// 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[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[7];                     // Index:    0-6              Components:    28
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[7];                     // Index:    0-6              Components:    28
//
// }
//
//
// 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
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     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
// P                        0   x           5  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o5.x, rendertarget_array_index
dcl_constantbuffer CB3[21], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB1[7], immediateIndexed
dcl_constantbuffer CB0[7], 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.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_temps 9
ld_indexable(buffer)(float,float,float,float) r8.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o5.x, r8.z
mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb2[3].xyzw
mul r1.xyzw, r0.yyyy, cb3[18].xyzw
mad r1.xyzw, cb3[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb3[20].xyzw, r0.wwww, r1.xyzw
mad r1.xyz, v1.xyzx, l(0.265885, 0.265885, 0.265885, 0.000000), l(0.736584, 0.736584, 0.736584, 0.000000)
mad r1.xyz, v1.xyzx, r1.xyzx, l(-0.00980184041, -0.00980184041, -0.00980184041, 0.000000)
mad r1.xyz, v1.xyzx, r1.xyzx, l(0.00319697009, 0.00319697009, 0.00319697009, 0.000000)
mad r2.xyz, v1.xyzx, l(0.084971, 0.084971, 0.084971, 0.000000), l(-0.000163029006, -0.000163029006, -0.000163029006, 0.000000)
lt r3.xyz, v1.xyzx, l(0.072549, 0.072549, 0.072549, 0.000000)
movc r1.xyz, r3.xyzx, r2.xyzx, r1.xyzx
ne r1.w, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[6].z
movc r1.xyz, r1.wwww, r1.xyzx, v1.xyzx
mov r1.w, v1.w
mul o1.xyzw, r1.xyzw, cb0[2].xyzw
mad o2.xy, v2.xyxx, cb0[5].xyxx, cb0[5].zwzz
mul r1.xy, cb3[6].xyxx, cb1[6].yyyy
mad r1.xy, cb3[5].xyxx, cb1[6].xxxx, r1.xyxx
div r1.xy, r0.wwww, |r1.xyxx|
mad r1.xy, cb0[6].xyxx, l(0.250000, 0.250000, 0.000000, 0.000000), |r1.xyxx|
div o4.zw, l(0.000000, 0.000000, 0.250000, 0.250000), r1.xxxy
max r1.xyzw, cb0[4].xyzw, l(-20000000000.000000, -20000000000.000000, -20000000000.000000, -20000000000.000000)
min r1.xyzw, r1.xyzw, l(20000000000.000000, 20000000000.000000, 20000000000.000000, 20000000000.000000)
mad r1.xy, v0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), -r1.xyxx
add o4.xy, -r1.zwzz, r1.xyxx
ld r1.xyzw, l(10, 0, 0, 0), t120.xyzw
ne r1.x, r1.x, l(1.000000)
if_nz r1.x
  ld r1.xyzw, l(14, 0, 0, 0), t120.xyzw
  eq r1.x, r1.x, l(10.000000)
  if_nz r1.x
    ld r1.xyzw, l(0, 0, 0, 0), t125.xyzw
    ne r1.z, r1.x, l(0.000000)
    if_nz r1.z
      add r1.z, -r1.y, l(0.000100)
      mul r1.w, r1.x, r1.z
      mad r1.z, -r1.z, r1.x, r1.x
      mul r1.y, r1.y, r1.x
      mul r1.y, r1.y, l(23.299999)
      resinfo_uint r2.xyzw, l(0), t110.xyzw
      iadd r2.zw, r2.xxxy, l(0, 0, -1, -1)
      utof r2.xyzw, r2.xyzw
