// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sat Oct 12 17:43:10 2024
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[5];                     // Index:    0-4              Components:    20
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[137];                   // Index:    0-136            Components:   548
//
// }
//
// 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
// s1_s                              sampler      NA          NA    1        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture   uint4          2d    2        1
// t3                                texture  float4          2d    3        1
// cb0                               cbuffer      NA          NA    0        1
// cb1                               cbuffer      NA          NA    1        1
// cb2                               cbuffer      NA          NA    2        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 CB2[5], immediateIndexed
dcl_constantbuffer CB1[137], immediateIndexed
dcl_constantbuffer CB0[39], 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_resource_texture2d (uint,uint,uint,uint) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 3
utof r0.xy, cb0[37].xyxx
add r0.xy, -r0.xyxx, v0.xyxx
mul r0.xy, r0.xyxx, cb0[38].zwzz
mad r0.zw, r0.xxxy, cb1[129].xxxy, cb1[128].xxxy
mad r0.xy, r0.xyxx, cb0[5].xyxx, cb0[4].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r0.xyxx, t3.xyzw, s1
mul r0.xy, r0.zwzz, cb1[132].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t1.yzxw, s0, l(0.000000)
mad r0.w, r0.z, cb1[71].z, -cb1[71].w
mad r0.z, r0.z, cb1[71].x, cb1[71].y
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
add r0.z, r0.w, r0.z
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r0.xyxx, t0.yzwx, s0, l(0.000000)
mul r0.xy, r0.xyxx, cb1[132].xyxx
mul r0.xy, r0.xyxx, cb1[135].xyxx
round_z r0.xy, r0.xyxx
ftoi r2.xy, r0.xyxx
mad r0.x, r0.w, cb1[71].z, -cb1[71].w
mad r0.y, r0.w, cb1[71].x, cb1[71].y
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
add r0.x, r0.x, r0.y
add r0.x, -r0.x, r0.z
round_pi r0.x, r0.x
mov r2.zw, l(0,0,0,0)
ld_indexable(texture2d)(uint,uint,uint,uint) r0.y, r2.xyzw, t2.xyzw
utof r0.y, r0.y
add r0.y, r0.y, -cb2[2].x
lt r0.y, l(0.000010), |r0.y|
movc r0.y, r0.y, l(0), l(1.000000)
mul r0.x, r0.y, r0.x
mad r0.yzw, -cb1[136].wwww, r1.xxyz, cb2[2].yyzw
mul r1.xyz, r1.xyzx, cb1[136].wwww
mul r0.xyz, r0.yzwy, r0.xxxx
mad r0.xyz, cb2[3].xxxx, r0.xyzx, r1.xyzx
add r1.xyz, -r0.xyzx, cb2[4].xyzx
mad r0.xyz, cb2[3].yyyy, r1.xyzx, r0.xyzx
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul o0.xyz, r0.xyzx, cb1[136].zzzz
mov o0.w, l(0)
ret
// Approximately 40 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sat Oct 12 17:43:10 2024
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[5] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[137] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[39] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<uint4> t2 : register(t2);
// Texture2D<float4> t3 : register(t3);
//
//
// // 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,r2;
//   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.zw = r0.xy * cb1[129].xy + cb1[128].xy;
//   r0.xy = r0.xy * cb0[5].xy + cb0[4].xy;
//   r1.xyz = t3.Sample(s1_s_s, r0.xy).xyz;
//   r0.xy = cb1[132].zw * r0.zw;
//   r0.z = t1.SampleLevel(s0_s_s, r0.xy, 0).x;
//   r0.w = r0.z * cb1[71].z + -cb1[71].w;
//   r0.z = r0.z * cb1[71].x + cb1[71].y;
//   r0.w = 1 / r0.w;
//   r0.z = r0.z + r0.w;
//   r0.w = t0.SampleLevel(s0_s_s, r0.xy, 0).x;
//   r0.xy = cb1[132].xy * r0.xy;
//   r0.xy = cb1[135].xy * r0.xy;
//   r0.xy = trunc(r0.xy);
//   r2.xy = (int2)r0.xy;
//   r0.x = r0.w * cb1[71].z + -cb1[71].w;
//   r0.y = r0.w * cb1[71].x + cb1[71].y;
//   r0.x = 1 / r0.x;
//   r0.x = r0.y + r0.x;
//   r0.x = r0.z + -r0.x;
//   r0.x = ceil(r0.x);
//   r2.zw = float2(0,0);
//   r0.y = t2.Load(r2.xyz).y;
//   r0.y = (uint)r0.y;
//   r0.y = -cb2[2].x + r0.y;
//   r0.y = cmp(9.99999975e-06 < abs(r0.y));
//   r0.y = r0.y ? 0 : 1;
//   r0.x = r0.x * r0.y;
//   r0.yzw = -cb1[136].www * r1.xyz + cb2[2].yzw;
//   r1.xyz = cb1[136].www * r1.xyz;
//   r0.xyz = r0.xxx * r0.yzw;
//   r0.xyz = cb2[3].xxx * r0.xyz + r1.xyz;
//   r1.xyz = cb2[4].xyz + -r0.xyz;
//   r0.xyz = cb2[3].yyy * r1.xyz + r0.xyz;
//   r0.xyz = max(float3(0,0,0), r0.xyz);
//   o0.xyz = cb1[136].zzz * r0.xyz;
//   o0.w = 0;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
