// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sat Nov 11 15:21:30 2023
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// sTextureSampler_s                 sampler      NA          NA    0        1
// tTextureSampler                   texture  float4          2d    0        1
// StereoParams                      texture  float4          2d  125        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float      w
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.w, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyzw
dcl_output o0.xyzw
dcl_temps 2
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
div r0.y, r0.y, v0.w
add r0.y, -r0.y, l(1.000000)
mul r0.x, r0.y, r0.x
mad r0.x, r0.x, l(0.500000), v1.x
mov r0.y, v1.y
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
mul r1.xyz, r0.xyzx, v2.xyzx
mad r0.xyz, -r0.xyzx, v2.xyzx, v3.xyzx
mad o0.xyz, v3.wwww, r0.xyzx, r1.xyzx
mov o0.w, v2.w
ret
// Approximately 12 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sat Nov 11 15:21:30 2023
//
// SamplerState sTextureSampler_s_s : register(s0);
// Texture2D<float4> tTextureSampler : register(t0);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : TEXCOORD0,
//   float4 v2 : TEXCOORD1,
//   float4 v3 : TEXCOORD2,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.y = r0.y / v0.w;
//   r0.y = 1 + -r0.y;
//   r0.x = r0.x * r0.y;
//   r0.x = r0.x * 0.5 + v1.x;
//   r0.y = v1.y;
//   r0.xyz = tTextureSampler.Sample(sTextureSampler_s_s, r0.xy).xyz;
//   r1.xyz = v2.xyz * r0.xyz;
//   r0.xyz = -r0.xyz * v2.xyz + v3.xyz;
//   o0.xyz = v3.www * r0.xyz + r1.xyz;
//   o0.w = v2.w;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