      mul r2.y, r2.y, l(0.500000)
      min r2.y, r2.w, r2.y
      ftoi r3.y, r2.y
      mov r3.zw, l(0,0,0,0)
      mov r2.y, l(0)
      mov r2.w, r1.w
      mov r4.x, r1.w
      mov r4.yz, l(0,0,0,0)
      loop
        uge r4.w, r4.y, l(255)
        mov r4.z, l(0)
        breakc_nz r4.w
        mad r4.x, r1.z, l(0.00392156886), r4.x
        mad r4.w, r4.x, l(0.500000), l(0.500000)
        mul r4.w, r2.x, r4.w
        max r4.w, r4.w, l(0.000000)
        min r4.w, r2.z, r4.w
        ftoi r3.x, r4.w
        ld r5.xyzw, r3.xyzw, t110.xyzw
        ne r3.x, r5.x, l(1.000000)
        mul r4.w, r5.x, l(0.000100)
        div r4.w, l(0.000100), r4.w
        add r4.w, r5.x, r4.w
        and r3.x, r3.x, r4.w
        eq r4.w, r3.x, l(0.000000)
        if_nz r4.w
          mov r2.y, r1.x
          mov r4.z, l(-1)
          break
        endif
        add r5.x, r1.x, -r4.x
        div r5.x, r1.y, r5.x
        lt r3.x, r3.x, r5.x
        if_nz r3.x
          mov r2.y, l(0)
          mov r4.z, l(0)
          break
        endif
        mov r2.w, r4.x
        iadd r4.y, r4.y, l(1)
        mov r4.xyz, r4.xywx
        mov r2.y, l(0)
      endloop
      movc r1.x, r4.z, r2.y, r2.w
    else
      mov r1.x, l(0)
    endif
    add r0.x, r0.x, r1.x
  endif
endif
mov r6.xyzw, r0.xyzw
mov o3.xyzw, v0.xyzw
add r7.x, -r8.y, r6.w
mul r7.y, r8.x, r8.w
mad r7.x, r7.x, r7.y, r6.x
ne r7.y, l(1.000000), r6.w
movc r6.x, r7.y, r7.x, r6.x
mov o0.xyzw, r6.xyzw
ret
// Approximately 98 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[4] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[7] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[7] : 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,
//   float4 v1 : COLOR0,
//   float2 v2 : TEXCOORD0,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : COLOR0,
//   out float4 o2 : TEXCOORD0,
//   out float4 o3 : TEXCOORD1,
//   out float4 o4 : TEXCOORD2,
//   out uint o5 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r8.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o5.x = r8.z;
//   r0.xyzw = cb2[1].xyzw * v0.yyyy;
//   r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
//   r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw;
//   r0.xyzw = cb2[3].xyzw + r0.xyzw;
//   r1.xyzw = cb3[18].xyzw * r0.yyyy;
//   r1.xyzw = cb3[17].xyzw * r0.xxxx + r1.xyzw;
//   r1.xyzw = cb3[19].xyzw * r0.zzzz + r1.xyzw;
//   r0.xyzw = cb3[20].xyzw * r0.wwww + r1.xyzw;
//   r1.xyz = v1.xyz * float3(0.265884995,0.265884995,0.265884995) + float3(0.736584008,0.736584008,0.736584008);
//   r1.xyz = v1.xyz * r1.xyz + float3(-0.00980184041,-0.00980184041,-0.00980184041);
//   r1.xyz = v1.xyz * r1.xyz + float3(0.00319697009,0.00319697009,0.00319697009);
//   r2.xyz = v1.xyz * float3(0.0849710032,0.0849710032,0.0849710032) + float3(-0.000163029006,-0.000163029006,-0.000163029006);
//   r3.xyz = cmp(v1.xyz < float3(0.0725490004,0.0725490004,0.0725490004));
//   r1.xyz = r3.xyz ? r2.xyz : r1.xyz;
//   r1.w = cmp(0 != cb0[6].z);
