// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sun Oct 13 19:13:15 2024
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[8];                     // Index:    0-7              Components:    32
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[144];                   // Index:    0-143            Components:   576
//
// }
//
// 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
// s2_s                              sampler      NA          NA    2        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        1
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        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[8], immediateIndexed
dcl_constantbuffer CB1[144], immediateIndexed
dcl_constantbuffer CB0[39], 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_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 3
lt r0.x, l(0.000000), cb1[29].z
and r0.x, r0.x, l(1)
lt r0.y, cb1[29].z, l(0.000000)
iadd r0.x, r0.y, r0.x
itof r0.x, r0.x
mul r1.xyzw, v0.yyyy, cb1[49].xyzw
mad r1.xyzw, v0.xxxx, cb1[48].xyzw, r1.xyzw
utof r0.yz, cb0[37].xxyx
add r0.yz, -r0.yyzy, v0.xxyx
mul r2.yz, r0.yyzy, cb0[38].zzwz
mad r0.yz, r2.yyzy, cb1[129].xxyx, cb1[128].xxyx
mul r0.yz, r0.yyzy, cb1[132].zzwz
sample_l_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t0.yxzw, s0, l(0.000000)
max r0.y, r0.y, l(1.000000046E-18)
mad r1.xyzw, r0.yyyy, cb1[50].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb1[51].xyzw
ld_indexable(buffer)(float,float,float,float) r0.yz, l(0, 0, 0, 0), t125.zxyw
mad r0.z, r0.z, r1.w, l(-1.000000)
div r1.xyz, r1.xyzx, r1.wwww
mul r0.y, r0.z, r0.y
mad r2.x, r0.y, l(0.500000), r2.y
mul r0.y, cb2[1].y, cb1[143].y
mad r0.yz, r2.xxzx, cb2[1].xxxx, r0.yyyy
sample_indexable(texture2d)(float,float,float,float) r0.yz, r0.yzyy, t1.zxyw, s1
add r0.yz, r0.yyzy, l(0.000000, -0.500000, -0.500000, 0.000000)
mad r0.w, r0.y, cb2[1].z, cb2[1].w
mul r0.yz, r0.yyzy, cb2[3].wwww
dp3 r1.w, -r1.xyzx, -r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, -r1.xyzx
ge r1.w, cb1[35].w, l(1.000000)
movc r1.xyz, r1.wwww, -cb1[66].xyzx, r1.xyzx
dp3 r1.x, r1.xyzx, cb1[22].xyzx
div r1.x, r1.z, r1.x
mad r1.x, r1.x, cb1[143].x, cb1[73].z
add r0.w, -r0.w, r1.x
mul r1.x, cb1[64].z, l(2097152.000000)
lt r1.y, r1.x, -r0.w
movc r1.z, r1.y, -r0.w, r0.w
movc r1.y, r1.y, -cb1[64].z, cb1[64].z
mul r1.yz, r1.yyzy, cb2[2].yyyy
mad_sat r1.y, r1.y, l(2097152.000000), r1.z
add r1.y, -r1.y, l(1.000000)
mul r1.y, r1.y, cb2[2].z
mad r1.z, r0.w, l(4.768371582E-07), cb1[64].z
rcp r1.z, r1.z
mul r1.y, r1.y, r1.z
mul r1.y, r1.y, l(4.768371582E-07)
mad_sat r2.w, r1.y, r0.x, r2.z
