// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sun Oct 18 12:20:30 2026
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[5];                     // Index:    0-4              Components:    20
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[129];                   // Index:    0-128            Components:   516
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        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
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy w
// INTERP                   0   xyz         1     NONE   float
// INTERP                   1   xyz         2     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB2[5], immediateIndexed
dcl_constantbuffer CB1[4], immediateIndexed
dcl_constantbuffer CB0[129], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_output o0.xyzw
dcl_temps 5
dcl_indexableTemp x0[16], 4
mov x0[0].x, l(0.0588235296)
mov x0[1].x, l(0.529411793)
mov x0[2].x, l(0.176470593)
mov x0[3].x, l(0.647058845)
mov x0[4].x, l(0.764705896)
mov x0[5].x, l(0.294117659)
mov x0[6].x, l(0.882352948)
mov x0[7].x, l(0.411764711)
mov x0[8].x, l(0.235294119)
mov x0[9].x, l(0.705882370)
mov x0[10].x, l(0.117647059)
mov x0[11].x, l(0.588235319)
mov x0[12].x, l(0.941176474)
mov x0[13].x, l(0.470588237)
mov x0[14].x, l(0.823529422)
mov x0[15].x, l(0.352941185)
lt r0.x, cb0[21].x, l(0.000000)
add r0.y, -v0.y, cb0[4].y
movc r0.y, r0.x, r0.y, v0.y
mov r0.x, v0.x
div r0.xy, r0.xyxx, cb0[4].xyxx
add r0.z, -r0.y, l(1.000000)
mul r0.zw, r0.xxxz, cb0[22].xxxy
ftou r1.xy, r0.zwzz
round_z r0.zw, r0.zzzw
ishl r1.x, r1.x, l(2)
utof r1.xy, r1.xyxx
ftoi r1.xy, r1.xyxx
and r1.xy, r1.xyxx, l(12, 3, 0, 0)
iadd r1.x, r1.x, r1.y
itof r1.x, r1.x
ftou r1.x, r1.x
mov r1.x, x0[r1.x + 0].x
add r1.y, -cb0[128].x, l(1.000000)
mad r1.x, r1.y, l(2.000000), -r1.x
ftoi r2.xy, r0.zwzz
mov r2.zw, l(0,0,0,0)
ld r2.xyzw, r2.xyzw, t1.xyzw
utof r0.z, cb0[12].x
mad r0.z, r2.x, r0.z, l(0.500000)
ftou r0.z, r0.z
utof r0.z, r0.z
ftoi r0.z, r0.z
and r0.z, r0.z, l(8)
itof r0.z, r0.z
ne r0.z, l(0.000000, 0.000000, 0.000000, 0.000000), r0.z
movc r0.z, r0.z, l(0), l(1.000000)
ne r0.w, cb2[4].y, l(0.000000)
movc r0.z, r0.w, r0.z, l(1.000000)
mul r0.w, r1.x, r0.z
mad r0.z, r0.z, r1.x, l(-0.500000)
deriv_rtx r1.x, r0.w
deriv_rty r0.w, r0.w
add r0.w, |r0.w|, |r1.x|
mad r1.x, r0.w, l(-0.500000), r0.z
max r0.w, r0.w, l(0.000100)
div r0.w, r1.x, r0.w
add_sat r0.w, r0.w, l(1.000000)
add r1.x, r0.w, l(-0.000100)
ne r1.y, cb0[5].z, l(0.000000)
movc r0.z, r1.y, r1.x, r0.z
lt r0.z, r0.z, l(0.000000)
discard_nz r0.z
ld r2.xyzw, l(0, 0, 0, 0), t125.xyzw
movc o0.w, r1.y, r0.w, l(1.000000)
add r0.z, |cb0[20].z|, l(9.000000)
