// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sun Nov 19 23:02:13 2023
//
//
// Buffer Definitions:
//
// cbuffer _Globals
// {
//
//   row_major float4x4 gVS_Projection; // Index:  300 301 302 303    Components:    16 [unused]
//   int gPs_AlphaTestEnable;           // Index:  304.x              Components:     1 [unused]
//   int gPs_AlphaTestType;             // Index:  305.x              Components:     1 [unused]
//   float gPs_AlphaTestRefValue;       // Index:  306.x              Components:     1 [unused]
//   float gPs_AlphaTestThreshold;      // Index:  307.x              Components:     1 [unused]
//   int gPs_MultiSampleMaskEnable;     // Index:  308.x              Components:     1 [unused]
//   int gPs_MultiSampleMask;           // Index:  309.x              Components:     1 [unused]
//   float4 gVS_I2FScale;               // Index:    0.xyzw           Components:     4
//   row_major float4x4 gVS_Mat;        // Index:    1 2 3 4          Components:    16
//   float4 gVS_HScale;                 // Index:    5.xyzw           Components:     4
//   float4 gVS_HOffset;                // Index:    6.xyzw           Components:     4
//   float4 gVS_PScale;                 // Index:    7.xyzw           Components:     4 [unused]
//   float4 gVS_POffset;                // Index:    8.xyzw           Components:     4 [unused]
//   float4 gVS_BaseCol;                // Index:    9.xyzw           Components:     4
//   float4 gVS_UVMulAdd;               // Index:   10.xyzw           Components:     4 [unused]
//   float4 gVS_SnapParams;             // Index:   11.xyzw           Components:     4 [unused]
//   int gVS_IsLuminance8;              // Index:   12.x              Components:     1
//   row_major float4x4 g_View;         // Index:  310 311 312 313    Components:    16 [unused]
//   row_major float4x4 g_ViewProjection;// Index:  314 315 316 317    Components:    16 [unused]
//   row_major float4x4 g_World;        // Index:  318 319 320 321    Components:    16 [unused]
//   row_major float4x4 g_WorldViewProjection;// Index:  322 323 324 325    Components:    16 [unused]
//   row_major float4x3 g_JointWorld[32];// Index:  326-453.z          Components:   511 [unused]
//   float4 g_RenderTargetDimensions;   // Index:  454.xyzw           Components:     4 [unused]
//   float4 g_RenderTargetNearFar;      // Index:  455.xyzw           Components:     4 [unused]
//   float4 g_RenderTargetDepthRange;   // Index:  456.xyzw           Components:     4 [unused]
//   float4 g_AdditiveColor;            // Index:  457.xyzw           Components:     4 [unused]
//   float4 g_ModulateColor;            // Index:  458.xyzw           Components:     4 [unused]
//   float4 g_EyePosition;              // Index:  459.xyzw           Components:     4 [unused]
//   float4 g_ExternalShaderParam;      // Index:  460.xyzw           Components:     4 [unused]
//   float4 g_LightColor0;              // Index:  461.xyzw           Components:     4 [unused]
//   float4 g_LightPosition0;           // Index:  462.xyzw           Components:     4 [unused]
//   float4 g_LightAttenuation0;        // Index:  463.xyzw           Components:     4 [unused]
//   float4 g_LightColor1;              // Index:  464.xyzw           Components:     4 [unused]
//   float4 g_LightPosition1;           // Index:  465.xyzw           Components:     4 [unused]
//   float4 g_LightAttenuation1;        // Index:  466.xyzw           Components:     4 [unused]
//   float4 g_LightColor2;              // Index:  467.xyzw           Components:     4 [unused]
//   float4 g_LightPosition2;           // Index:  468.xyzw           Components:     4 [unused]
//   float4 g_LightAttenuation2;        // Index:  469.xyzw           Components:     4 [unused]
//   float4 g_LightColor3;              // Index:  470.xyzw           Components:     4 [unused]
//   float4 g_LightPosition3;           // Index:  471.xyzw           Components:     4 [unused]
//   float4 g_LightAttenuation3;        // Index:  472.xyzw           Components:     4 [unused]
//   float4 g_LightColor4;              // Index:  473.xyzw           Components:     4 [unused]
//   float4 g_LightPosition4;           // Index:  474.xyzw           Components:     4 [unused]
//   float4 g_LightAttenuation4;        // Index:  475.xyzw           Components:     4 [unused]
//   float4 g_LightColor5;              // Index:  476.xyzw           Components:     4 [unused]
//   float4 g_LightPosition5;           // Index:  477.xyzw           Components:     4 [unused]
//   float4 g_LightAttenuation5;        // Index:  478.xyzw           Components:     4 [unused]
//   float4 g_LightColor6;              // Index:  479.xyzw           Components:     4 [unused]
//   float4 g_LightPosition6;           // Index:  480.xyzw           Components:     4 [unused]
//   float4 g_LightAttenuation6;        // Index:  481.xyzw           Components:     4 [unused]
//   float4 g_LightColor7;              // Index:  482.xyzw           Components:     4 [unused]
