// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Sat Oct 12 10:05:09 2024
//
//
// Buffer Definitions:
//
// cbuffer cb3
// {
//
//   float4 cb3[21];                    // Index:    0-20             Components:    84
//
// }
//
// cbuffer cb2
// {
//
//   float4 cb2[7];                     // Index:    0-6              Components:    28
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[7];                     // Index:    0-6              Components:    28
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[32];                    // Index:    0-31             Components:   128
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float          2d  110        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
// cb3                               cbuffer      NA          NA    3        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// NORMAL                   0   xyz         1     NONE   float   xyz
// COLOR                    0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   xyzw        3     NONE   float   xy
// TEXCOORD                 1   xy          4     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xy
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 2   xyzw        4     NONE   float   xyzw
// TEXCOORD                 3   xyzw        5     NONE   float   xyz
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
// P                        0   x           7  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o7.x, rendertarget_array_index
dcl_constantbuffer CB3[21], immediateIndexed
dcl_constantbuffer CB2[7], immediateIndexed
dcl_constantbuffer CB1[7], immediateIndexed
dcl_constantbuffer CB0[32], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t110
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v2.xyzw
dcl_input v3.xy
dcl_input v4.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyz
dcl_output o6.xyzw
dcl_temps 10
ld_indexable(buffer)(float,float,float,float) r9.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o7.x, r9.z
add r0.xy, v0.xyxx, cb0[23].zwzz
mul r1.xyzw, r0.yyyy, cb2[1].xyzw
mad r1.xyzw, cb2[0].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb2[2].xyzw, v0.zzzz, r1.xyzw
add r2.xyzw, r1.xyzw, cb2[3].xyzw
mad r1.xyz, cb2[3].xyzx, v0.wwww, r1.xyzx
add r1.xyz, -r1.xyzx, cb1[4].xyzx
mul r3.xyzw, r2.yyyy, cb3[18].xyzw
mad r3.xyzw, cb3[17].xyzw, r2.xxxx, r3.xyzw
mad r3.xyzw, cb3[19].xyzw, r2.zzzz, r3.xyzw
mad r2.xyzw, cb3[20].xyzw, r2.wwww, r3.xyzw
mul r0.zw, cb3[6].xxxy, cb1[6].yyyy
mad r0.zw, cb3[5].xxxy, cb1[6].xxxx, r0.zzzw
mul r0.zw, |r0.zzzw|, cb0[28].yyyz
div r0.zw, r2.wwww, r0.zzzw
dp2 r1.w, r0.zwzz, r0.zwzz
mad r0.zw, cb0[27].xxxy, l(0.000000, 0.000000, 0.250000, 0.250000), r0.zzzw
div o4.zw, l(0.000000, 0.000000, 0.250000, 0.250000), r0.zzzw
rsq r0.z, r1.w
mul r0.w, |v4.y|, cb0[28].x
add r1.w, cb0[29].x, l(1.000000)
mul r0.w, r0.w, r1.w
mul r1.w, r0.w, r0.z
add r3.x, -cb0[28].w, l(1.000000)
mul r3.x, |r1.w|, r3.x
mad r0.z, r0.z, r0.w, -r3.x
dp3 r4.x, v1.xyzx, cb2[4].xyzx
dp3 r4.y, v1.xyzx, cb2[5].xyzx
dp3 r4.z, v1.xyzx, cb2[6].xyzx
dp3 r0.w, r4.xyzx, r4.xyzx
rsq r0.w, r0.w
mul r3.yzw, r0.wwww, r4.xxyz
