// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sat Oct 12 17:28:21 2024
//
//
// Buffer Definitions:
//
// cbuffer cb1
// {
//
//   float4 cb1[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[39];                    // Index:    0-38             Components:   156
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        1
// cb0                               cbuffer      NA          NA    0        1
// cb1                               cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB1[4], immediateIndexed
dcl_constantbuffer CB0[39], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 2
utof r0.xy, cb0[37].xyxx
add r0.xy, -r0.xyxx, v0.xyxx
mul r0.xy, r0.xyxx, cb0[38].zwzz
mad r0.xy, r0.xyxx, cb0[5].xyxx, cb0[4].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
add r1.xyz, -cb1[2].yzwy, cb1[2].xxxx
mad r1.xyz, r0.xyzx, r1.xyzx, cb1[2].yzwy
max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
min r1.xyz, r1.xyzx, l(100.000000, 100.000000, 100.000000, 0.000000)
add r1.xyz, -r0.xyzx, r1.xyzx
mad r0.xyz, r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r0.xyzx
add r1.xyz, -r0.xyzx, cb1[3].yzwy
mad r0.xyz, cb1[3].xxxx, r1.xyzx, r0.xyzx
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.w, l(0)
ret
// Approximately 16 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sat Oct 12 17:28:21 2024
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[4] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[39] : 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(
//   float4 v0 : SV_POSITION0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = asuint(cb0[37].xy);
//   r0.xy = v0.xy + -r0.xy;
//   r0.xy = cb0[38].zw * r0.xy;
//   r0.xy = r0.xy * cb0[5].xy + cb0[4].xy;
//   r0.xyz = t0.Sample(s0_s_s, r0.xy).xyz;
//   r1.xyz = cb1[2].xxx + -cb1[2].yzw;
//   r1.xyz = r0.xyz * r1.xyz + cb1[2].yzw;
//   r1.xyz = max(float3(0,0,0), r1.xyz);
//   r1.xyz = min(float3(100,100,100), r1.xyz);
//   r1.xyz = r1.xyz + -r0.xyz;
//   r0.xyz = r1.xyz * float3(0.5,0.5,0.5) + r0.xyz;
//   r1.xyz = cb1[3].yzw + -r0.xyz;
//   r0.xyz = cb1[3].xxx * r1.xyz + r0.xyz;
//   o0.xyz = max(float3(0,0,0), r0.xyz);
//   o0.w = 0;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