//   r1.xyz = r1.www ? r1.xyz : v1.xyz;
//   r1.w = v1.w;
//   o1.xyzw = cb0[2].xyzw * r1.xyzw;
//   o2.xy = v2.xy * cb0[5].xy + cb0[5].zw;
//   r1.xy = cb1[6].yy * cb3[6].xy;
//   r1.xy = cb3[5].xy * cb1[6].xx + r1.xy;
//   r1.xy = r0.ww / abs(r1.xy);
//   r1.xy = cb0[6].xy * float2(0.25,0.25) + abs(r1.xy);
//   o4.zw = float2(0.25,0.25) / r1.xy;
//   r1.xyzw = max(float4(-2e+10,-2e+10,-2e+10,-2e+10), cb0[4].xyzw);
//   r1.xyzw = min(float4(2e+10,2e+10,2e+10,2e+10), r1.xyzw);
//   r1.xy = v0.xy * float2(2,2) + -r1.xy;
//   o4.xy = r1.xy + -r1.zw;
//   r1.xyzw = IniParams.Load(float4(10,0,0,0)).xyzw;
//   r1.x = cmp(r1.x != 1.000000);
//   if (r1.x != 0) {
//     r1.xyzw = IniParams.Load(float4(14,0,0,0)).xyzw;
//     r1.x = cmp(r1.x == 10.000000);
//     if (r1.x != 0) {
//       r1.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//       r1.z = cmp(r1.x != 0.000000);
//       if (r1.z != 0) {
//         r1.z = 9.99999975e-05 + -r1.y;
//         r1.w = r1.z * r1.x;
//         r1.z = -r1.z * r1.x + r1.x;
//         r1.y = r1.x * r1.y;
//         r1.y = 23.2999992 * r1.y;
//         DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//         r2.xyzw = uiDest.xyzw;
//         r2.zw = (int2)r2.xy + int2(-1,-1);
//         r2.xyzw = (uint4)r2.xyzw;
//         r2.y = 0.5 * r2.y;
//         r2.y = min(r2.y, r2.w);
//         r3.y = (int)r2.y;
//         r3.zw = float2(0,0);
//         r2.y = 0;
//         r2.w = r1.w;
//         r4.x = r1.w;
//         r4.yz = float2(0,0);
//         while (true) {
//           r4.w = cmp((uint)r4.y >= 255);
//           r4.z = 0;
//           if (r4.w != 0) break;
//           r4.x = r1.z * 0.00392156886 + r4.x;
//           r4.w = r4.x * 0.5 + 0.5;
//           r4.w = r4.w * r2.x;
//           r4.w = max(0, r4.w);
//           r4.w = min(r4.w, r2.z);
//           r3.x = (int)r4.w;
//           r5.x = DepthBuffer.Load(r3.xyz).x;
//           r3.x = cmp(r5.x != 1.000000);
//           r4.w = 9.99999975e-05 * r5.x;
//           r4.w = 9.99999975e-05 / r4.w;
//           r4.w = r4.w + r5.x;
//           r3.x = r3.x ? r4.w : 0;
//           r4.w = cmp(r3.x == 0.000000);
//           if (r4.w != 0) {
//             r2.y = r1.x;
//             r4.z = -1;
//             break;
//           }
//           r5.x = -r4.x + r1.x;
//           r5.x = r1.y / r5.x;
//           r3.x = cmp(r3.x < r5.x);
//           if (r3.x != 0) {
//             r2.y = 0;
//             r4.z = 0;
//             break;
//           }
//           r2.w = r4.x;
//           r4.y = (int)r4.y + 1;
//           r4.xyz = r4.xyw;
//           r2.y = 0;
//         }
//         r1.x = r4.z ? r2.y : r2.w;
//       } else {
//         r1.x = 0;
//       }
//       r0.x = r1.x + r0.x;
//     }
//   }
//   r6.xyzw = r0.xyzw;
//   o3.xyzw = v0.xyzw;
//   r7.x = r6.w + -r8.y;
//   r7.y = r8.w * r8.x;
//   r7.x = r7.x * r7.y + r6.x;
//   r7.y = cmp(1.000000 != r6.w);
//   r6.x = r7.y ? r7.x : r6.x;
//   o0.xyzw = r6.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
