// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Thu Oct 22 18:50:51 2026
//
//
// Buffer Definitions:
//
// cbuffer cb3
// {
//
//   float4 cb3[21];                    // Index:    0-20             Components:    84
//
// }
//
// cbuffer cb2
// {
//
//   float4 cb2[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[7];                     // Index:    0-6              Components:    28
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[42];                    // Index:    0-41             Components:   168
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
// cb1                               cbuffer      NA          NA    1        1
// cb2                               cbuffer      NA          NA    2        1
// cb3                               cbuffer      NA          NA    3        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
//
//
// 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
// TEXCOORD                 1     zw        2     NONE   float     zw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// P                        0   x           4  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o4.x, rendertarget_array_index
dcl_constantbuffer CB3[21], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB1[7], immediateIndexed
dcl_constantbuffer CB0[42], immediateIndexed
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o2.zw
dcl_output o3.xyzw
dcl_temps 7
ld_indexable(buffer)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o4.x, r6.z
mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb2[3].xyzw
mul r1.xyzw, r0.yyyy, cb3[18].xyzw
mad r1.xyzw, cb3[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb3[20].xwyz, r0.wwww, r1.xwyz
ld r1.xyzw, l(0, 0, 0, 0), t125.xyzw
mad r1.y, -r1.y, l(0.007500), r0.y
mad r1.y, r1.x, r1.y, r0.x
ld r2.xyzw, l(10, 0, 0, 0), t120.xyzw
eq r1.zw, r2.zzzy, l(0.000000, 0.000000, 1.000000, 1.000000)
mad r1.x, r1.x, r2.x, r0.x
movc r2.x, r1.z, r1.y, r1.x
mov r2.yzw, r0.zzwy
movc r1.xyzw, r1.wwww, l(0,0,0,0), r2.xyzw
ld r3.xyzw, l(11, 0, 0, 0), t120.xyzw
eq r2.x, r3.x, l(1.000000)
eq r2.z, r2.w, l(1.000000)
and r2.x, r2.x, r2.z
movc r4.xyzw, r2.xxxx, r1.xyzw, r0.xzwy
mov o1.xyzw, v2.xyzw
mov o2.xy, v1.xyxx
mul r0.z, r2.y, cb1[5].x
mul r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
add o2.zw, r0.yyyy, r0.xxxz
mul r0.xy, cb3[6].xyxx, cb1[6].yyyy
mad r0.xy, cb3[5].xyxx, cb1[6].xxxx, r0.xyxx
div r0.xy, r2.wwww, |r0.xyxx|
mad r0.xy, cb0[41].xyxx, l(0.250000, 0.250000, 0.000000, 0.000000), |r0.xyxx|
div o3.zw, l(0.000000, 0.000000, 0.250000, 0.250000), r0.xxxy
max r0.xyzw, cb0[40].xyzw, l(-20000000000.000000, -20000000000.000000, -20000000000.000000, -20000000000.000000)
min r0.xyzw, r0.xyzw, l(20000000000.000000, 20000000000.000000, 20000000000.000000, 20000000000.000000)
mad r0.xy, v0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), -r0.xyxx
add o3.xy, -r0.zwzz, r0.xyxx
add r5.x, -r6.y, r4.w
mul r5.y, r6.x, r6.w
mad r5.x, r5.x, r5.y, r4.x
ne r5.y, l(1.000000), r4.w
movc r4.x, r5.y, r5.x, r4.x
mov o0.xyzw, r4.xyzw
ret
// Approximately 37 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Thu Oct 22 18:50:51 2026
//
// cbuffer cb3 : register(b3)
// {
//   float4 cb3[21] : packoffset(c0);
// }
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[4] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[7] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[42] : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float2 v1 : TEXCOORD0,
//   float4 v2 : COLOR0,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : COLOR0,
//   out float2 o2 : TEXCOORD0,
//   out float2 p2 : TEXCOORD1,
//   out float4 o3 : TEXCOORD2,
//   out uint o4 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r6.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o4.x = r6.z;
//   r0.xyzw = cb2[1].xyzw * v0.yyyy;
//   r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
//   r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw;
//   r0.xyzw = cb2[3].xyzw + r0.xyzw;
//   r1.xyzw = cb3[18].xyzw * r0.yyyy;
//   r1.xyzw = cb3[17].xyzw * r0.xxxx + r1.xyzw;
//   r1.xyzw = cb3[19].xyzw * r0.zzzz + r1.xyzw;
//   r0.xyzw = cb3[20].xwyz * r0.wwww + r1.xwyz;
//   r1.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r1.y = -r1.y * 0.00749999983 + r0.y;
//   r1.y = r1.x * r1.y + r0.x;
//   r2.xyzw = IniParams.Load(float4(10,0,0,0)).xyzw;
//   r1.zw = cmp(r2.zy == float2(1,1));
//   r1.x = r1.x * r2.x + r0.x;
//   r2.x = r1.z ? r1.y : r1.x;
//   r2.yzw = r0.zwy;
//   r1.xyzw = r1.wwww ? float4(0,0,0,0) : r2.xyzw;
//   r3.xyzw = IniParams.Load(float4(11,0,0,0)).xyzw;
//   r2.x = cmp(r3.x == 1.000000);
//   r2.z = cmp(r2.w == 1.000000);
//   r2.x = r2.x ? r2.z : 0;
//   r4.xyzw = r2.xxxx ? r1.xyzw : r0.xzwy;
//   o1.xyzw = v2.xyzw;
//   o2.xy = v1.xy;
//   r0.z = cb1[5].x * r2.y;
//   r0.xyz = float3(0.5,0.5,0.5) * r0.xyz;
//   p2.xy = r0.xz + r0.yy;
//   r0.xy = cb1[6].yy * cb3[6].xy;
//   r0.xy = cb3[5].xy * cb1[6].xx + r0.xy;
//   r0.xy = r2.ww / abs(r0.xy);
//   r0.xy = cb0[41].xy * float2(0.25,0.25) + abs(r0.xy);
//   o3.zw = float2(0.25,0.25) / r0.xy;
//   r0.xyzw = max(float4(-2e+10,-2e+10,-2e+10,-2e+10), cb0[40].xyzw);
//   r0.xyzw = min(float4(2e+10,2e+10,2e+10,2e+10), r0.xyzw);
//   r0.xy = v0.xy * float2(2,2) + -r0.xy;
//   o3.xy = r0.xy + -r0.zw;
//   r5.x = r4.w + -r6.y;
//   r5.y = r6.w * r6.x;
//   r5.x = r5.x * r5.y + r4.x;
//   r5.y = cmp(1.000000 != r4.w);
//   r4.x = r5.y ? r5.x : r4.x;
//   o0.xyzw = r4.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
