//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Mon Nov 20 20:11:51 2023
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// SampleType                        sampler      NA          NA    0        1
// t101                              texture  float4          2d  101        1
// DepthBuffer                       texture   float          2d  110        1
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// 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_5_0
dcl_globalFlags refactoringAllowed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t101
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_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 8
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture1d)(float,float,float,float) r1.xyz, l(9, 0, 0, 0), t120.yzwx
ld_indexable(texture1d)(float,float,float,float) r0.zw, l(21, 0, 0, 0), t120.zwxy
ld_indexable(texture1d)(float,float,float,float) r2.xyz, l(22, 0, 0, 0), t120.xyzw
ld_indexable(texture1d)(float,float,float,float) r3.yzw, l(23, 0, 0, 0), t120.xyzw
ld_indexable(texture1d)(float,float,float,float) r1.w, l(24, 0, 0, 0), t120.yzwx
div r2.w, r0.z, r0.w
div r3.x, r3.y, r2.w
eq r1.xyz, r1.xyzx, l(0.000000, 1.000000, 1.000000, 0.000000)
and r2.w, r1.y, r1.x
and r2.w, r1.z, r2.w
ne r4.x, r0.x, l(0.000000)
and r2.w, r2.w, r4.x
mul r5.xyzw, r0.zzww, l(0.390000, 0.610000, 0.450000, 0.550000)
ge r4.yz, v0.xxyx, r5.xxzx
and r2.w, r2.w, r4.y
lt r4.yw, v0.xxxy, r5.yyyw
and r2.w, r2.w, r4.y
and r2.w, r4.z, r2.w
and r2.w, r4.w, r2.w
if_nz r2.w
  ftou r2.w, r3.w
  utof r3.w, r2.w
  div r3.w, r0.x, r3.w
  mul r0.y, r0.y, r0.x
  mul r0.y, r0.y, l(0.020000)
  resinfo_indexable(texture2d)(float,float,float,float)_uint r4.yz, l(0), t110.zxyw
  iadd r5.xy, r4.yzyy, l(-1, -1, 0, 0)
  utof r4.yz, r4.yyzy
  mul r4.z, r4.z, l(0.500000)
  utof r5.xy, r5.xyxx
  min r4.z, r4.z, r5.y
  ftoi r6.y, r4.z
  mov r6.zw, l(0,0,0,0)
  mov r4.zw, l(0,0,0,0)
  mov r5.yzw, l(0,0,0,0)
  loop
    uge r7.x, r5.z, r2.w
    mov r5.w, l(0)
    breakc_nz r7.x
    add r5.y, r3.w, r5.y
    mad r7.x, r5.y, l(0.500000), l(0.500000)
    mul r7.x, r4.y, r7.x
    max r7.x, r7.x, l(0.000000)
    min r7.x, r5.x, r7.x
    ftoi r6.x, r7.x
    ld_indexable(texture2d)(float,float,float,float) r6.x, r6.xyzw, t110.xyzw
    ne r7.x, r6.x, l(1.000000)
    mul r7.y, r6.x, l(0.000100)
    div r7.y, l(0.000100), r7.y
    add r6.x, r6.x, r7.y
    and r6.x, r6.x, r7.x
    eq r7.x, r6.x, l(0.000000)
    if_nz r7.x
      mov r4.z, r0.x
      mov r5.w, l(-1)
      break
    endif
    add r7.y, r0.x, -r5.y
    div r7.y, r0.y, r7.y
    lt r6.x, r6.x, r7.y
    if_nz r6.x
      mov r4.z, l(0)
      mov r5.w, l(0)
      break
    endif
    mov r4.w, r5.y
    iadd r5.z, r5.z, l(1)
    mov r5.w, r7.x
    mov r4.z, l(0)
  endloop
  movc r0.y, r5.w, r4.z, r4.w
  mul r2.w, r0.z, r0.y
  mad r2.w, -r2.w, l(0.500000), v0.x
  eq r3.w, r3.z, l(1.000000)
  div r0.x, r0.y, |r0.x|
  div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), |r0.x|
  lt r0.y, r0.x, l(0.100000)
  movc r0.x, r0.y, l(0.100000), r0.x
