// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Sat Apr  6 20:03:46 2024
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// sampler_tex_s                     sampler      NA          NA    0        1
// tex                               texture  float4          2d    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float      w
// 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) t0
dcl_input_ps linear v0.w
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v1.xyxx, t0.xyzw, s0
add r1.xyz, r0.xyzx, l(0.055000, 0.055000, 0.055000, 0.000000)
mul r1.xyz, r1.xyzx, l(0.947867334, 0.947867334, 0.947867334, 0.000000)
log r1.xyz, r1.xyzx
mul r1.xyz, r1.xyzx, l(2.400000, 2.400000, 2.400000, 0.000000)
exp r1.xyz, r1.xyzx
lt r2.xyz, l(0.040450, 0.040450, 0.040450, 0.000000), r0.xyzx
mul r0.xyz, r0.xyzx, l(0.0773993805, 0.0773993805, 0.0773993805, 0.000000)
mul o0.w, r0.w, v0.w
movc o0.xyz, r2.xyzx, r1.xyzx, r0.xyzx
ret
// Approximately 11 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Sat Apr  6 20:03:46 2024
//
// SamplerState sampler_tex_s_s : register(s0);
// Texture2D<float4> tex : register(t0);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : COLOR0,
//   float2 v1 : TEXCOORD0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = tex.Sample(sampler_tex_s_s, v1.xy).xyzw;
//   r1.xyz = float3(0.0549999997,0.0549999997,0.0549999997) + r0.xyz;
//   r1.xyz = float3(0.947867334,0.947867334,0.947867334) * r1.xyz;
//   r1.xyz = log2(r1.xyz);
//   r1.xyz = float3(2.4000001,2.4000001,2.4000001) * r1.xyz;
//   r1.xyz = exp2(r1.xyz);
//   r2.xyz = cmp(float3(0.0404499993,0.0404499993,0.0404499993) < r0.xyz);
//   r0.xyz = float3(0.0773993805,0.0773993805,0.0773993805) * r0.xyz;
//   o0.w = v0.w * r0.w;
//   o0.xyz = r2.xyz ? r1.xyz : r0.xyz;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
