// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Sun Jun 14 21:48:12 2026
//
//
// Buffer Definitions:
//
// cbuffer cb4
// {
//
//   float4 cb4[276];                   // Index:    0-275            Components:  1104
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float     2darray  110        1
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
// cb4                               cbuffer      NA          NA    4        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 8   xyzw        1     NONE   float   xyzw
// COLOR                    0   xyzw        2     NONE   float   xyzw
// COLOR                    1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 9   xyzw        4     NONE   float   xyzw
// TEXCOORD                 0   xyzw        5     NONE   float   xyzw
// TEXCOORD                 1   xyzw        6     NONE   float   xyzw
// TEXCOORD                 2   xyzw        7     NONE   float   xyzw
// TEXCOORD                 3   xyzw        8     NONE   float   xyzw
// TEXCOORD                 4   xyzw        9     NONE   float   xyzw
// TEXCOORD                 5   xyzw       10     NONE   float   xyzw
// TEXCOORD                 6   xyzw       11     NONE   float   xyzw
// TEXCOORD                 7   xyzw       12     NONE   float   xyzw
// P                        0   x          13  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o13.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB4[25], immediateIndexed
dcl_resource_texture2darray (float,float,float,float) t110
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.xyzw
dcl_output o9.xyzw
dcl_output o10.xyzw
dcl_output o11.xyzw
dcl_output o12.xyzw
dcl_temps 10
ld_indexable(buffer)(float,float,float,float) r9.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o13.x, r9.z
ld_indexable(texture1d)(float,float,float,float) r0.x, l(11, 0, 0, 0), t120.xyzw
dp4 r0.y, cb4[20].xyzw, v0.xyzw
dp4 r1.y, cb4[21].xyzw, v0.xyzw
dp4 r1.z, cb4[22].xyzw, v0.xyzw
dp4 r1.w, cb4[23].xyzw, v0.xyzw
mad o5.xy, v1.xyxx, cb4[24].zwzz, cb4[24].xyxx
eq r0.z, r1.w, l(1.000000)
eq r0.x, r0.x, l(1.000000)
and r0.x, r0.x, r0.z
if_nz r0.x
  ld_indexable(buffer)(float,float,float,float) r0.xzw, l(0, 0, 0, 0), t125.xwyz
  movc r0.w, r0.w, l(-1.000000), l(1.000000)
  add r2.x, -r0.z, l(0.000010)
  mul r2.x, r0.x, r2.x
  mul r2.y, r2.x, l(0.003000)
  mad r2.x, -r2.x, l(0.003000), r0.x
  mul r0.z, r0.z, r0.x
  mul r0.z, r0.z, l(0.215000)
  resinfo_indexable(texture2darray)(float,float,float,float)_uint r2.zw, l(0), t110.zwxy
  iadd r3.xy, r2.zwzz, l(-1, -1, 0, 0)
  utof r2.zw, r2.zzzw
  mul r2.w, r2.w, l(0.500000)
  utof r3.xy, r3.xyxx
  min r2.w, r2.w, r3.y
  ftoi r4.y, r2.w
  mov r4.zw, l(0,0,0,0)
  ftoi r5.y, r2.w
  mov r5.zw, l(0,0,1,0)
  mov r2.w, l(0)
  mov r3.yz, r2.yyyy
  mov r3.w, l(0)
  mov r6.x, l(0)
  loop
    utof r6.y, r3.w
    ge r6.y, r6.y, l(300.000000)
    mov r6.x, l(0)
    breakc_nz r6.y
    mad r3.z, r2.x, l(0.00333333341), r3.z
    mul r6.y, r0.w, r3.z
    min r6.z, r6.y, l(0.000000)