  lt r0.y, l(2.000000), r0.x
  movc r0.x, r0.y, l(2.000000), r0.x
  mov r3.z, r3.y
  mul r0.xy, r0.xxxx, r3.xzxx
  movc r3.xy, r3.wwww, r0.xyxx, r3.xzxx
else
  mov r2.w, v0.x
endif
eq r0.x, r1.w, l(0.000000)
and r0.x, r1.x, r0.x
and r0.x, r1.y, r0.x
and r0.x, r1.z, r0.x
and r0.x, r4.x, r0.x
add r3.zw, -r3.xxxy, l(0.000000, 0.000000, 0.500000, 0.500000)
mul r3.zw, r0.zzzw, r3.zzzw
ge r0.y, r2.w, r3.z
and r0.x, r0.y, r0.x
add r4.yz, r3.xxyx, l(0.000000, 0.500000, 0.500000, 0.000000)
mul r4.yz, r0.zzwz, r4.yyzy
lt r0.y, r2.w, r4.y
and r0.x, r0.y, r0.x
ge r0.y, v0.y, r3.w
and r0.x, r0.y, r0.x
lt r0.y, v0.y, r4.z
and r0.x, r0.y, r0.x
if_nz r0.x
  mov o0.xyz, r2.xyzx
  mov o0.w, l(1.000000)
else
  eq r0.x, r1.w, l(1.000000)
  and r0.x, r1.x, r0.x
  and r0.x, r1.y, r0.x
  and r0.x, r1.z, r0.x
  and r0.x, r4.x, r0.x
  mad r1.xyzw, -r3.xyxy, l(4.000000, 0.250000, 0.250000, 4.000000), l(0.500000, 0.500000, 0.500000, 0.500000)
  mul r1.xyzw, r0.zwzw, r1.xyzw
  ge r1.xz, r2.wwww, r1.xxzx
  mad r3.xyzw, r3.xyxy, l(4.000000, 0.250000, 0.250000, 4.000000), l(0.500000, 0.500000, 0.500000, 0.500000)
  mul r3.xyzw, r0.zwzw, r3.xyzw
  lt r0.yz, r2.wwww, r3.xxzx
  and r0.yz, r0.yyzy, r1.xxzx
  ge r1.xy, v0.yyyy, r1.ywyy
  and r0.yz, r0.yyzy, r1.xxyx
  lt r1.xy, v0.yyyy, r3.ywyy
  and r0.yz, r0.yyzy, r1.xxyx
  or r0.y, r0.z, r0.y
  and r0.x, r0.y, r0.x
  if_nz r0.x
    mov o0.xyz, r2.xyzx
    mov o0.w, l(1.000000)
  else
    sample_indexable(texture2d)(float,float,float,float) o0.xyzw, v1.xyxx, t101.xyzw, s0
  endif
endif
ret
// Approximately 134 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Mon Nov 20 20:11:51 2023
//
// SamplerState SampleType_s : register(s0);
// Texture2D<float4> t101 : register(t101);
// Texture2D<float> DepthBuffer : register(t110);
//
//
// // 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,r3,r4,r5,r6,r7;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r1.xyz = IniParams.Load(float4(9,0,0,0)).yzw;
//   r0.zw = IniParams.Load(float4(21,0,0,0)).xy;
//   r2.xyz = IniParams.Load(float4(22,0,0,0)).xyz;
//   r3.yzw = IniParams.Load(float4(23,0,0,0)).yzw;
//   r1.w = IniParams.Load(float4(24,0,0,0)).x;
//   r2.w = r0.z / r0.w;
//   r3.x = r3.y / r2.w;
//   r1.xyz = cmp(r1.xyz == float3(0,1,1));
//   r2.w = r1.y ? r1.x : 0;
//   r2.w = r1.z ? r2.w : 0;
//   r4.x = cmp(r0.x != 0.000000);
//   r2.w = r4.x ? r2.w : 0;
//   r5.xyzw = float4(0.389999986,0.610000014,0.449999988,0.550000012) * r0.zzww;
//   r4.yz = cmp(v0.xy >= r5.xz);
//   r2.w = r4.y ? r2.w : 0;
//   r4.yw = cmp(v0.xy < r5.yw);
//   r2.w = r4.y ? r2.w : 0;
//   r2.w = r4.z ? r2.w : 0;
//   r2.w = r4.w ? r2.w : 0;
//   if (r2.w != 0) {
//     r2.w = (uint)r3.w;
//     r3.w = (uint)r2.w;
//     r3.w = r0.x / r3.w;
//     r0.y = r0.x * r0.y;
//     r0.y = 0.0199999996 * r0.y;
//     DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//     r4.yz = uiDest.xy;
//     r5.xy = (int2)r4.yz + int2(-1,-1);
//     r4.yz = (uint2)r4.yz;
//     r4.z = 0.5 * r4.z;
//     r5.xy = (uint2)r5.xy;
//     r4.z = min(r5.y, r4.z);
