// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Thu Nov 28 21:07:46 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
// COLOR                    1   xyzw        2     NONE   float      w
// COLOR                    2   xyzw        3     NONE   float    yz
// SV_IsFrontFace           0   x           4    FFACE    uint   x
//
//
// 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[1], immediateIndexed
dcl_constantbuffer CB2[11], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps_siv linear noperspective centroid v0.xyzw, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.w
dcl_input_ps constant v3.yz
dcl_input_ps_sgv constant v4.x, is_front_face
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(180.000000)
eq r10.y, r8.y, l(1.000000)
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
and r0.z, cb1[0].x, l(64)
movc r0.z, r0.z, l(-1.000000), l(1.000000)
mul r0.z, r0.z, cb0[142].w
movc [precise(w)] r0.w, v4.x, l(1.000000), l(-1.000000)
mul r0.z, r0.w, r0.z
mul r1.xy, v3.yzyy, cb2[1].xyxx
mul r1.xy, r1.xyxx, cb0[143].yyyy
frc r1.xy, r1.xyxx
mad r2.x, v1.x, cb2[1].z, cb2[1].w
mad r2.y, v1.y, cb2[2].x, cb2[2].y
add r1.xy, r1.xyxx, r2.xyxx
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t0.xyzw, s0, cb0[144].x
mul r1.x, r0.w, v2.w
mad r0.w, -r0.w, v2.w, r0.w
mad r0.z, r0.z, r0.w, r1.x
mul r1.xy, v1.xyxx, cb2[7].yzyy
mul r1.xy, r1.xyxx, l(10.000000, 10.000000, 0.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t1.yzwx, s1, cb0[144].x
add r1.x, -v2.w, l(1.000000)
mul r0.w, r0.w, r1.x
mad r0.w, -r0.w, l(10.000000), l(1.000000)
max r0.w, r0.w, l(0.000000)
min r0.w, r0.w, l(10.000000)
mul r1.x, r0.w, r0.z
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 [precise(y)] r1.y, r1.y, cb2[8].x
mov_sat r1.z, r1.y
add r2.xy, v0.xyxx, -cb0[128].xyxx
add r2.xy, r2.xyxx, cb0[153].xxxx
ftou r2.xy, r2.xyxx
ishl r1.w, r2.y, l(1)
iadd r1.w, r1.w, r2.x
udiv null, r1.w, r1.w, l(5)
utof r1.w, r1.w
mul r1.w, r1.w, l(0.166666672)
mad r1.z, r1.x, r1.z, r1.w
add r1.z, r1.z, l(-0.500000)
mad r0.z, -r0.z, r0.w, r1.z
mad r0.z, cb2[8].z, r0.z, r1.x
if_z cb0[145].z
  add_sat [precise(w)] r0.w, -r1.y, l(1.000000)
  mul [precise(w)] r0.w, r0.w, cb2[10].z
  add [precise(y)] r0.y, r0.w, r0.y
  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, cb2[8].w, 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