    max r6.y, -r6.y, l(0.000000)
    mad r6.z, r6.z, l(0.500000), l(0.500000)
    mul r6.z, r2.z, r6.z
    max r6.z, r6.z, l(0.000000)
    min r6.z, r3.x, r6.z
    ftoi r4.x, r6.z
    ld_indexable(texture2darray)(float,float,float,float) r4.x, r4.xyzw, t110.xyzw
    ne r6.z, r4.x, l(0.000000)
    add r6.w, -r4.x, l(1.000000)
    mul r6.w, r6.w, l(0.000010)
    div r6.w, l(0.000010), r6.w
    add r4.x, r4.x, r6.w
    and r4.x, r4.x, r6.z
    mad r6.y, r6.y, l(0.500000), l(0.500000)
    mul r6.y, r2.z, r6.y
    min r6.y, r3.x, r6.y
    ftoi r5.x, r6.y
    ld_indexable(texture2darray)(float,float,float,float) r5.x, r5.xyzw, t110.xyzw
    ne r6.y, r5.x, l(0.000000)
    add r6.z, -r5.x, l(1.000000)
    mul r6.z, r6.z, l(0.000010)
    div r6.z, l(0.000010), r6.z
    add r5.x, r5.x, r6.z
    and r5.x, r5.x, r6.y
    max r4.x, r4.x, r5.x
    eq r5.x, r4.x, l(0.000000)
    if_nz r5.x
      mov r2.w, r0.x
      mov r6.x, l(-1)
      break
    endif
    add r6.y, r0.x, -r3.z
    div r6.y, r0.z, r6.y
    lt r4.x, r4.x, r6.y
    if_nz r4.x
      mov r2.w, l(0)
      mov r6.x, l(0)
      break
    endif
    mov r3.y, r3.z
    iadd r3.w, r3.w, l(1)
    mov r6.x, r5.x
    mov r2.w, l(0)
  endloop
  movc r0.x, r6.x, r2.w, r3.y
  add r1.x, r0.x, r0.y
else
  mov r1.x, r0.y
endif
mov r7.xyzw, r1.xyzw
mov o1.yzw, r1.yyzw
mov o1.x, r0.y
mov o2.xyzw, l(1.000000,1.000000,1.000000,1.000000)
mov o3.xyzw, l(0,0,0,1.000000)
mov o4.xyzw, l(1.000000,0,0,0)
mov o5.zw, l(0,0,0,1.000000)
mov o6.xy, v1.xyxx
mov o6.zw, l(0,0,0,1.000000)
mov o7.xyzw, l(0,0,0,1.000000)
mov o8.xyzw, l(0,0,0,1.000000)
mov o9.xyzw, l(0,0,0,1.000000)
mov o10.xyzw, l(0,0,0,1.000000)
mov o11.xyzw, l(0,0,0,1.000000)
mov o12.xyzw, l(0,0,0,1.000000)
add r8.x, -r9.y, r7.w
mul r8.y, r9.x, r9.w
mad r8.x, r8.x, r8.y, r7.x
ne r8.y, l(1.000000), r7.w
movc r7.x, r8.y, r8.x, r7.x
mov o0.xyzw, r7.xyzw
ret
// Approximately 104 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Sun Jun 14 21:48:12 2026
//
// cbuffer cb4 : register(b4)
// {
//   float4 cb4[276] : packoffset(c0);
// }
//
// Texture2DArray<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float4 v1 : TEXCOORD0,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : TEXCOORD8,
//   out float4 o2 : COLOR0,
//   out float4 o3 : COLOR1,
//   out float4 o4 : TEXCOORD9,
//   out float4 o5 : TEXCOORD0,
//   out float4 o6 : TEXCOORD1,
//   out float4 o7 : TEXCOORD2,
//   out float4 o8 : TEXCOORD3,
//   out float4 o9 : TEXCOORD4,
//   out float4 o10 : TEXCOORD5,
//   out float4 o11 : TEXCOORD6,
//   out float4 o12 : TEXCOORD7,
//   out uint o13 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r9.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o13.x = r9.z;
//   r0.x = IniParams.Load(float4(11,0,0,0)).x;
//   r0.y = dot(cb4[20].xyzw, v0.xyzw);
//   r1.y = dot(cb4[21].xyzw, v0.xyzw);
//   r1.z = dot(cb4[22].xyzw, v0.xyzw);
//   r1.w = dot(cb4[23].xyzw, v0.xyzw);
//   o5.xy = v1.xy * cb4[24].zw + cb4[24].xy;
//   r0.z = cmp(r1.w == 1.000000);
//   r0.x = cmp(r0.x == 1.000000);