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, r1.xyzx
dp3 r0.w, r3.yzwy, r4.xyzx
mad r0.z, |r0.w|, r0.z, r3.x
eq r0.w, cb3[8].w, l(0.000000)
movc r0.z, r0.w, r0.z, r1.w
ge r0.w, l(0.000000), v4.y
and r0.w, r0.w, l(0x3f800000)
add r1.w, -cb0[22].y, cb0[22].z
mad r0.w, r0.w, r1.w, cb0[22].y
mad r0.w, r0.w, l(0.250000), cb0[4].x
mul r0.w, r0.w, cb0[22].w
div r1.w, l(0.500000), r0.z
mad r3.x, -cb0[6].x, cb0[22].w, l(1.000000)
mad r3.x, -cb0[4].y, cb0[22].w, r3.x
mad r3.x, r3.x, l(0.500000), -r1.w
mul r3.y, r0.w, l(0.500000)
mad o3.x, r0.w, l(-0.500000), r3.x
mad r0.w, r0.w, l(-0.500000), r1.w
add o3.z, r0.w, l(0.500000)
max r4.xyzw, cb0[26].xyzw, l(-20000000000.000000, -20000000000.000000, -20000000000.000000, -20000000000.000000)
min r4.xyzw, r4.xyzw, l(20000000000.000000, 20000000000.000000, 20000000000.000000, 20000000000.000000)
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), -r4.xyxx
add o4.xy, -r4.zwzz, r0.xyxx
mul r0.xyw, r1.yyyy, cb0[12].xyxz
mad r0.xyw, cb0[11].xyxz, r1.xxxx, r0.xyxw
mad o5.xyz, cb0[13].xyzx, r1.zzzz, r0.xywx
mul r0.x, v4.x, l(0.000244140625)
round_ni r1.z, r0.x
mad r1.w, r1.z, l(-4096.000000), v4.x
mul r0.xy, r1.zwzz, l(0.00195312500, 0.00195312500, 0.000000, 0.000000)
mad o6.xy, r0.xyxx, cb0[30].xyxx, cb0[30].zwzz
mad o6.zw, r0.xxxy, cb0[31].xxxy, cb0[31].zzzw
ld r1.xyzw, l(10, 0, 0, 0), t120.xyzw
eq r0.x, r1.y, l(1.000000)
if_nz r0.x
  lt r0.xy, l(-1.000000, -0.600000, 0.000000, 0.000000), r2.xyxx
  lt r1.xy, r2.xyxx, l(1.000000, 0.800000, 0.000000, 0.000000)
  and r0.x, r0.x, r1.x
  and r0.x, r0.y, r0.x
  and r0.x, r1.y, r0.x
  if_nz r0.x
    ld r1.xyzw, l(0, 0, 0, 0), t125.xyzw
    ne r0.x, r1.x, l(0.000000)
    if_nz r0.x
      add r0.x, -r1.y, l(0.000100)
      mul r0.y, r1.x, r0.x
      mad r0.x, -r0.x, r1.x, r1.x
      mul r0.w, r1.y, r1.x
      mul r0.w, r0.w, l(23.299999)
      resinfo_uint r4.xyzw, l(0), t110.xyzw
      iadd r1.yz, r4.xxyx, l(0, -1, -1, 0)
      utof r3.xz, r4.xxyx
      mul r1.w, r3.z, l(0.500000)
      utof r1.yz, r1.yyzy
      min r1.z, r1.z, r1.w
      ftoi r4.y, r1.z
      mov r4.zw, l(0,0,0,0)
      mov r1.z, l(0)
      mov r1.w, r0.y
      mov r3.z, r0.y
      mov r3.w, l(0)
      mov r5.x, l(0)
      loop
        uge r5.y, r3.w, l(255)
        mov r5.x, l(0)
        breakc_nz r5.y
        mad r3.z, r0.x, l(0.00392156886), r3.z
        mad r5.y, r3.z, l(0.500000), l(0.500000)
        mul r5.y, r3.x, r5.y
        max r5.y, r5.y, l(0.000000)
        min r5.y, r1.y, r5.y
        ftoi r4.x, r5.y
        ld r6.xyzw, r4.xyzw, t110.xyzw
        ne r4.x, r6.x, l(1.000000)
        mul r5.y, r6.x, l(0.000100)
        div r5.y, l(0.000100), r5.y
        add r5.y, r6.x, r5.y
        and r4.x, r4.x, r5.y
        eq r5.y, r4.x, l(0.000000)
        if_nz r5.y
          mov r1.z, r1.x
          mov r5.x, l(-1)
          break
        endif
        add r5.z, r1.x, -r3.z
        div r5.z, r0.w, r5.z
        lt r4.x, r4.x, r5.z
        if_nz r4.x
          mov r1.z, l(0)
          mov r5.x, l(0)
          break
        endif
        mov r1.w, r3.z
        iadd r3.w, r3.w, l(1)
        mov r5.x, r5.y
        mov r1.z, l(0)
      endloop
      movc r0.x, r5.x, r1.z, r1.w