mad r0.x, cb1[64].z, l(2097152.000000), r0.w
add r0.w, r0.w, cb2[5].x
lt r1.y, l(0.000000), r0.x
lt r0.x, r0.x, l(0.000000)
and r1.y, r1.y, l(1)
iadd r0.x, r0.x, r1.y
itof r0.x, r0.x
add r0.x, -r0.x, l(1.000000)
mad r1.yz, r2.yyzy, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
mad r2.xz, |r1.yyzy|, cb2[3].yyyy, -cb2[3].xxxx
add r1.yz, -r1.yyzy, l(0.000000, 1.000000, 1.000000, 0.000000)
mul r1.yz, r1.yyzy, cb2[2].wwww
add r2.xz, r2.xxzx, cb2[3].zzzz
max r2.xz, r2.xxzx, l(0.000000, 0.000000, 0.000000, 0.000000)
dp2 r1.w, r2.xzxx, r2.xzxx
ld_indexable(texture1d)(float,float,float,float) r2.x, l(10, 0, 0, 0), t120.zxyw
eq r2.x, r2.x, l(0.000000)
movc r1.w, r2.x, l(0), r1.w
add r2.x, r1.w, l(1.000000)
div r1.w, r1.w, r2.x
add r2.x, -r1.w, l(1.080000)
min r1.w, r0.x, r1.w
div r1.yz, r1.yyzy, r2.xxxx
mad r1.yz, r0.xxxx, r1.yyzy, r2.yywy
mad_sat r0.xy, r0.xxxx, r0.yzyy, r1.yzyy
mad r0.xy, r0.xyxx, cb0[5].xyxx, cb0[4].xyxx
max r0.xy, r0.xyxx, cb0[6].xyxx
min r0.xy, r0.xyxx, cb0[6].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t2.xyzw, s2
add r2.xyz, -r0.xyzx, cb2[6].xyzx
lt r1.x, r1.x, -r0.w
movc r0.w, r1.x, -r0.w, r0.w
movc r1.x, r1.x, -cb1[64].z, cb1[64].z
mul r1.x, r1.x, cb2[5].z
add r0.w, r0.w, cb2[5].y
mad r0.w, cb2[5].z, r0.w, -cb2[5].y
mad_sat r0.w, r1.x, l(2097152.000000), r0.w
add r0.w, -r0.w, l(1.000000)
max r0.w, r1.w, r0.w
mad r0.xyz, r0.wwww, r2.xyzx, r0.xyzx
add r1.xyz, -r0.xyzx, cb2[7].xyzx
mad r0.xyz, cb2[6].wwww, 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 94 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sun Oct 13 19:13:15 2024
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[8] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[144] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[39] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// SamplerState s2_s_s : register(s2);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
//
//
// // 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.x = cmp(0 < cb1[29].z);
//   r0.x = r0.x ? 0.000000 : 0;
//   r0.y = cmp(cb1[29].z < 0);
//   r0.x = (int)r0.y + (int)r0.x;
//   r0.x = (int)r0.x;
//   r1.xyzw = cb1[49].xyzw * v0.yyyy;
//   r1.xyzw = v0.xxxx * cb1[48].xyzw + r1.xyzw;
//   r0.yz = asuint(cb0[37].xy);
//   r0.yz = v0.xy + -r0.yz;
//   r2.yz = cb0[38].zw * r0.yz;
//   r0.yz = r2.yz * cb1[129].xy + cb1[128].xy;
//   r0.yz = cb1[132].zw * r0.yz;
//   r0.y = t0.SampleLevel(s0_s_s, r0.yz, 0).x;
//   r0.y = max(1.00000005e-18, r0.y);
//   r1.xyzw = r0.yyyy * cb1[50].xyzw + r1.xyzw;
//   r1.xyzw = cb1[51].xyzw + r1.xyzw;
//   r0.yz = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.z = r0.z * r1.w + -1;