mad r1.xyz, cb0[78].xywx, r0.zzzz, cb0[79].xywx
div r1.xy, r1.xyxx, r1.zzzz
div r0.w, r2.y, v0.w
add r0.w, r0.w, l(-1.000000)
mul r0.w, r0.w, r2.x
mad r2.y, r0.w, l(0.500000), r0.x
mov r1.z, -r1.y
add r2.xz, -r0.yyyy, l(1.000000, 0.000000, 1.000000, 0.000000)
add r0.xy, -r1.xzxx, r2.yzyy
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
mad r0.xy, r0.xyxx, r0.zzzz, l(0.500000, 0.500000, 0.000000, 0.000000)
mul r0.zw, cb2[2].zzzw, cb0[15].yyyy
mad r0.xy, r0.xyxx, cb2[2].xyxx, r0.zwzz
sample_b r0.xyzw, r0.xyxx, t0.xyzw, s0, cb0[5].x
mad r0.x, r0.x, cb2[3].y, cb2[3].w
mul r0.yz, cb1[3].yyyy, cb0[65].yyzy
mad r0.yz, cb0[64].yyzy, cb1[3].xxxx, r0.yyzy
mad r0.yz, cb0[66].yyzy, cb1[3].zzzz, r0.yyzy
add r1.xy, r0.yzyy, cb0[67].yzyy
mov r3.x, cb0[61].y
mov r3.y, cb0[62].y
mov r3.z, cb0[63].y
mov r1.z, l(1.000000)
dp3 r3.x, r3.xyzx, r1.xyzx
mov r4.x, cb0[62].w
mov r4.y, cb0[63].w
dp2 r3.y, r4.xyxx, r1.yzyy
mov r1.x, cb0[21].x
mov r1.y, l(0.500000)
mul r0.yz, r3.xxyx, r1.xxyx
mad r0.y, r0.y, l(0.500000), r0.z
div r0.y, r0.y, r3.y
add r0.y, -r0.y, r2.x
add r0.y, r0.y, -cb2[4].x
add r0.zw, -cb2[3].zzzx, l(0.000000, 0.000000, 1.000000, 1.000000)
div r0.zw, l(1.000000, 1.000000, 1.000000, 1.000000), r0.zzzw
mul_sat r0.y, r0.z, r0.y
mad r0.z, r0.y, l(-2.000000), l(3.000000)
mul r0.y, r0.y, r0.y
mad r0.y, -r0.z, r0.y, l(1.000000)
add r0.x, -r0.x, r0.y
mul_sat r0.x, r0.w, r0.x
mad r0.y, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
mad r0.x, -r0.y, r0.x, l(1.000000)
mul o0.xyz, r0.xxxx, cb2[1].xyzx
ret
// Approximately 113 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sun Oct 18 12:20:30 2026
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[5] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[4] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[129] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float3 v1 : INTERP0,
//   float3 v2 : INTERP1,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   float4 x0[16];
//   x0[0].x = 0.0588235296;
//   x0[1].x = 0.529411793;
//   x0[2].x = 0.176470593;
//   x0[3].x = 0.647058845;
//   x0[4].x = 0.764705896;
//   x0[5].x = 0.294117659;
//   x0[6].x = 0.882352948;
//   x0[7].x = 0.411764711;
//   x0[8].x = 0.235294119;
//   x0[9].x = 0.70588237;
//   x0[10].x = 0.117647059;
//   x0[11].x = 0.588235319;
//   x0[12].x = 0.941176474;
//   x0[13].x = 0.470588237;
//   x0[14].x = 0.823529422;
//   x0[15].x = 0.352941185;
//   r0.x = cmp(cb0[21].x < 0);
//   r0.y = cb0[4].y + -v0.y;
//   r0.y = r0.x ? r0.y : v0.y;
//   r0.x = v0.x;
//   r0.xy = r0.xy / cb0[4].xy;
//   r0.z = 1 + -r0.y;
//   r0.zw = cb0[22].xy * r0.xz;
//   r1.xy = (uint2)r0.zw;
//   r0.zw = trunc(r0.zw);
//   r1.x = (uint)r1.x << 2;
