// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Fri Jan  5 20:16:50 2024
//
//
// Buffer Definitions:
//
// cbuffer CommonBlock
// {
//
//   row_major float4x4 cTrapezoidalShadowTransformScreen;// Index:    0 1 2 3          Components:    16 [unused]
//   float cAlphaRef;                   // Index:    4.x              Components:     1 [unused]
//   float4 cConstantColor;             // Index:    5.xyzw           Components:     4 [unused]
//   float4 cFogParams;                 // Index:    6.xyzw           Components:     4
//   float3 cFogColor;                  // Index:    7.xyz            Components:     3 [unused]
//   float3 cView;                      // Index:    8.xyz            Components:     3 [unused]
//   float3 cLightDirection;            // Index:    9.xyz            Components:     3 [unused]
//   float3 cAmbientLightColor;         // Index:   10.xyz            Components:     3 [unused]
//   float3 cLightColor;                // Index:   11.xyz            Components:     3 [unused]
//   float2 cShadowBias;                // Index:   12.xy             Components:     2 [unused]
//   float2 cShadowDetailDistanceRamp;  // Index:   13.xy             Components:     2 [unused]
//   row_major float4x4 cTrapezoidalShadowTransformTexture;// Index:   14 15 16 17       Components:    16 [unused]
//   row_major float4x4 cTrapezoidalShadowTransformTexture2;// Index:   18 19 20 21       Components:    16 [unused]
//   float cSelfIllumScale;             // Index:   22.x              Components:     1 [unused]
//   float2 cShadowMapSize;             // Index:   23.xy             Components:     2 [unused]
//   float4 cClipPlane0;                // Index:   24.xyzw           Components:     4 [unused]
//
// }
//
// cbuffer UIBlock
// {
//
//   float4 cScreenCenter;              // Index:    0.xyzw           Components:     4 [unused]
//   float4 cClipping;                  // Index:    1.xyzw           Components:     4 [unused]
//   row_major float2x4 cTextureTransform;// Index:    2 3              Components:     8
//
// }
//
// cbuffer TransformBlock
// {
//
//   row_major float4x4 cObjectToView;  // Index:    0 1 2 3          Components:    16
//   row_major float3x4 cObjectToWorld; // Index:    4 5 6            Components:    12 [unused]
//   row_major float4x4 cObjectToSpot;  // Index:    7 8 9 10         Components:    16 [unused]
//   float4 cOmni0PosRad;               // Index:   11.xyzw           Components:     4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
// CommonBlock                       cbuffer      NA          NA    1        1
// UIBlock                           cbuffer      NA          NA    2        1
// TransformBlock                    cbuffer      NA          NA    5        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// FOG                      0     z         1     NONE   float     z
// COLOR                    0   xyzw        2     NONE   float   xyzw
// P                        0   x           3  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o3.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB1[7], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB5[4], immediateIndexed
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.z
dcl_output o2.xyzw
dcl_temps 5
ld_indexable(buffer)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r4.z
ld_indexable(texture1d)(float,float,float,float) r0.x, l(3, 0, 0, 0), t120.wxyz
eq r0.x, r0.x, l(2.000000)
dp4 r0.w, cb5[3].xyzw, v0.xyzw
ne r0.y, r0.w, l(1.000000)
and r0.x, r0.x, r0.y
ld_indexable(buffer)(float,float,float,float) r1.xy, l(0, 0, 0, 0), t125.xyzw
add r0.y, r0.w, -r1.y
dp4 r1.y, cb5[0].xyzw, v0.xyzw
mad r0.y, -r1.x, r0.y, r1.y
movc r2.x, r0.x, r0.y, r1.y
dp4 r2.y, cb5[1].xyzw, v0.xyzw
dp4 r0.z, cb5[2].xyzw, v0.xyzw
mov r2.zw, r0.zzzw
mad r0.x, r0.z, cb1[6].x, cb1[6].y
max r0.x, r0.x, cb1[6].w
min o1.z, r0.x, l(1.000000)
dp2 r0.x, cb2[2].xyxx, v2.xyxx
add o1.x, r0.x, cb2[2].w
dp2 r0.x, cb2[3].xyxx, v2.xyxx
add o1.y, r0.x, cb2[3].w
mov o2.xyzw, v1.xyzw
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 3Dmigoto v0.6.181 on Fri Jan  5 20:16:50 2024
//
// cbuffer CommonBlock : register(b1)
// {
//   row_major float4x4 cTrapezoidalShadowTransformScreen : packoffset(c0);
//   float cAlphaRef : packoffset(c4);
//   float4 cConstantColor : packoffset(c5);
//   float4 cFogParams : packoffset(c6);
//   float3 cFogColor : packoffset(c7);
//   float3 cView : packoffset(c8);
//   float3 cLightDirection : packoffset(c9);
//   float3 cAmbientLightColor : packoffset(c10);
//   float3 cLightColor : packoffset(c11);
//   float2 cShadowBias : packoffset(c12);
//   float2 cShadowDetailDistanceRamp : packoffset(c13);
//   row_major float4x4 cTrapezoidalShadowTransformTexture : packoffset(c14);
//   row_major float4x4 cTrapezoidalShadowTransformTexture2 : packoffset(c18);
//   float cSelfIllumScale : packoffset(c22);
//   float2 cShadowMapSize : packoffset(c23);
//   float4 cClipPlane0 : packoffset(c24);
// }
//
// cbuffer UIBlock : register(b2)
// {
//   float4 cScreenCenter : packoffset(c0);
//   float4 cClipping : packoffset(c1);
//   row_major float2x4 cTextureTransform : packoffset(c2);
// }
//
// cbuffer TransformBlock : register(b5)
// {
//   row_major float4x4 cObjectToView : packoffset(c0);
//   row_major float3x4 cObjectToWorld : packoffset(c4);
//   row_major float4x4 cObjectToSpot : packoffset(c7);
//   float4 cOmni0PosRad : packoffset(c11);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float4 v1 : COLOR0,
//   float2 v2 : TEXCOORD0,
//   out float4 o0 : SV_Position0,
//   out float2 o1 : TEXCOORD0,
//   out float p1 : FOG0,
//   out float4 o2 : COLOR0,
//   out uint o3 : P0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r4.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r4.z;
//   r0.x = IniParams.Load(float4(3,0,0,0)).w;
//   r0.x = cmp(r0.x == 2.000000);
//   r0.w = dot(cObjectToView._m30_m31_m32_m33, v0.xyzw);
//   r0.y = cmp(r0.w != 1.000000);
//   r0.x = r0.x ? r0.y : 0;
//   r1.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.y = -r1.y + r0.w;
//   r1.y = dot(cObjectToView._m00_m01_m02_m03, v0.xyzw);
//   r0.y = -r1.x * r0.y + r1.y;
//   r2.x = r0.x ? r0.y : r1.y;
//   r2.y = dot(cObjectToView._m10_m11_m12_m13, v0.xyzw);
//   r0.z = dot(cObjectToView._m20_m21_m22_m23, v0.xyzw);
//   r2.zw = r0.zw;
//   r0.x = r0.z * cFogParams.x + cFogParams.y;
//   r0.x = max(cFogParams.w, r0.x);
//   p1.x = min(1, r0.x);
//   r0.x = dot(cTextureTransform._m00_m01, v2.xy);
//   o1.x = cTextureTransform._m03 + r0.x;
//   r0.x = dot(cTextureTransform._m10_m11, v2.xy);
//   o1.y = cTextureTransform._m13 + r0.x;
//   o2.xyzw = v1.xyzw;
//   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;
// }
/////////////////////////////////////////////////////////////////////////////
