//Particles that interfere with autoconvergence.
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Tue Oct 15 18:38:55 2024
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float     zw
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 5   xyzw        2     NONE   float      w
// SV_IsFrontFace           0   x           3    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[146], immediateIndexed
dcl_constantbuffer CB1[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective centroid v0.zw, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.w
dcl_output o0.xyzw
dcl_output oDepthLE
dcl_temps 12
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(210.0)
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
mul [precise(zw)] r0.zw, r0.xxxx, cb0[71].xxxz
add [precise(w)] r0.w, r0.w, -cb0[71].w
add [precise(z)] r0.z, r0.z, cb0[71].y
div [precise(w)] r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
add [precise(z)] r0.z, r0.w, r0.z
lt [precise(w)] r0.w, cb0[35].w, l(1.000000)
movc [precise(z)] r0.z, r0.w, r0.y, r0.z
add r0.z, r0.z, -cb1[2].y
mad r0.z, -r0.z, cb1[2].w, l(1.000000)
max r0.z, r0.z, l(0.000000)
min r0.z, r0.z, cb1[3].x
add r0.w, -r0.z, l(1.000000)
add r0.w, -r0.z, r0.w
add r1.xy, -r0.zzzz, v1.xyxx
div r0.zw, r1.xxxy, r0.wwww
add r1.xy, r0.zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t0.yzxw, s0, cb0[144].x
mad r1.xy, -|r1.xyxx|, l(2.000000, 2.000000, 0.000000, 0.000000), l(1.000000, 1.000000, 0.000000, 0.000000)
mul_sat r1.xy, r1.xyxx, l(100000.000000, 100000.000000, 0.000000, 0.000000)
mul r0.w, r1.y, r1.x
mul r0.z, r0.w, r0.z
mul r0.z, r0.z, v2.w
mad r0.z, r0.z, cb1[3].y, l(-0.333300)
lt r0.z, r0.z, l(0.000000)
discard_nz r0.z
add [precise(y)] r0.y, r0.y, cb1[3].w
div [precise(x)] r0.x, r0.x, r0.y
min [precise(x)] r0.x, r0.x, v0.z
movc [precise(x)] oDepthLE, cb0[145].z, v0.z, 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 Tue Oct 15 18:38:55 2024
// Texture2D<float4> t0 : register(t0);
//
// SamplerState s0_s : register(s0);
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[4];
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[146];
// }
//
//
//
//
// // 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 : TEXCOORD5,
//   uint v3 : SV_IsFrontFace0,
//   out float4 o0 : SV_Target0,
//   out float oDepthLE : SV_DepthLessEqual)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = v0.z;
//   r0.y = 1;
//   r0.xy = v0.ww * r0.xy;
//   r0.zw = cb0[71].xz * r0.xx;
//   r0.w = -cb0[71].w + r0.w;
//   r0.z = cb0[71].y + r0.z;
//   r0.w = 1 / r0.w;
//   r0.z = r0.z + r0.w;
//   r0.w = cmp(cb0[35].w < 1);
//   r0.z = r0.w ? r0.y : r0.z;
//   r0.z = -cb1[2].y + r0.z;
//   r0.z = -r0.z * cb1[2].w + 1;
//   r0.z = max(0, r0.z);
//   r0.z = min(cb1[3].x, r0.z);
//   r0.w = 1 + -r0.z;
//   r0.w = r0.w + -r0.z;
//   r1.xy = v1.xy + -r0.zz;
//   r0.zw = r1.xy / r0.ww;
//   r1.xy = float2(-0.5,-0.5) + r0.zw;
//   r0.z = t0.SampleBias(s0_s, r0.zw, cb0[144].x).x;
//   r1.xy = -abs(r1.xy) * float2(2,2) + float2(1,1);
//   r1.xy = saturate(float2(100000,100000) * r1.xy);
//   r0.w = r1.x * r1.y;
//   r0.z = r0.z * r0.w;
//   r0.z = v2.w * r0.z;
//   r0.z = r0.z * cb1[3].y + -0.333299994;
//   r0.z = cmp(r0.z < 0);
//   if (r0.z != 0) discard;
//   r0.y = cb1[3].w + r0.y;
//   r0.x = r0.x / r0.y;
//   r0.x = min(v0.z, r0.x);
//   oDepthLE = cb0[145].z ? v0.z : r0.x;
//   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). 
/////////////////////////////////////////////////////////////////////////////
