// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Thu Oct 22 18:52:01 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[6];                     // Index:    0-5              Components:    24
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[39];                    // Index:    0-38             Components:   156
//
// }
//
//
// 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
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 1     zw        0     NONE   float     zw
// TEXCOORD                 2   xy          1     NONE   float   xy
// TEXCOORD                 3     zw        1     NONE   float     zw
// TEXCOORD                 4   xy          2     NONE   float   xy
// TEXCOORD                 5     zw        2     NONE   float     zw
// TEXCOORD                 6   xy          3     NONE   float   xy
// SIZE                     0     zw        3     NONE   float     zw
// SCALE                    0   xy          4     NONE   float   xy
// SV_POSITION              0   xyzw        5      POS   float   xyzw
// COLOR                    0   xyzw        6     NONE   float   xyzw
// P                        0   x           7  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o7.x, rendertarget_array_index
dcl_constantbuffer CB3[21], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB1[6], immediateIndexed
dcl_constantbuffer CB0[39], 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 o0.xy
dcl_output o0.zw
dcl_output o1.xy
dcl_output o1.zw
dcl_output o2.xy
dcl_output o2.zw
dcl_output o3.xy
dcl_output o3.zw
dcl_output o4.xy
dcl_output_siv o5.xyzw, position
dcl_output o6.xyzw
dcl_temps 7
ld_indexable(buffer)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o7.x, r6.z
mov o0.xy, v1.xyxx
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].xyzw, r0.wwww, r1.xyzw
mul r1.x, r0.y, cb1[5].x
mul r1.z, r1.x, l(0.500000)
mul r1.xy, r0.xwxx, l(0.500000, 0.500000, 0.000000, 0.000000)
add o0.zw, r1.yyyy, r1.xxxz
mad o1.xy, v1.xyxx, cb0[13].xyxx, cb0[13].zwzz
mul r1.xy, cb1[0].yyyy, cb0[14].zwzz
mul r1.zw, cb0[38].xxxy, l(0.000000, 0.000000, 0.010000, 0.010000)
mul r2.xy, r1.zwzz, cb0[14].xyxx
mul r2.xy, r2.xyxx, cb0[37].xyxx
mad o1.zw, v1.xxxy, r2.xxxy, r1.xxxy
mul r1.xy, r1.zwzz, cb0[15].xyxx
mul r1.xy, r1.xyxx, cb0[37].xyxx
mul r2.xy, cb1[0].yyyy, cb0[15].zwzz
mad o2.xy, v1.xyxx, r1.xyxx, r2.xyxx
mul r2.xy, r1.zwzz, cb0[16].xyxx
mul r2.zw, r1.zzzw, cb0[27].xxxy
mul r1.xyzw, r2.xyzw, cb0[37].xyxy
mul r1.xyzw, r1.xyzw, v1.xyxy
mad o2.zw, cb1[0].yyyy, cb0[16].zzzw, r1.xxxy
mad o3.xy, cb1[0].yyyy, cb0[27].zwzz, r1.zwzz
mov o3.zw, cb0[38].xxxy
mov o4.xy, cb0[37].xyxx
ld r1.xyzw, l(0, 0, 0, 0), t125.xyzw
mad r1.y, -r1.y, l(0.007500), r0.w
mad r1.y, r1.x, r1.y, r0.x
ld r2.xyzw, l(10, 0, 0, 0), t120.xyzw
mad r1.x, r1.x, r2.x, r0.x
eq r1.zw, r2.zzzy, l(0.000000, 0.000000, 1.000000, 1.000000)
movc r2.x, r1.z, r1.y, r1.x
mov r2.yzw, r0.yyzw
movc r1.xyzw, r1.wwww, l(0,0,0,0), r2.xyzw
eq r2.x, r2.w, l(1.000000)
ld r3.xyzw, l(11, 0, 0, 0), t120.xyzw
eq r2.y, r3.x, l(1.000000)
and r2.x, r2.y, r2.x
movc r4.xyzw, r2.xxxx, r1.xyzw, r0.xyzw
mov o6.xyzw, v2.xyzw
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 o5.xyzw, r4.xyzw
ret
// Approximately 47 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Thu Oct 22 18:52:01 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[6] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[39] : 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 float2 o0 : TEXCOORD0,
//   out float2 p0 : TEXCOORD1,
//   out float2 o1 : TEXCOORD2,
//   out float2 p1 : TEXCOORD3,
//   out float2 o2 : TEXCOORD4,
//   out float2 p2 : TEXCOORD5,
//   out float2 o3 : TEXCOORD6,
//   out float2 p3 : SIZE0,
//   out float2 o4 : SCALE0,
//   out float4 o5 : SV_POSITION0,
//   out float4 o6 : COLOR0,
//   out uint o7 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r6.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o7.x = r6.z;
//   o0.xy = v1.xy;
//   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].xyzw * r0.wwww + r1.xyzw;
//   r1.x = cb1[5].x * r0.y;
//   r1.z = 0.5 * r1.x;
//   r1.xy = float2(0.5,0.5) * r0.xw;
//   p0.xy = r1.xz + r1.yy;
//   o1.xy = v1.xy * cb0[13].xy + cb0[13].zw;
//   r1.xy = cb0[14].zw * cb1[0].yy;
//   r1.zw = float2(0.00999999978,0.00999999978) * cb0[38].xy;
//   r2.xy = cb0[14].xy * r1.zw;
//   r2.xy = cb0[37].xy * r2.xy;
//   p1.xy = v1.xy * r2.xy + r1.xy;
//   r1.xy = cb0[15].xy * r1.zw;
//   r1.xy = cb0[37].xy * r1.xy;
//   r2.xy = cb0[15].zw * cb1[0].yy;
//   o2.xy = v1.xy * r1.xy + r2.xy;
//   r2.xy = cb0[16].xy * r1.zw;
//   r2.zw = cb0[27].xy * r1.zw;
//   r1.xyzw = cb0[37].xyxy * r2.xyzw;
//   r1.xyzw = v1.xyxy * r1.xyzw;
//   p2.xy = cb1[0].yy * cb0[16].zw + r1.xy;
//   o3.xy = cb1[0].yy * cb0[27].zw + r1.zw;
//   p3.xy = cb0[38].xy;
//   o4.xy = cb0[37].xy;
//   r1.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r1.y = -r1.y * 0.00749999983 + r0.w;
//   r1.y = r1.x * r1.y + r0.x;
//   r2.xyzw = IniParams.Load(float4(10,0,0,0)).xyzw;
//   r1.x = r1.x * r2.x + r0.x;
//   r1.zw = cmp(r2.zy == float2(1,1));
//   r2.x = r1.z ? r1.y : r1.x;
//   r2.yzw = r0.yzw;
//   r1.xyzw = r1.wwww ? float4(0,0,0,0) : r2.xyzw;
//   r2.x = cmp(r2.w == 1.000000);
//   r3.xyzw = IniParams.Load(float4(11,0,0,0)).xyzw;
//   r2.y = cmp(r3.x == 1.000000);
//   r2.x = r2.y ? r2.x : 0;
//   r4.xyzw = r2.xxxx ? r1.xyzw : r0.xyzw;
//   o6.xyzw = v2.xyzw;
//   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;
//   o5.xyzw = r4.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
