// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Thu Oct 22 22:37:06 2026
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[9];                     // Index:    0-8              Components:    36
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[7];                     // Index:    0-6              Components:    28
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[80];                    // Index:    0-79             Components:   320
//
// }
//
//
// 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
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyz         0     NONE   float   xyz
// NORMAL                   0   xyz         1     NONE   float   xyz
// TANGENT                  0   xyzw        2     NONE   float
// TEXCOORD                 0   xyzw        3     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// INTERP                   0   xyzw        1     NONE   float   xyzw
// INTERP                   1   xyz         2     NONE   float   xyz
// INTERP                   2   xy          3     NONE   float   xy
// P                        0   x           4  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o4.x, rendertarget_array_index
dcl_constantbuffer CB2[9], immediateIndexed
dcl_constantbuffer CB1[7], immediateIndexed
dcl_constantbuffer CB0[80], immediateIndexed
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyz
dcl_input v1.xyz
dcl_input v3.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_output o3.xy
dcl_temps 6
ld_indexable(buffer)(float,float,float,float) r5.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o4.x, r5.z
mul r0.xyz, v0.yyyy, cb1[1].xyzx
mad r0.xyz, cb1[0].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb1[2].xyzx, v0.zzzz, r0.xyzx
add r0.xyz, r0.xyzx, cb1[3].xyzx
mul r1.xyzw, r0.yyyy, cb0[77].xyzw
mad r1.xyzw, cb0[76].xyzw, r0.xxxx, r1.xyzw
mad r0.xyzw, cb0[78].xyzw, r0.zzzz, r1.xyzw
add r0.xyzw, r0.yxzw, cb0[79].yxzw
ld r1.xyzw, l(0, 0, 0, 0), t125.xyzw
mul r1.y, r1.y, r1.x
mad r2.x, r1.x, l(0.500000), v3.x
mul r1.x, r1.y, cb0[76].x
mad r2.y, r1.x, l(0.0666139871), r0.y
mov r3.yzw, r0.xxzw
ld r1.xyzw, l(3, 0, 0, 0), t120.xyzw
eq r0.z, r1.w, l(4.000000)
mov r0.x, v3.x
movc r0.xy, r0.zzzz, r2.xyxx, r0.xyxx
mov r3.x, r0.y
mov o1.xyzw, v3.xyzw
dp3 r1.x, v1.xyzx, cb1[4].xyzx
dp3 r1.y, v1.xyzx, cb1[5].xyzx
dp3 r1.z, v1.xyzx, cb1[6].xyzx
dp3 r0.y, r1.xyzx, r1.xyzx
max r0.y, r0.y, l(1.175494351E-38)
rsq r0.y, r0.y
mul o2.xyz, r0.yyyy, r1.xyzx
mov r0.z, v3.y
mad o3.xy, r0.xzxx, cb2[8].zwzz, cb2[8].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 30 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Thu Oct 22 22:37:06 2026
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[9] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[7] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[80] : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float3 v0 : POSITION0,
//   float3 v1 : NORMAL0,
//   float4 v2 : TANGENT0,
//   float4 v3 : TEXCOORD0,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : INTERP0,
//   out float3 o2 : INTERP1,
//   out float2 o3 : INTERP2,
//   out uint o4 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r5.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o4.x = r5.z;
//   r0.xyz = cb1[1].xyz * v0.yyy;
//   r0.xyz = cb1[0].xyz * v0.xxx + r0.xyz;
//   r0.xyz = cb1[2].xyz * v0.zzz + r0.xyz;
//   r0.xyz = cb1[3].xyz + r0.xyz;
//   r1.xyzw = cb0[77].xyzw * r0.yyyy;
//   r1.xyzw = cb0[76].xyzw * r0.xxxx + r1.xyzw;
//   r0.xyzw = cb0[78].xyzw * r0.zzzz + r1.xyzw;
//   r0.xyzw = cb0[79].yxzw + r0.yxzw;
//   r1.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r1.y = r1.x * r1.y;
//   r2.x = r1.x * 0.5 + v3.x;
//   r1.x = cb0[76].x * r1.y;
//   r2.y = r1.x * 0.0666139871 + r0.y;
//   r3.yzw = r0.xzw;
//   r1.xyzw = IniParams.Load(float4(3,0,0,0)).xyzw;
//   r0.z = cmp(r1.w == 4.000000);
//   r0.x = v3.x;
//   r0.xy = r0.zz ? r2.xy : r0.xy;
//   r3.x = r0.y;
//   o1.xyzw = v3.xyzw;
//   r1.x = dot(v1.xyz, cb1[4].xyz);
//   r1.y = dot(v1.xyz, cb1[5].xyz);
//   r1.z = dot(v1.xyz, cb1[6].xyz);
//   r0.y = dot(r1.xyz, r1.xyz);
//   r0.y = max(1.17549435e-38, r0.y);
//   r0.y = rsqrt(r0.y);
//   o2.xyz = r1.xyz * r0.yyy;
//   r0.z = v3.y;
//   o3.xy = r0.xz * cb2[8].zw + cb2[8].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;
// }
/////////////////////////////////////////////////////////////////////////////