//   float4 g_LightPosition7;           // Index:  483.xyzw           Components:     4 [unused]
//   float4 g_LightAttenuation7;        // Index:  484.xyzw           Components:     4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// _Globals                          cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// TEXCOORD                 2   x           2     NONE     int   x
// P                        0   x           3  RTINDEX    uint   x
//
vs_5_0
dcl_resource_buffer (float,float,float,float) t125
dcl_output_siv o3.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[13], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.x
dcl_temps 4
ld_indexable(buffer)(float,float,float,float) r3.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r3.z
dp4 r0.x, cb0[1].xyzw, v0.xyzw
dp4 r0.y, cb0[2].xyzw, v0.xyzw
mul r0.xy, r0.xyxx, cb0[0].xyxx
dp4 r0.z, cb0[3].xyzw, v0.xyzw
dp4 r0.w, cb0[4].xyzw, v0.xyzw
mad r1.xyzw, r0.xyzw, cb0[5].xyzw, cb0[6].xyzw
mul_sat r0.xyzw, l(1.99218750, 1.99218750, 1.99218750, 1.99218750), cb0[9].xyzw
mul o1.xyzw, r0.xyzw, v1.xyzw
mov o2.x, cb0[12].x
add r2.x, -r3.y, r1.w
mul r2.y, r3.x, r3.w
mad r2.x, r2.x, r2.y, r1.x
ne r2.y, l(1.000000), r1.w
movc r1.x, r2.y, r2.x, r1.x
mov o0.xyzw, r1.xyzw
ret
// Approximately 10 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sun Nov 19 23:02:13 2023
//
// cbuffer _Globals : register(b0)
// {
//   row_major float4x4 gVS_Projection : packoffset(c300);
//   int gPs_AlphaTestEnable : packoffset(c304);
//   int gPs_AlphaTestType : packoffset(c305);
//   float gPs_AlphaTestRefValue : packoffset(c306);
//   float gPs_AlphaTestThreshold : packoffset(c307);
//   int gPs_MultiSampleMaskEnable : packoffset(c308);
//   int gPs_MultiSampleMask : packoffset(c309);
//   float4 gVS_I2FScale : packoffset(c0);
//   row_major float4x4 gVS_Mat : packoffset(c1);
//   float4 gVS_HScale : packoffset(c5);
//   float4 gVS_HOffset : packoffset(c6);
//   float4 gVS_PScale : packoffset(c7);
//   float4 gVS_POffset : packoffset(c8);
//   float4 gVS_BaseCol : packoffset(c9);
//   float4 gVS_UVMulAdd : packoffset(c10);
//   float4 gVS_SnapParams : packoffset(c11);
//   int gVS_IsLuminance8 : packoffset(c12);
//   row_major float4x4 g_View : packoffset(c310);
//   row_major float4x4 g_ViewProjection : packoffset(c314);
//   row_major float4x4 g_World : packoffset(c318);
//   row_major float4x4 g_WorldViewProjection : packoffset(c322);
//   row_major float4x3 g_JointWorld[32] : packoffset(c326);
//   float4 g_RenderTargetDimensions : packoffset(c454);
//   float4 g_RenderTargetNearFar : packoffset(c455);
//   float4 g_RenderTargetDepthRange : packoffset(c456);
//   float4 g_AdditiveColor : packoffset(c457);
//   float4 g_ModulateColor : packoffset(c458);
//   float4 g_EyePosition : packoffset(c459);
//   float4 g_ExternalShaderParam : packoffset(c460);
//   float4 g_LightColor0 : packoffset(c461);
//   float4 g_LightPosition0 : packoffset(c462);
//   float4 g_LightAttenuation0 : packoffset(c463);
//   float4 g_LightColor1 : packoffset(c464);
//   float4 g_LightPosition1 : packoffset(c465);
//   float4 g_LightAttenuation1 : packoffset(c466);
//   float4 g_LightColor2 : packoffset(c467);
//   float4 g_LightPosition2 : packoffset(c468);
//   float4 g_LightAttenuation2 : packoffset(c469);
//   float4 g_LightColor3 : packoffset(c470);
//   float4 g_LightPosition3 : packoffset(c471);
//   float4 g_LightAttenuation3 : packoffset(c472);
//   float4 g_LightColor4 : packoffset(c473);
//   float4 g_LightPosition4 : packoffset(c474);
//   float4 g_LightAttenuation4 : packoffset(c475);
//   float4 g_LightColor5 : packoffset(c476);
//   float4 g_LightPosition5 : packoffset(c477);
//   float4 g_LightAttenuation5 : packoffset(c478);
//   float4 g_LightColor6 : packoffset(c479);
//   float4 g_LightPosition6 : packoffset(c480);
//   float4 g_LightAttenuation6 : packoffset(c481);
//   float4 g_LightColor7 : packoffset(c482);
//   float4 g_LightPosition7 : packoffset(c483);
//   float4 g_LightAttenuation7 : packoffset(c484);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float4 v1 : TEXCOORD1,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : TEXCOORD1,
//   out int o2 : TEXCOORD2,
//   out uint o3 : P0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r3.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r3.z;
//   r0.x = dot(gVS_Mat._m00_m01_m02_m03, v0.xyzw);
//   r0.y = dot(gVS_Mat._m10_m11_m12_m13, v0.xyzw);
//   r0.xy = gVS_I2FScale.xy * r0.xy;
//   r0.z = dot(gVS_Mat._m20_m21_m22_m23, v0.xyzw);
//   r0.w = dot(gVS_Mat._m30_m31_m32_m33, v0.xyzw);
//   r1.xyzw = r0.xyzw * gVS_HScale.xyzw + gVS_HOffset.xyzw;
//   r0.xyzw = saturate(gVS_BaseCol.xyzw * float4(1.9921875,1.9921875,1.9921875,1.9921875));
//   o1.xyzw = v1.xyzw * r0.xyzw;
//   o2.x = gVS_IsLuminance8;
//   r2.x = r1.w + -r3.y;
//   r2.y = r3.w * r3.x;
//   r2.x = r2.x * r2.y + r1.x;
//   r2.y = cmp(1.000000 != r1.w);
//   r1.x = r2.y ? r2.x : r1.x;
//   o0.xyzw = r1.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
