// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Sat Oct 12 10:05:12 2024
//
//
// Buffer Definitions:
//
// cbuffer cb1
// {
//
//   float4 cb1[8];                     // Index:    0-7              Components:    32
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[8];                     // Index:    0-7              Components:    32
//
// }
//
//
// 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
// s3_s                              sampler      NA          NA    3        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          3d    2        1
// t3                                texture  float4          3d    3        1
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
// cb1                               cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xy
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyz         4     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB1[8], immediateIndexed
dcl_constantbuffer CB0[8], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture3d (float,float,float,float) t2
dcl_resource_texture3d (float,float,float,float) t3
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xyzw
dcl_output o0.xyzw
dcl_temps 3
div r0.xy, v3.xyxx, v3.wwww
sample r0.xyzw, r0.xyxx, t0.xyzw, s3
mad r0.x, cb1[7].z, r0.x, cb1[7].w
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
add r0.x, r0.x, -v3.z
mul_sat r0.x, r0.x, cb0[7].x
mul r0.w, r0.x, v1.w
mov r0.xyz, v1.xyzx
add r0.xyzw, r0.xyzw, r0.xyzw
mul r0.xyzw, r0.xyzw, cb0[5].xyzw
sample r1.xyzw, v2.xyxx, t1.xyzw, s2
mul r0.xyzw, r0.xyzw, r1.xyzw
add r1.x, v3.z, -cb0[2].x
mul_sat r1.x, r1.x, cb0[2].w
log r1.x, r1.x
mul r1.x, r1.x, l(0.250000)
exp r1.w, r1.x
ld r2.xyzw, l(0, 0, 0, 0), t125.xyzw
div r1.yz, v0.xxyx, cb1[6].xxyx
mad r1.x, -r2.x, l(0.500000), r1.y
sample r2.xyzw, r1.xzwx, t2.xyzw, s1
sample r1.xyzw, r1.xzwx, t3.xyzw, s0
mul r1.xyz, r0.xyzx, r2.xyzx
mul r1.xyz, r1.xyzx, cb0[7].yyyy
add r2.x, -cb0[7].y, l(1.000000)
mad r0.xyz, r0.xyzx, r2.xxxx, r1.xyzx
mov_sat o0.w, r0.w
mul o0.xyz, r0.xyzx, r1.wwww
ret
// Approximately 29 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Sat Oct 12 10:05:12 2024
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[8] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[8] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// SamplerState s2_s_s : register(s2);
// SamplerState s3_s_s : register(s3);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture3D<float4> t2 : register(t2);
// Texture3D<float4> t3 : register(t3);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : COLOR0,
//   float4 v2 : TEXCOORD0,
//   float4 v3 : TEXCOORD2,
//   float3 v4 : TEXCOORD3,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = v3.xy / v3.ww;
//   r0.xyzw = t0.Sample(s3_s_s, r0.xy).xyzw;
//   r0.x = cb1[7].z * r0.x + cb1[7].w;
//   r0.x = 1 / r0.x;
//   r0.x = -v3.z + r0.x;
//   r0.x = saturate(cb0[7].x * r0.x);
//   r0.w = v1.w * r0.x;
//   r0.xyz = v1.xyz;
//   r0.xyzw = r0.xyzw + r0.xyzw;
//   r0.xyzw = cb0[5].xyzw * r0.xyzw;
//   r1.xyzw = t1.Sample(s2_s_s, v2.xy).xyzw;
//   r0.xyzw = r1.xyzw * r0.xyzw;
//   r1.x = -cb0[2].x + v3.z;
//   r1.x = saturate(cb0[2].w * r1.x);
//   r1.x = log2(r1.x);
//   r1.x = 0.25 * r1.x;
//   r1.w = exp2(r1.x);
//   r2.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r1.yz = v0.xy / cb1[6].xy;
//   r1.x = -r2.x * 0.5 + r1.y;
//   r2.xyzw = t2.Sample(s1_s_s, r1.xzw).xyzw;
//   r1.xyzw = t3.Sample(s0_s_s, r1.xzw).xyzw;
//   r1.xyz = r2.xyz * r0.xyz;
//   r1.xyz = cb0[7].yyy * r1.xyz;
//   r2.x = 1 + -cb0[7].y;
//   r0.xyz = r0.xyz * r2.xxx + r1.xyz;
//   o0.w = saturate(r0.w);
//   o0.xyz = r1.www * r0.xyz;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