    else
      mov r0.x, l(0)
    endif
    add r2.x, r0.x, r2.x
  endif
endif
mov r7.xyzw, r2.xyzw
mov o1.xyzw, v2.xyzw
mov o3.w, r3.y
mov o3.y, r0.z
mov o2.xy, v3.xyxx
add r8.x, -r9.y, r7.w
mul r8.y, r9.x, r9.w
mad r8.x, r8.x, r8.y, r7.x
ne r8.y, l(1.000000), r7.w
movc r7.x, r8.y, r8.x, r7.x
mov o0.xyzw, r7.xyzw
ret
// Approximately 144 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Sat Oct 12 10:05:09 2024
//
// cbuffer cb3 : register(b3)
// {
//   float4 cb3[21] : packoffset(c0);
// }
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[7] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[7] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[32] : packoffset(c0);
// }
//
// Texture2D<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float3 v1 : NORMAL0,
//   float4 v2 : COLOR0,
//   float4 v3 : TEXCOORD0,
//   float2 v4 : TEXCOORD1,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : COLOR0,
//   out float4 o2 : TEXCOORD0,
//   out float4 o3 : TEXCOORD1,
//   out float4 o4 : TEXCOORD2,
//   out float4 o5 : TEXCOORD3,
//   out float4 o6 : TEXCOORD5,
//   out uint o7 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r9.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o7.x = r9.z;
//   r0.xy = cb0[23].zw + v0.xy;
//   r1.xyzw = cb2[1].xyzw * r0.yyyy;
//   r1.xyzw = cb2[0].xyzw * r0.xxxx + r1.xyzw;
//   r1.xyzw = cb2[2].xyzw * v0.zzzz + r1.xyzw;
//   r2.xyzw = cb2[3].xyzw + r1.xyzw;
//   r1.xyz = cb2[3].xyz * v0.www + r1.xyz;
//   r1.xyz = cb1[4].xyz + -r1.xyz;
//   r3.xyzw = cb3[18].xyzw * r2.yyyy;
//   r3.xyzw = cb3[17].xyzw * r2.xxxx + r3.xyzw;
//   r3.xyzw = cb3[19].xyzw * r2.zzzz + r3.xyzw;
//   r2.xyzw = cb3[20].xyzw * r2.wwww + r3.xyzw;
//   r0.zw = cb1[6].yy * cb3[6].xy;
//   r0.zw = cb3[5].xy * cb1[6].xx + r0.zw;
//   r0.zw = cb0[28].yz * abs(r0.zw);
//   r0.zw = r2.ww / r0.zw;
//   r1.w = dot(r0.zw, r0.zw);
//   r0.zw = cb0[27].xy * float2(0.25,0.25) + r0.zw;
//   o4.zw = float2(0.25,0.25) / r0.zw;
//   r0.z = rsqrt(r1.w);
//   r0.w = cb0[28].x * abs(v4.y);
//   r1.w = 1 + cb0[29].x;
//   r0.w = r1.w * r0.w;
//   r1.w = r0.z * r0.w;
//   r3.x = 1 + -cb0[28].w;
//   r3.x = r3.x * abs(r1.w);
//   r0.z = r0.z * r0.w + -r3.x;
//   r4.x = dot(v1.xyz, cb2[4].xyz);
//   r4.y = dot(v1.xyz, cb2[5].xyz);
//   r4.z = dot(v1.xyz, cb2[6].xyz);
//   r0.w = dot(r4.xyz, r4.xyz);
//   r0.w = rsqrt(r0.w);
//   r3.yzw = r4.xyz * r0.www;
//   r0.w = dot(r1.xyz, r1.xyz);
//   r0.w = rsqrt(r0.w);
//   r4.xyz = r1.xyz * r0.www;
//   r0.w = dot(r3.yzw, r4.xyz);
//   r0.z = abs(r0.w) * r0.z + r3.x;
//   r0.w = cmp(cb3[8].w == 0.000000);
//   r0.z = r0.w ? r0.z : r1.w;
//   r0.w = cmp(0 >= v4.y);
//   r0.w = r0.w ? 1.000000 : 0;
//   r1.w = cb0[22].z + -cb0[22].y;
//   r0.w = r0.w * r1.w + cb0[22].y;
//   r0.w = r0.w * 0.25 + cb0[4].x;
//   r0.w = cb0[22].w * r0.w;
//   r1.w = 0.5 / r0.z;
//   r3.x = -cb0[6].x * cb0[22].w + 1;
//   r3.x = -cb0[4].y * cb0[22].w + r3.x;
//   r3.x = r3.x * 0.5 + -r1.w;
//   r3.y = 0.5 * r0.w;
//   o3.x = r0.w * -0.5 + r3.x;
//   r0.w = r0.w * -0.5 + r1.w;
//   o3.z = 0.5 + r0.w;
//   r4.xyzw = max(float4(-2e+10,-2e+10,-2e+10,-2e+10), cb0[26].xyzw);
