// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Wed Nov 13 20:36:30 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(210.000000)
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
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