//   r1.xyz = r1.xyz / r1.www;
//   r0.y = r0.y * r0.z;
//   r2.x = r0.y * 0.5 + r2.y;
//   r0.y = cb1[143].y * cb2[1].y;
//   r0.yz = r2.xz * cb2[1].xx + r0.yy;
//   r0.yz = t1.Sample(s1_s_s, r0.yz).xy;
//   r0.yz = float2(-0.5,-0.5) + r0.yz;
//   r0.w = r0.y * cb2[1].z + cb2[1].w;
//   r0.yz = cb2[3].ww * r0.yz;
//   r1.w = dot(-r1.xyz, -r1.xyz);
//   r1.w = rsqrt(r1.w);
//   r1.xyz = -r1.xyz * r1.www;
//   r1.w = cmp(cb1[35].w >= 1);
//   r1.xyz = r1.www ? -cb1[66].xyz : r1.xyz;
//   r1.x = dot(r1.xyz, cb1[22].xyz);
//   r1.x = r1.z / r1.x;
//   r1.x = r1.x * cb1[143].x + cb1[73].z;
//   r0.w = r1.x + -r0.w;
//   r1.x = 2097152 * cb1[64].z;
//   r1.y = cmp(r1.x < -r0.w);
//   r1.z = r1.y ? -r0.w : r0.w;
//   r1.y = r1.y ? -cb1[64].z : cb1[64].z;
//   r1.yz = cb2[2].yy * r1.yz;
//   r1.y = saturate(r1.y * 2097152 + r1.z);
//   r1.y = 1 + -r1.y;
//   r1.y = cb2[2].z * r1.y;
//   r1.z = r0.w * 4.76837158e-07 + cb1[64].z;
//   r1.z = rcp(r1.z);
//   r1.y = r1.z * r1.y;
//   r1.y = 4.76837158e-07 * r1.y;
//   r2.w = saturate(r1.y * r0.x + r2.z);
//   r0.x = cb1[64].z * 2097152 + r0.w;
//   r0.w = cb2[5].x + r0.w;
//   r1.y = cmp(0 < r0.x);
//   r0.x = cmp(r0.x < 0);
//   r1.y = r1.y ? 0.000000 : 0;
//   r0.x = (int)r0.x + (int)r1.y;
//   r0.x = (int)r0.x;
//   r0.x = 1 + -r0.x;
//   r1.yz = r2.yz * float2(2,2) + float2(-1,-1);
//   r2.xz = abs(r1.yz) * cb2[3].yy + -cb2[3].xx;
//   r1.yz = float2(1,1) + -r1.yz;
//   r1.yz = cb2[2].ww * r1.yz;
//   r2.xz = cb2[3].zz + r2.xz;
//   r2.xz = max(float2(0,0), r2.xz);
//   r1.w = dot(r2.xz, r2.xz);
//   r2.x = IniParams.Load(float4(10,0,0,0)).z;
//   r2.x = cmp(r2.x == 0.000000);
//   r1.w = r2.x ? 0 : r1.w;
//   r2.x = 1 + r1.w;
//   r1.w = r1.w / r2.x;
//   r2.x = 1.08000004 + -r1.w;
//   r1.w = min(r1.w, r0.x);
//   r1.yz = r1.yz / r2.xx;
//   r1.yz = r0.xx * r1.yz + r2.yw;
//   r0.xy = saturate(r0.xx * r0.yz + r1.yz);
//   r0.xy = r0.xy * cb0[5].xy + cb0[4].xy;
//   r0.xy = max(cb0[6].xy, r0.xy);
//   r0.xy = min(cb0[6].zw, r0.xy);
//   r0.xyz = t2.Sample(s2_s_s, r0.xy).xyz;
//   r2.xyz = cb2[6].xyz + -r0.xyz;
//   r1.x = cmp(r1.x < -r0.w);
//   r0.w = r1.x ? -r0.w : r0.w;
//   r1.x = r1.x ? -cb1[64].z : cb1[64].z;
//   r1.x = cb2[5].z * r1.x;
//   r0.w = cb2[5].y + r0.w;
//   r0.w = cb2[5].z * r0.w + -cb2[5].y;
//   r0.w = saturate(r1.x * 2097152 + r0.w);
//   r0.w = 1 + -r0.w;
//   r0.w = max(r0.w, r1.w);
//   r0.xyz = r0.www * r2.xyz + r0.xyz;
//   r1.xyz = cb2[7].xyz + -r0.xyz;
//   r0.xyz = cb2[6].www * r1.xyz + r0.xyz;
//   o0.xyz = max(float3(0,0,0), r0.xyz);
//   o0.w = 0;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