//   r4.xyzw = min(float4(2e+10,2e+10,2e+10,2e+10), r4.xyzw);
//   r0.xy = r0.xy * float2(2,2) + -r4.xy;
//   o4.xy = r0.xy + -r4.zw;
//   r0.xyw = cb0[12].xyz * r1.yyy;
//   r0.xyw = cb0[11].xyz * r1.xxx + r0.xyw;
//   o5.xyz = cb0[13].xyz * r1.zzz + r0.xyw;
//   r0.x = 0.000244140625 * v4.x;
//   r1.z = floor(r0.x);
//   r1.w = r1.z * -4096 + v4.x;
//   r0.xy = float2(0.001953125,0.001953125) * r1.zw;
//   o6.xy = r0.xy * cb0[30].xy + cb0[30].zw;
//   o6.zw = r0.xy * cb0[31].xy + cb0[31].zw;
//   r1.xyzw = IniParams.Load(float4(10,0,0,0)).xyzw;
//   r0.x = cmp(r1.y == 1.000000);
//   if (r0.x != 0) {
//     r0.xy = cmp(float2(-1,-0.600000024) < r2.xy);
//     r1.xy = cmp(r2.xy < float2(1,0.800000012));
//     r0.x = r0.x ? r1.x : 0;
//     r0.x = r0.y ? r0.x : 0;
//     r0.x = r1.y ? r0.x : 0;
//     if (r0.x != 0) {
//       r1.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//       r0.x = cmp(r1.x != 0.000000);
//       if (r0.x != 0) {
//         r0.x = 9.99999975e-05 + -r1.y;
//         r0.y = r0.x * r1.x;
//         r0.x = -r0.x * r1.x + r1.x;
//         r0.w = r1.x * r1.y;
//         r0.w = 23.2999992 * r0.w;
//         DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//         r4.xyzw = uiDest.xyzw;
//         r1.yz = (int2)r4.xy + int2(-1,-1);
//         r3.xz = (uint2)r4.xy;
//         r1.w = 0.5 * r3.z;
//         r1.yz = (uint2)r1.yz;
//         r1.z = min(r1.w, r1.z);
//         r4.y = (int)r1.z;
//         r4.zw = float2(0,0);
//         r1.z = 0;
//         r1.w = r0.y;
//         r3.z = r0.y;
//         r3.w = 0;
//         r5.x = 0;
//         while (true) {
//           r5.y = cmp((uint)r3.w >= 255);
//           r5.x = 0;
//           if (r5.y != 0) break;
//           r3.z = r0.x * 0.00392156886 + r3.z;
//           r5.y = r3.z * 0.5 + 0.5;
//           r5.y = r5.y * r3.x;
//           r5.y = max(0, r5.y);
//           r5.y = min(r5.y, r1.y);
//           r4.x = (int)r5.y;
//           r6.x = DepthBuffer.Load(r4.xyz).x;
//           r4.x = cmp(r6.x != 1.000000);
//           r5.y = 9.99999975e-05 * r6.x;
//           r5.y = 9.99999975e-05 / r5.y;
//           r5.y = r5.y + r6.x;
//           r4.x = r4.x ? r5.y : 0;
//           r5.y = cmp(r4.x == 0.000000);
//           if (r5.y != 0) {
//             r1.z = r1.x;
//             r5.x = -1;
//             break;
//           }
//           r5.z = -r3.z + r1.x;
//           r5.z = r0.w / r5.z;
//           r4.x = cmp(r4.x < r5.z);
//           if (r4.x != 0) {
//             r1.z = 0;
//             r5.x = 0;
//             break;
//           }
//           r1.w = r3.z;
//           r3.w = (int)r3.w + 1;
//           r5.x = r5.y;
//           r1.z = 0;
//         }
//         r0.x = r5.x ? r1.z : r1.w;
//       } else {
//         r0.x = 0;
//       }
//       r2.x = r2.x + r0.x;
//     }
//   }
//   r7.xyzw = r2.xyzw;
//   o1.xyzw = v2.xyzw;
//   o3.w = r3.y;
//   o3.y = r0.z;
//   o2.xy = v3.xy;
//   r8.x = r7.w + -r9.y;
//   r8.y = r9.w * r9.x;
//   r8.x = r8.x * r8.y + r7.x;
//   r8.y = cmp(1.000000 != r7.w);
//   r7.x = r8.y ? r8.x : r7.x;
//   o0.xyzw = r7.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
