// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Sat Oct 12 10:05:40 2024
//
//
// Buffer Definitions:
//
// cbuffer cb1
// {
//
//   float4 cb1[8];                     // Index:    0-7              Components:    32
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[3];                     // Index:    0 1 2            Components:    12
//
// }
//
//
// 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
// s4_s                              sampler      NA          NA    4        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        1
// t3                                texture  float4          3d    3        1
// t4                                texture  float4          2d    4        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
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// 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[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, 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_texture3d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
sample r0.xyzw, v1.xyxx, t2.xyzw, s4
eq r0.y, r0.x, l(0.000000)
sample r1.xyzw, v1.xyxx, t0.xyzw, s2
lt r0.x, r0.x, r1.x
or r0.x, r0.x, r0.y
itof r0.x, r0.x
ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), r0.x
and r0.x, r0.x, l(0x3f800000)
sample r2.xyzw, v1.xyxx, t1.xyzw, s3
mul r0.x, r0.x, r2.x
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
ld r0.xyzw, l(0, 0, 0, 0), t125.xyzw
mad r0.y, cb1[7].z, r1.x, cb1[7].w
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
add r0.y, r0.y, -cb0[2].x
mul_sat r0.y, r0.y, cb0[2].w
log r0.y, r0.y
mul r0.y, r0.y, l(0.250000)
exp r1.z, r0.y
mad r1.x, -r0.x, l(0.500000), v1.x
mov r1.y, v1.y
sample r0.xyzw, r1.xyzx, t3.xyzw, s0
sample r1.xyzw, v1.xyxx, t4.xyzw, s1
mad o0.xyz, r1.xyzx, r0.wwww, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 27 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Sat Oct 12 10:05:40 2024
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[8] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[3] : 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);
// SamplerState s4_s_s : register(s4);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
// Texture3D<float4> t3 : register(t3);
// Texture2D<float4> t4 : register(t4);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float2 v1 : TEXCOORD0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = t2.Sample(s4_s_s, v1.xy).xyzw;
//   r0.y = cmp(r0.x == 0.000000);
//   r1.xyzw = t0.Sample(s2_s_s, v1.xy).xyzw;
//   r0.x = cmp(r0.x < r1.x);
//   r0.x = (int)r0.x | (int)r0.y;
//   r0.x = (int)r0.x;
//   r0.x = cmp(0 != r0.x);
//   r0.x = r0.x ? 1.000000 : 0;
//   r2.xyzw = t1.Sample(s3_s_s, v1.xy).xyzw;
//   r0.x = r2.x * r0.x;
//   r0.x = cmp(r0.x < 0);
//   if (r0.x != 0) discard;
//   r0.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r0.y = cb1[7].z * r1.x + cb1[7].w;
//   r0.y = 1 / r0.y;
//   r0.y = -cb0[2].x + r0.y;
//   r0.y = saturate(cb0[2].w * r0.y);
//   r0.y = log2(r0.y);
//   r0.y = 0.25 * r0.y;
//   r1.z = exp2(r0.y);
//   r1.x = -r0.x * 0.5 + v1.x;
//   r1.y = v1.y;
//   r0.xyzw = t3.Sample(s0_s_s, r1.xyz).xyzw;
//   r1.xyzw = t4.Sample(s1_s_s, v1.xy).xyzw;
//   o0.xyz = r1.xyz * r0.www + r0.xyz;
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
