////Particles that interfere with autoconvergence. Rocks when loading ki.
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sat Nov 23 23:11:03 2024
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// PARTICLE_SUBUVS          0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 4   xyz         3     NONE   float   x
// TEXCOORD                 5   xyzw        4     NONE   float      w
// SV_IsFrontFace           0   x           5    FFACE    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_DepthLessEqual        0    N/A oDepthLE  DEPTHLE   float    YES
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[154], immediateIndexed
dcl_constantbuffer CB1[14], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps_siv linear noperspective centroid v0.xyzw, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.x
dcl_input_ps linear v4.w
dcl_output o0.xyzw
dcl_output oDepthLE
dcl_temps 13
dcl_resource_texture1d (float,float,float,float) t120
ld_indexable(texture1d)(float,float,float,float) r8.xyzw, l(10, 0, 0, 0), t120.xyzw

lt r10.x, v0.w, l(300.0)
eq r10.y, r8.y, l(1.0)
and r10.x, r10.x, r10.y
discard_nz r10.x

mov [precise(x)] r0.x, v0.z
mov [precise(y)] r0.y, l(1.000000)
mul [precise(xy)] r0.xy, r0.xyxx, v0.wwww
sample_indexable(texture2d)(float,float,float,float) r0.z, v2.xyxx, t0.xywz, s0
sample_indexable(texture2d)(float,float,float,float) r0.w, v2.zwzz, t0.xyzw, s0
add r0.w, -r0.z, r0.w
mad r0.z, v3.x, r0.w, r0.z
mad r1.x, v1.x, cb1[1].z, cb1[1].w
mad r1.y, v1.y, cb1[2].x, cb1[2].y
add r1.xy, r1.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
dp2 r2.x, r1.xyxx, cb1[4].yzyy
dp2 r2.y, r1.xyxx, cb1[5].xyxx
add r1.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t1.xyzw, s1, cb0[144].x
add r0.w, -r0.z, r0.w
mad r0.z, cb1[6].x, r0.w, r0.z
mul r0.z, r0.z, v4.w
mul r1.xy, v1.xyxx, cb1[11].xyxx
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t2.yzwx, s2, cb0[144].x
mul_sat r1.x, r0.w, cb1[11].w
add r1.x, -r1.x, l(1.000000)
lt [precise(y)] r1.y, cb0[35].w, l(1.000000)
mul [precise(zw)] r1.zw, r0.xxxx, cb0[71].xxxz
add [precise(z)] r1.z, r1.z, cb0[71].y
add [precise(w)] r1.w, r1.w, -cb0[71].w
div [precise(w)] r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.w
add [precise(z)] r1.z, r1.w, r1.z
movc [precise(y)] r1.y, r1.y, r0.y, r1.z
mul r1.y, r1.y, cb1[12].y
mul_sat r0.w, r0.w, r1.y
min r0.w, r0.w, r1.x
add r1.xy, v0.xyxx, -cb0[128].xyxx
add r1.xy, r1.xyxx, cb0[153].xxxx
ftou r1.xy, r1.xyxx
ishl r1.y, r1.y, l(1)
iadd r1.x, r1.y, r1.x
udiv null, r1.x, r1.x, l(5)
utof r1.x, r1.x
mad r0.w, r1.x, l(0.166666672), r0.w
add r0.w, r0.w, l(-0.500000)
mul r0.z, r0.w, r0.z
if_z cb0[145].z
  add [precise(y)] r0.y, r0.y, cb1[13].z
  div [precise(x)] r0.x, r0.x, r0.y
  min [precise(x)] oDepthLE, r0.x, v0.z
else
  mov oDepthLE, v0.z
endif
mad r0.x, r0.z, cb1[12].z, l(-0.333300)
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
mov o0.xyzw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sat Nov 23 23:11:02 2024
