.x = cb2[16].y * r1.x;
//   r1.yz = float2(-1,0.5) + cb0[2].xy;
//   r1.y = max(1, r1.y);
//   r2.x = r1.z / cb0[2].z;
//   r1.z = (uint)v2.x;
//   r1.y = r1.z / r1.y;
//   r1.y = -0.5 + r1.y;
//   r1.w = r1.z / cb0[2].x;
//   o3.x = r1.z;
//   r1.x = r1.y * r1.x + r1.w;
//   r1.x = frac(r1.x);
//   r1.x = 6.28318548 * r1.x;
//   sincos(r1.x, r1.x, r3.x);
//   r4.z = r1.x;
//   r4.y = r3.x;
//   r4.x = -r1.x;
//   r1.x = dot(r0.xw, r4.xy);
//   r0.x = dot(r0.xw, r4.yz);
//   r1.y = cb0[2].w * r0.x;
//   r0.xw = cb0[1].xy * cb2[12].xy + r1.xy;
//   r2.z = 0.5;
//   r1.x = t0.SampleLevel(s0_s_s, r2.xz, 3).w;
//   r1.x = cmp(0 < r1.x);
//   r1.x = r1.x ? 1.000000 : 0;
//   r0.xw = r1.xx * r0.xw;
//   r5.x = r0.y * r0.z + r0.x;
//   r5.y = r0.w;
//   r5.zw = float2(0,1);
//   o1.xy = v1.xy;
//   o2.xy = cb0[1].xy;
//   o3.y = cb0[2].x;
//   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;
//   o0.xyzw = r5.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
