// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Wed Dec  6 17:28:30 2023
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
//   float4 vfuniforms[144];            // Index:    0-143            Components:   576
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// StereoParams                      texture  float4          2d  125        1
// Constants                         cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0     NONE   float   xyzw
// COLOR                    1   x           1     NONE    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// TEXCOORD                 2   xy          2     NONE   float   xy
// SV_Position              0   xyzw        3      POS   float   xyzw
// P                        0   x           4  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o4.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[144], dynamicIndexed
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_input v1.x
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output_siv o3.xyzw, position
dcl_temps 5
ld_indexable(buffer)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o4.x, r4.z
imul null, r0.x, v1.x, l(6)
imad r0.y, v1.x, l(6), l(1)
itof r0.x, r0.x
ftou r1.x, r0.x
itof r0.x, r0.y
ftou r1.y, r0.x
utof r0.xy, r1.xyxx
add r0.xy, r0.xyxx, l(0.100000, 0.100000, 0.000000, 0.000000)
ftou r0.xy, r0.xyxx
mov o0.xyzw, cb0[r0.x + 0].xyzw
mov o1.xyzw, cb0[r0.y + 0].xyzw
imad r0.xyzw, v1.xxxx, l(6, 6, 6, 6), l(2, 2, 4, 4)
itof r0.xyzw, r0.xyzw
ftou r0.xyzw, r0.xyzw
utof r0.xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, l(0.100000, 1.100000, 0.100000, 1.100000)
ftou r0.xyzw, r0.xyzw
dp4 o2.x, v0.xyzw, cb0[r0.z + 0].xyzw
dp4 o2.y, v0.xyzw, cb0[r0.w + 0].xyzw
dp4 r0.x, v0.xyzw, cb0[r0.x + 0].xyzw
dp4 r2.y, v0.xyzw, cb0[r0.y + 0].xyzw
ld_indexable(buffer)(float,float,float,float) r0.yz, l(0, 0, 0, 0), t125.zxyw

if_nz r4.w
//mad r0.z, -r0.z, l(0.02000), l(1.000000)
//mad r2.x, r0.y, r0.z, r0.x
mov r2.x, r0.x
else
mov r2.x, r0.x
endif
mov r2.zw, l(0,0,0,1.000000)
add r3.x, -r4.y, r2.w
mul r3.y, r4.x, r4.w
mad r3.x, r3.x, r3.y, r2.x
ne r3.y, l(1.000000), r2.w
//movc r2.x, r3.y, r3.x, r2.x
mov o3.xyzw, r2.xyzw
ret
// Approximately 26 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.181 on Wed Dec  6 17:28:30 2023
//
// cbuffer Constants : register(b0)
// {
//   float4 vfuniforms[144] : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   uint v1 : COLOR1,
//   out float4 o0 : TEXCOORD0,
//   out float4 o1 : TEXCOORD1,
//   out float2 o2 : TEXCOORD2,
//   out float4 o3 : SV_Position0,
//   out uint o4 : P0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r4.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o4.x = r4.z;
//   r0.x = (int)v1.x * 6;
//   r0.y = mad((int)v1.x, 6, 1);
//   r0.x = (int)r0.x;
//   r1.x = (uint)r0.x;
//   r0.x = (int)r0.y;
//   r1.y = (uint)r0.x;
//   r0.xy = (uint2)r1.xy;
//   r0.xy = float2(0.100000001,0.100000001) + r0.xy;
//   r0.xy = (uint2)r0.xy;
//   o0.xyzw = vfuniforms[r0.x].xyzw;
//   o1.xyzw = vfuniforms[r0.y].xyzw;
//   r0.xyzw = mad((int4)v1.xxxx, int4(6,6,6,6), int4(2,2,4,4));
//   r0.xyzw = (int4)r0.xyzw;
//   r0.xyzw = (uint4)r0.xyzw;
//   r0.xyzw = (uint4)r0.xyzw;
//   r0.xyzw = float4(0.100000001,1.10000002,0.100000001,1.10000002) + r0.xyzw;
//   r0.xyzw = (uint4)r0.xyzw;
//   o2.x = dot(v0.xyzw, vfuniforms[r0.z].xyzw);
//   o2.y = dot(v0.xyzw, vfuniforms[r0.w].xyzw);
//   r0.x = dot(v0.xyzw, vfuniforms[r0.x].xyzw);
//   r2.y = dot(v0.xyzw, vfuniforms[r0.y].xyzw);
//   r0.yz = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.z = -r0.z * 0.00499999989 + 1;
//   r2.x = r0.y * r0.z + r0.x;
//   r2.zw = float2(0,1);
//   r3.x = r2.w + -r4.y;
//   r3.y = r4.w * r4.x;
//   r3.x = r3.x * r3.y + r2.x;
//   r3.y = cmp(1.000000 != r2.w);
//   r2.x = r3.y ? r3.x : r2.x;
//   o3.xyzw = r2.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
