// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Thu Oct 22 23:22:43 2026
//
//
// Buffer Definitions:
//
// cbuffer cb1
// {
//
//   float4 cb1[10];                    // Index:    0-9              Components:    40
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[6];                     // Index:    0-5              Components:    24
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s1_s                              sampler      NA          NA    1        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
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float      w
// INTERP                   0   xyzw        1     NONE   float
// INTERP                   1   xyzw        2     NONE   float     z
// INTERP                   2   xyzw        3     NONE   float   x
// INTERP                   3   xyzw        4     NONE   float   xyzw
// INTERP                   4   xyzw        5     NONE   float   xy
// INTERP                   5   xyzw        6     NONE   float      w
// INTERP                   6   xyzw        7     NONE   float      w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB1[10], immediateIndexed
dcl_constantbuffer CB0[6], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, 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.w, position
dcl_input_ps linear v2.z
dcl_input_ps linear v3.x
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xy
dcl_input_ps linear v6.w
dcl_input_ps linear v7.w
dcl_output o0.xyzw
dcl_temps 3
ld r0.xyzw, l(0, 0, 0, 0), t125.xyzw
div r0.y, r0.y, v0.w
add r0.y, -r0.y, l(1.000000)
mul r0.x, r0.y, r0.x
mad r0.x, r0.x, l(0.500000), v5.x
mov r1.x, v6.w
mov r1.y, v7.w
mad r0.zw, r1.xxxy, cb1[7].xxxy, cb1[7].zzzw
sample_b r1.xyzw, r0.zwzz, t1.xyzw, s1, cb0[5].x
mul r1.x, r1.x, r1.w
mad r0.zw, r1.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
mul r1.xy, v3.xxxx, cb1[9].xyxx
mul r0.zw, r0.zzzw, r1.xxxy
mov r0.y, v5.y
mad r0.xy, cb1[9].zzzz, r0.zwzz, r0.xyxx
sample_b r0.xyzw, r0.xyxx, t0.xyzw, s0, cb0[5].x
mul r1.xyzw, v4.xyzw, cb1[1].xyzw
mul r2.xyzw, r1.xyzw, v2.zzzz
mul r1.xyzw, r1.xyzw, l(0.000000, 0.000000, 0.000000, 1.000000)
mad r1.xyzw, r2.xyzw, l(1.000000, 1.000000, 1.000000, 0.000000), r1.xyzw
mad r2.x, r0.w, r1.w, -cb1[0].x
mul r0.xyzw, r0.xyzw, r1.xyzw
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), r2.x
max r0.w, r0.w, l(0.000100)
div r0.w, r1.x, r0.w
add_sat r0.w, r0.w, l(1.000000)
ge r1.x, l(0.000000), cb1[0].x
movc r0.w, r1.x, l(1.000000), r0.w
add r1.y, r0.w, l(-0.000100)
ne r1.z, cb0[5].z, l(0.000000)
and r1.w, r1.z, l(0xbf800000)
ieq r1.x, r1.x, l(0)
and r1.x, r1.w, r1.x
ne r1.x, l(0.000000, 0.000000, 0.000000, 0.000000), r1.x
movc r1.x, r1.x, r1.y, r2.x
lt r1.x, r1.x, l(0.000000)
discard_nz r1.x
movc o0.w, r1.z, r0.w, l(1.000000)
mov o0.xyz, r0.xyzx
ret
// Approximately 43 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Thu Oct 22 23:22:43 2026
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[10] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[6] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// 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,
//   float4 v1 : INTERP0,
//   float4 v2 : INTERP1,
//   float4 v3 : INTERP2,
//   float4 v4 : INTERP3,
//   float4 v5 : INTERP4,
//   float4 v6 : INTERP5,
//   float4 v7 : INTERP6,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r0.y = r0.y / v0.w;
//   r0.y = 1 + -r0.y;
//   r0.x = r0.x * r0.y;
//   r0.x = r0.x * 0.5 + v5.x;
//   r1.x = v6.w;
//   r1.y = v7.w;
//   r0.zw = r1.xy * cb1[7].xy + cb1[7].zw;
//   r1.xyzw = t1.SampleBias(s1_s_s, r0.zw, cb0[5].x).xyzw;
//   r1.x = r1.w * r1.x;
//   r0.zw = r1.xy * float2(2,2) + float2(-1,-1);
//   r1.xy = cb1[9].xy * v3.xx;
//   r0.zw = r1.xy * r0.zw;
//   r0.y = v5.y;
//   r0.xy = cb1[9].zz * r0.zw + r0.xy;
//   r0.xyzw = t0.SampleBias(s0_s_s, r0.xy, cb0[5].x).xyzw;
//   r1.xyzw = cb1[1].xyzw * v4.xyzw;
//   r2.xyzw = v2.zzzz * r1.xyzw;
//   r1.xyzw = float4(0,0,0,1) * r1.xyzw;
//   r1.xyzw = r2.xyzw * float4(1,1,1,0) + r1.xyzw;
//   r2.x = r0.w * r1.w + -cb1[0].x;
//   r0.xyzw = r1.xyzw * r0.xyzw;
//   r1.x = ddx(r0.w);
//   r0.w = ddy(r0.w);
//   r0.w = abs(r1.x) + abs(r0.w);
//   r1.x = r0.w * -0.5 + r2.x;
//   r0.w = max(9.99999975e-05, r0.w);
//   r0.w = r1.x / r0.w;
//   r0.w = saturate(1 + r0.w);
//   r1.x = cmp(0 >= cb1[0].x);
//   r0.w = r1.x ? 1 : r0.w;
//   r1.y = -9.99999975e-05 + r0.w;
//   r1.z = cmp(cb0[5].z != 0.000000);
//   r1.w = r1.z ? -1.000000 : 0;
//   r1.x = cmp((int)r1.x == 0);
//   r1.x = r1.x ? r1.w : 0;
//   r1.x = cmp(0 != r1.x);
//   r1.x = r1.x ? r1.y : r2.x;
//   r1.x = cmp(r1.x < 0);
//   if (r1.x != 0) discard;
//   o0.w = r1.z ? r0.w : 1;
//   o0.xyz = r0.xyz;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