// Texture2D<float4> t2 : register(t2);
//
// Texture2D<float4> t1 : register(t1);
//
// Texture2D<float4> t0 : register(t0);
//
// SamplerState s2_s : register(s2);
//
// SamplerState s1_s : register(s1);
//
// SamplerState s0_s : register(s0);
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[14];
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[154];
// }
//
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Texture2D<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   float4 v1 : TEXCOORD0,
//   float4 v2 : PARTICLE_SUBUVS0,
//   float4 v3 : TEXCOORD4,
//   float4 v4 : TEXCOORD5,
//   uint v5 : SV_IsFrontFace0,
//   out float4 o0 : SV_Target0,
//   out float oDepthLE : SV_DepthLessEqual)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = v0.z;
//   r0.y = 1;
//   r0.xy = v0.ww * r0.xy;
//   r0.z = t0.Sample(s0_s, v2.xy).w;
//   r0.w = t0.Sample(s0_s, v2.zw).w;
//   r0.w = r0.w + -r0.z;
//   r0.z = v3.x * r0.w + r0.z;
//   r1.x = v1.x * cb1[1].z + cb1[1].w;
//   r1.y = v1.y * cb1[2].x + cb1[2].y;
//   r1.xy = float2(-0.5,-0.5) + r1.xy;
//   r2.x = dot(r1.xy, cb1[4].yz);
//   r2.y = dot(r1.xy, cb1[5].xy);
//   r1.xy = float2(0.5,0.5) + r2.xy;
//   r0.w = t1.SampleBias(s1_s, r1.xy, cb0[144].x).w;
//   r0.w = r0.w + -r0.z;
//   r0.z = cb1[6].x * r0.w + r0.z;
//   r0.z = v4.w * r0.z;
//   r1.xy = cb1[11].xy * v1.xy;
//   r0.w = t2.SampleBias(s2_s, r1.xy, cb0[144].x).x;
//   r1.x = saturate(cb1[11].w * r0.w);
//   r1.x = 1 + -r1.x;
//   r1.y = cmp(cb0[35].w < 1);
//   r1.zw = cb0[71].xz * r0.xx;
//   r1.z = cb0[71].y + r1.z;
//   r1.w = -cb0[71].w + r1.w;
//   r1.w = 1 / r1.w;
//   r1.z = r1.z + r1.w;
//   r1.y = r1.y ? r0.y : r1.z;
//   r1.y = cb1[12].y * r1.y;
//   r0.w = saturate(r1.y * r0.w);
//   r0.w = min(r1.x, r0.w);
//   r1.xy = -cb0[128].xy + v0.xy;
//   r1.xy = cb0[153].xx + r1.xy;
//   r1.xy = (uint2)r1.xy;
//   r1.y = (uint)r1.y << 1;
//   r1.x = (int)r1.y + (int)r1.x;
//   r1.x = (uint)r1.x % 5;
//   r1.x = (uint)r1.x;
//   r0.w = r1.x * 0.166666672 + r0.w;
//   r0.w = -0.5 + r0.w;
//   r0.z = r0.z * r0.w;
//   if (cb0[145].z == 0) {
//     r0.y = cb1[13].z + r0.y;
//     r0.x = r0.x / r0.y;
//     oDepthLE = min(v0.z, r0.x);
//   } else {
//     oDepthLE = v0.z;
//   }
//   r0.x = r0.z * cb1[12].z + -0.333299994;
//   r0.x = cmp(r0.x < 0);
//   if (r0.x != 0) discard;
//   o0.xyzw = float4(0,0,0,0);
//   return;
// }
//////////////////////////////// HLSL Errors ////////////////////////////////
// error X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Interpolation mode for PS input position must be linear_noperspective_centroid or linear_noperspective_sample when outputting oDepthGE or oDepthLE and not running at sample frequency (which is forced by inputting SV_SampleIndex or declaring an input linear_sample or linear_noperspective_sample). 
/////////////////////////////////////////////////////////////////////////////