//   r1.xy = (uint2)r1.xy;
//   r1.xy = (int2)r1.xy;
//   r1.xy = (int2)r1.xy & int2(12,3);
//   r1.x = (int)r1.x + (int)r1.y;
//   r1.x = (int)r1.x;
//   r1.x = (uint)r1.x;
//   r1.x = x0[r1.x+0].x;
//   r1.y = 1 + -cb0[128].x;
//   r1.x = r1.y * 2 + -r1.x;
//   r2.xy = (int2)r0.zw;
//   r2.zw = float2(0,0);
//   r2.xyzw = t1.Load(r2.xyz).xyzw;
//   r0.z = asuint(cb0[12].x);
//   r0.z = r2.x * r0.z + 0.5;
//   r0.z = (uint)r0.z;
//   r0.z = (uint)r0.z;
//   r0.z = (int)r0.z;
//   r0.z = (int)r0.z & 8;
//   r0.z = (int)r0.z;
//   r0.z = cmp(0 != r0.z);
//   r0.z = r0.z ? 0 : 1;
//   r0.w = cmp(cb2[4].y != 0.000000);
//   r0.z = r0.w ? r0.z : 1;
//   r0.w = r0.z * r1.x;
//   r0.z = r0.z * r1.x + -0.5;
//   r1.x = ddx(r0.w);
//   r0.w = ddy(r0.w);
//   r0.w = abs(r1.x) + abs(r0.w);
//   r1.x = r0.w * -0.5 + r0.z;
//   r0.w = max(9.99999975e-05, r0.w);
//   r0.w = r1.x / r0.w;
//   r0.w = saturate(1 + r0.w);
//   r1.x = -9.99999975e-05 + r0.w;
//   r1.y = cmp(cb0[5].z != 0.000000);
//   r0.z = r1.y ? r1.x : r0.z;
//   r0.z = cmp(r0.z < 0);
//   if (r0.z != 0) discard;
//   r2.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o0.w = r1.y ? r0.w : 1;
//   r0.z = 9 + abs(cb0[20].z);
//   r1.xyz = cb0[78].xyw * r0.zzz + cb0[79].xyw;
//   r1.xy = r1.xy / r1.zz;
//   r0.w = r2.y / v0.w;
//   r0.w = -1 + r0.w;
//   r0.w = r2.x * r0.w;
//   r2.y = r0.w * 0.5 + r0.x;
//   r1.z = -r1.y;
//   r2.xz = float2(1,1) + -r0.yy;
//   r0.xy = r2.yz + -r1.xz;
//   r0.xy = float2(-0.5,-0.5) + r0.xy;
//   r0.xy = r0.xy * r0.zz + float2(0.5,0.5);
//   r0.zw = cb0[15].yy * cb2[2].zw;
//   r0.xy = r0.xy * cb2[2].xy + r0.zw;
//   r0.xyzw = t0.SampleBias(s0_s_s, r0.xy, cb0[5].x).xyzw;
//   r0.x = r0.x * cb2[3].y + cb2[3].w;
//   r0.yz = cb0[65].yz * cb1[3].yy;
//   r0.yz = cb0[64].yz * cb1[3].xx + r0.yz;
//   r0.yz = cb0[66].yz * cb1[3].zz + r0.yz;
//   r1.xy = cb0[67].yz + r0.yz;
//   r3.x = cb0[61].y;
//   r3.y = cb0[62].y;
//   r3.z = cb0[63].y;
//   r1.z = 1;
//   r3.x = dot(r3.xyz, r1.xyz);
//   r4.x = cb0[62].w;
//   r4.y = cb0[63].w;
//   r3.y = dot(r4.xy, r1.yz);
//   r1.x = cb0[21].x;
//   r1.y = 0.5;
//   r0.yz = r1.xy * r3.xy;
//   r0.y = r0.y * 0.5 + r0.z;
//   r0.y = r0.y / r3.y;
//   r0.y = r2.x + -r0.y;
//   r0.y = -cb2[4].x + r0.y;
//   r0.zw = float2(1,1) + -cb2[3].zx;
//   r0.zw = float2(1,1) / r0.zw;
//   r0.y = saturate(r0.y * r0.z);
//   r0.z = r0.y * -2 + 3;
//   r0.y = r0.y * r0.y;
//   r0.y = -r0.z * r0.y + 1;
//   r0.x = r0.y + -r0.x;
//   r0.x = saturate(r0.x * r0.w);
//   r0.y = r0.x * -2 + 3;
//   r0.x = r0.x * r0.x;
//   r0.x = -r0.y * r0.x + 1;
//   o0.xyz = cb2[1].xyz * r0.xxx;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