//   r0.x = r0.x ? r0.z : 0;
//   if (r0.x != 0) {
//     r0.xzw = StereoParams.Load(float4(0,0,0,0)).xyz;
//     r0.w = r0.w ? -1 : 1;
//     r2.x = 9.99999975e-06 + -r0.z;
//     r2.x = r2.x * r0.x;
//     r2.y = 0.00300000003 * r2.x;
//     r2.x = -r2.x * 0.00300000003 + r0.x;
//     r0.z = r0.x * r0.z;
//     r0.z = 0.215000004 * r0.z;
//     DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//     r2.zw = uiDest.xy;
//     r3.xy = (int2)r2.zw + int2(-1,-1);
//     r2.zw = (uint2)r2.zw;
//     r2.w = 0.5 * r2.w;
//     r3.xy = (uint2)r3.xy;
//     r2.w = min(r3.y, r2.w);
//     r4.y = (int)r2.w;
//     r4.zw = float2(0,0);
//     r5.y = (int)r2.w;
//     r5.zw = float2(1.40129846e-45,0);
//     r2.w = 0;
//     r3.yz = r2.yy;
//     r3.w = 0;
//     r6.x = 0;
//     while (true) {
//       r6.y = (uint)r3.w;
//       r6.y = cmp(r6.y >= 300);
//       r6.x = 0;
//       if (r6.y != 0) break;
//       r3.z = r2.x * 0.00333333341 + r3.z;
//       r6.y = r3.z * r0.w;
//       r6.z = min(0, r6.y);
//       r6.y = max(0, -r6.y);
//       r6.z = r6.z * 0.5 + 0.5;
//       r6.z = r6.z * r2.z;
//       r6.z = max(0, r6.z);
//       r6.z = min(r6.z, r3.x);
//       r4.x = (int)r6.z;
//       r4.x = DepthBuffer.Load(r4.xyzw).x;
//       r6.z = cmp(r4.x != 0.000000);
//       r6.w = 1 + -r4.x;
//       r6.w = 9.99999975e-06 * r6.w;
//       r6.w = 9.99999975e-06 / r6.w;
//       r4.x = r6.w + r4.x;
//       r4.x = r6.z ? r4.x : 0;
//       r6.y = r6.y * 0.5 + 0.5;
//       r6.y = r6.y * r2.z;
//       r6.y = min(r6.y, r3.x);
//       r5.x = (int)r6.y;
//       r5.x = DepthBuffer.Load(r5.xyzw).x;
//       r6.y = cmp(r5.x != 0.000000);
//       r6.z = 1 + -r5.x;
//       r6.z = 9.99999975e-06 * r6.z;
//       r6.z = 9.99999975e-06 / r6.z;
//       r5.x = r6.z + r5.x;
//       r5.x = r6.y ? r5.x : 0;
//       r4.x = max(r5.x, r4.x);
//       r5.x = cmp(r4.x == 0.000000);
//       if (r5.x != 0) {
//         r2.w = r0.x;
//         r6.x = -1;
//         break;
//       }
//       r6.y = -r3.z + r0.x;
//       r6.y = r0.z / r6.y;
//       r4.x = cmp(r4.x < r6.y);
//       if (r4.x != 0) {
//         r2.w = 0;
//         r6.x = 0;
//         break;
//       }
//       r3.y = r3.z;
//       r3.w = (int)r3.w + 1;
//       r6.x = r5.x;
//       r2.w = 0;
//     }
//     r0.x = r6.x ? r2.w : r3.y;
//     r1.x = r0.y + r0.x;
//   } else {
//     r1.x = r0.y;
//   }
//   r7.xyzw = r1.xyzw;
//   o1.yzw = r1.yzw;
//   o1.x = r0.y;
//   o2.xyzw = float4(1,1,1,1);
//   o3.xyzw = float4(0,0,0,1);
//   o4.xyzw = float4(1,0,0,0);
//   o5.zw = float2(0,1);
//   o6.xy = v1.xy;
//   o6.zw = float2(0,1);
//   o7.xyzw = float4(0,0,0,1);
//   o8.xyzw = float4(0,0,0,1);
//   o9.xyzw = float4(0,0,0,1);
//   o10.xyzw = float4(0,0,0,1);
//   o11.xyzw = float4(0,0,0,1);
//   o12.xyzw = float4(0,0,0,1);
//   r8.x = r7.w + -r9.y;
//   r8.y = r9.w * r9.x;
//   r8.x = r8.x * r8.y + r7.x;
//   r8.y = cmp(1.000000 != r7.w);
//   r7.x = r8.y ? r8.x : r7.x;
//   o0.xyzw = r7.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
