// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.7.10 on Sun Aug  9 17:36:11 2026
//
//
// Buffer Definitions:
//
// cbuffer vertexBuffer
// {
//
//   float4x4 ProjectionMatrix;         // Index:    0 1 2 3          Components:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
// vertexBuffer                      cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xy          0     NONE   float   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
// P                        0   x           3  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o3.x, rendertarget_array_index
dcl_constantbuffer CB0[4], immediateIndexed
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xy
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_temps 6
ld_indexable(buffer)(float,float,float,float) r5.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r5.z
ld r0.xyzw, l(3, 0, 0, 0), t120.xyzw
eq r0.x, r0.w, l(22.000000)
mul r1.xyzw, v0.yyyy, cb0[1].xyzw
mad r1.xyzw, cb0[0].xyzw, v0.xxxx, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[3].xyzw
eq r0.y, r1.w, l(1.000000)
and r0.x, r0.x, r0.y
ld r2.xyzw, l(0, 0, 0, 0), t125.xyzw
mad r0.y, r2.x, l(0.500000), r1.x
movc r3.x, r0.x, r0.y, r1.x
mov r3.yzw, r1.yyzw
mov o1.xyzw, v1.xyzw
mov o2.xy, v2.xyxx
add r4.x, -r5.y, r3.w
mul r4.y, r5.x, r5.w
mad r4.x, r4.x, r4.y, r3.x
ne r4.y, l(1.000000), r3.w
movc r3.x, r4.y, r4.x, r3.x
mov o0.xyzw, r3.xyzw
ret
// Approximately 14 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.7.10 on Sun Aug  9 17:36:11 2026
//
// cbuffer vertexBuffer : register(b0)
// {
//   float4x4 ProjectionMatrix : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float2 v0 : POSITION0,
//   float4 v1 : COLOR0,
//   float2 v2 : TEXCOORD0,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : COLOR0,
//   out float2 o2 : TEXCOORD0,
//   out uint o3 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r5.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r5.z;
//   r0.xyzw = IniParams.Load(float4(3,0,0,0)).xyzw;
//   r0.x = cmp(r0.w == 22.000000);
//   r1.xyzw = ProjectionMatrix._m01_m11_m21_m31 * v0.yyyy;
//   r1.xyzw = ProjectionMatrix._m00_m10_m20_m30 * v0.xxxx + r1.xyzw;
//   r1.xyzw = ProjectionMatrix._m03_m13_m23_m33 + r1.xyzw;
//   r0.y = cmp(r1.w == 1.000000);
//   r0.x = r0.x ? r0.y : 0;
//   r2.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r0.y = r2.x * 0.5 + r1.x;
//   r3.x = r0.x ? r0.y : r1.x;
//   r3.yzw = r1.yzw;
//   o1.xyzw = v1.xyzw;
//   o2.xy = v2.xy;
//   r4.x = r3.w + -r5.y;
//   r4.y = r5.w * r5.x;
//   r4.x = r4.x * r4.y + r3.x;
//   r4.y = cmp(1.000000 != r3.w);
//   r3.x = r4.y ? r4.x : r3.x;
//   o0.xyzw = r3.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
