// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Sat Nov 30 11:34:25 2024
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                10   xyzw        1     NONE   float      w
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float      w
// TEXCOORD                 3   xyzw        4     NONE   float   xy
// PARTICLE_SUBUVS          0   xyzw        5     NONE   float   xyzw
// SV_IsFrontFace           0   x           6    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[154], immediateIndexed
dcl_constantbuffer CB1[14], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps_siv linear noperspective centroid v0.xyzw, position
dcl_input_ps linear v1.w
dcl_input_ps constant v2.xyzw
dcl_input_ps linear v3.w
dcl_input_ps linear v4.xy
dcl_input_ps linear v5.xyzw
dcl_output o0.xyzw
dcl_output oDepthLE
dcl_temps 13
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(300.000000)
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
sample_indexable(texture2d)(float,float,float,float) r0.z, v5.xyxx, t0.xywz, s0
sample_indexable(texture2d)(float,float,float,float) r0.w, v5.zwzz, t0.xyzw, s0
add r0.w, -r0.z, r0.w
mad r0.z, v1.w, r0.w, r0.z
mul r1.xy, v2.xyxx, cb1[1].xyxx
mul r1.xy, r1.xyxx, cb0[143].yyyy
frc r1.xy, r1.xyxx
add r0.w, v2.z, cb1[1].w
mad r2.x, v4.x, cb1[1].z, r0.w
add r0.w, v2.w, cb1[2].y
mad r2.y, v4.y, cb1[2].x, r0.w
add r1.xy, r1.xyxx, r2.xyxx
add r1.xy, r1.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
dp2 r2.x, r1.xyxx, cb1[4].yzyy
dp2 r2.y, r1.xyxx, cb1[5].xyxx
add r1.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t1.xyzw, s1, cb0[144].x
add r0.w, -r0.z, r0.w
mad r0.z, cb1[6].x, r0.w, r0.z
mul r0.z, r0.z, v3.w
mul r1.xy, v4.xyxx, cb1[11].xyxx
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t2.yzwx, s2, cb0[144].x
mul_sat r1.x, r0.w, cb1[11].w
add r1.x, -r1.x, l(1.000000)
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 r1.y, r1.y, cb1[12].y
mul_sat r0.w, r0.w, r1.y
min r0.w, r0.w, r1.x
add r1.xy, v0.xyxx, -cb0[128].xyxx
add r1.xy, r1.xyxx, cb0[153].xxxx
ftou r1.xy, r1.xyxx
ishl r1.y, r1.y, l(1)
iadd r1.x, r1.y, r1.x
udiv null, r1.x, r1.x, l(5)
utof r1.x, r1.x
mad r0.w, r1.x, l(0.166666672), r0.w
add r0.w, r0.w, l(-0.500000)
mul r0.z, r0.w, r0.z
if_z cb0[145].z
  add [precise(y)] r0.y, r0.y, cb1[13].z
  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, cb1[12].z, 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
