// 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 00:41:37 2025
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[2];                     // Index:    0 1              Components:     8
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[53];                    // Index:    0-52             Components:   212
//
// }
//
//
// 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
//
//
//
// 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
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// P                        0   x           2  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o2.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[2], immediateIndexed
dcl_constantbuffer CB1[4], 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_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_temps 5
ld_indexable(buffer)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o2.x, r4.z
add r0.x, cb0[1].x, l(0.500000)
div r0.x, r0.x, cb0[1].y
mov r0.y, l(0.500000)
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.wxyz, s0, l(3.000000)
lt r0.x, l(0.000000), r0.x
and r0.x, r0.x, l(0x3f800000)
mul r1.y, v1.y, cb0[1].z
mov r1.x, v1.x
mad r0.yz, r1.xxyx, l(0.000000, 0.350000, 0.250000, 0.000000), cb0[0].xxyx
mul r0.xy, r0.xxxx, r0.yzyy
mul r0.z, cb0[0].y, cb1[1].w
mad r0.z, cb0[0].x, cb1[0].w, r0.z
mad r0.z, cb0[0].z, cb1[2].w, r0.z
add r0.z, r0.z, cb1[3].w
ld_indexable(buffer)(float,float,float,float) r1.xy, l(0, 0, 0, 0), t125.xyzw
div r0.z, r1.y, r0.z
add r0.z, -r0.z, l(1.000000)
mad r2.x, r1.x, r0.z, r0.x
mov r2.y, r0.y
mov r2.zw, l(0,0,0,1.000000)
mov o1.xy, v1.xyxx
add r3.x, -r4.y, r2.w
mul r3.y, r4.x, r4.w
mad r3.x, r3.x, r3.y, r2.x
ne r3.y, l(1.000000), r2.w
movc r2.x, r3.y, r3.x, r2.x
mov o0.xyzw, r2.xyzw
ret
// Approximately 22 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Wed May 28 00:41:37 2025
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[2] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[53] : 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 float2 o1 : TEXCOORD0,
//   out uint o2 : P0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r4.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o2.x = r4.z;
//   r0.x = 0.5 + cb0[1].x;
//   r0.x = r0.x / cb0[1].y;
//   r0.y = 0.5;
//   r0.x = t0.SampleLevel(s0_s_s, r0.xy, 3).w;
//   r0.x = cmp(0 < r0.x);
//   r0.x = r0.x ? 1.000000 : 0;
//   r1.y = cb0[1].z * v1.y;
//   r1.x = v1.x;
//   r0.yz = r1.xy * float2(0.349999994,0.25) + cb0[0].xy;
//   r0.xy = r0.yz * r0.xx;
//   r0.z = cb1[1].w * cb0[0].y;
//   r0.z = cb0[0].x * cb1[0].w + r0.z;
//   r0.z = cb0[0].z * cb1[2].w + r0.z;
//   r0.z = cb1[3].w + r0.z;
//   r1.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.z = r1.y / r0.z;
//   r0.z = 1 + -r0.z;
//   r2.x = r1.x * r0.z + r0.x;
//   r2.y = r0.y;
//   r2.zw = float2(0,1);
//   o1.xy = v1.xy;
//   r3.x = r2.w + -r4.y;
//   r3.y = r4.w * r4.x;
//   r3.x = r3.x * r3.y + r2.x;
//   r3.y = cmp(1.000000 != r2.w);
//   r2.x = r3.y ? r3.x : r2.x;
//   o0.xyzw = r2.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