//     r6.y = (int)r4.z;
//     r6.zw = float2(0,0);
//     r4.zw = float2(0,0);
//     r5.yzw = float3(0,0,0);
//     while (true) {
//       r7.x = cmp((uint)r5.z >= (uint)r2.w);
//       r5.w = 0;
//       if (r7.x != 0) break;
//       r5.y = r5.y + r3.w;
//       r7.x = r5.y * 0.5 + 0.5;
//       r7.x = r7.x * r4.y;
//       r7.x = max(0, r7.x);
//       r7.x = min(r7.x, r5.x);
//       r6.x = (int)r7.x;
//       r6.x = DepthBuffer.Load(r6.xyz).x;
//       r7.x = cmp(r6.x != 1.000000);
//       r7.y = 9.99999975e-05 * r6.x;
//       r7.y = 9.99999975e-05 / r7.y;
//       r6.x = r7.y + r6.x;
//       r6.x = r7.x ? r6.x : 0;
//       r7.x = cmp(r6.x == 0.000000);
//       if (r7.x != 0) {
//         r4.z = r0.x;
//         r5.w = -1;
//         break;
//       }
//       r7.y = -r5.y + r0.x;
//       r7.y = r0.y / r7.y;
//       r6.x = cmp(r6.x < r7.y);
//       if (r6.x != 0) {
//         r4.z = 0;
//         r5.w = 0;
//         break;
//       }
//       r4.w = r5.y;
//       r5.z = (int)r5.z + 1;
//       r5.w = r7.x;
//       r4.z = 0;
//     }
//     r0.y = r5.w ? r4.z : r4.w;
//     r2.w = r0.y * r0.z;
//     r2.w = -r2.w * 0.5 + v0.x;
//     r3.w = cmp(r3.z == 1.000000);
//     r0.x = r0.y / abs(r0.x);
//     r0.x = 1 / abs(r0.x);
//     r0.y = cmp(r0.x < 0.100000001);
//     r0.x = r0.y ? 0.100000001 : r0.x;
//     r0.y = cmp(2 < r0.x);
//     r0.x = r0.y ? 2 : r0.x;
//     r3.z = r3.y;
//     r0.xy = r3.xz * r0.xx;
//     r3.xy = r3.ww ? r0.xy : r3.xz;
//   } else {
//     r2.w = v0.x;
//   }
//   r0.x = cmp(r1.w == 0.000000);
//   r0.x = r1.x ? r0.x : 0;
//   r0.x = r1.y ? r0.x : 0;
//   r0.x = r1.z ? r0.x : 0;
//   r0.x = r4.x ? r0.x : 0;
//   r3.zw = float2(0.5,0.5) + -r3.xy;
//   r3.zw = r3.zw * r0.zw;
//   r0.y = cmp(r2.w >= r3.z);
//   r0.x = r0.y ? r0.x : 0;
//   r4.yz = float2(0.5,0.5) + r3.xy;
//   r4.yz = r4.yz * r0.zw;
//   r0.y = cmp(r2.w < r4.y);
//   r0.x = r0.y ? r0.x : 0;
//   r0.y = cmp(v0.y >= r3.w);
//   r0.x = r0.y ? r0.x : 0;
//   r0.y = cmp(v0.y < r4.z);
//   r0.x = r0.y ? r0.x : 0;
//   if (r0.x != 0) {
//     o0.xyz = r2.xyz;
//     o0.w = 1;
//   } else {
//     r0.x = cmp(r1.w == 1.000000);
//     r0.x = r1.x ? r0.x : 0;
//     r0.x = r1.y ? r0.x : 0;
//     r0.x = r1.z ? r0.x : 0;
//     r0.x = r4.x ? r0.x : 0;
//     r1.xyzw = -r3.xyxy * float4(4,0.25,0.25,4) + float4(0.5,0.5,0.5,0.5);
//     r1.xyzw = r1.xyzw * r0.zwzw;
//     r1.xz = cmp(r2.ww >= r1.xz);
//     r3.xyzw = r3.xyxy * float4(4,0.25,0.25,4) + float4(0.5,0.5,0.5,0.5);
//     r3.xyzw = r3.xyzw * r0.zwzw;
//     r0.yz = cmp(r2.ww < r3.xz);
//     r0.yz = r0.yz ? r1.xz : 0;
//     r1.xy = cmp(v0.yy >= r1.yw);
//     r0.yz = r0.yz ? r1.xy : 0;
//     r1.xy = cmp(v0.yy < r3.yw);
//     r0.yz = r0.yz ? r1.xy : 0;
//     r0.y = (int)r0.z | (int)r0.y;
//     r0.x = r0.y ? r0.x : 0;
//     if (r0.x != 0) {
//       o0.xyz = r2.xyz;
//       o0.w = 1;
//     } else {
//       o0.xyzw = t101.Sample(SampleType_s, v1.xy).xyzw;
//     }
//   }
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
