//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Fri May 16 16:39:47 2025
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cursor_mask                       texture  float4          2d  100        1
// cursor_color                      texture  float4          2d  101        1
// DepthBuffer                       texture   float     2darray  110        1
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_VertexID              0   x           0   VERTID    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// P                        0   x           2  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o2.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_resource_texture2d (float,float,float,float) t100
dcl_resource_texture2d (float,float,float,float) t101
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_sgv v0.x, vertex_id
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_temps 9
ld_indexable(buffer)(float,float,float,float) r8.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o2.x, r8.z
ld_indexable(texture1d)(float,float,float,float) r0.xyzw, l(1, 0, 0, 0), t120.xyzw
ne r0.z, l(0.000000, 0.000000, 0.000000, 0.000000), r0.z
if_z r0.z
  mov r6.xyzw, l(0,0,0,0)
  mov o1.xy, l(0,0,0,0)
  add r7.x, -r8.y, r6.w
  mul r7.y, r8.x, r8.w
  mad r7.x, r7.x, r7.y, r6.x
  ne r7.y, l(1.000000), r6.w
  movc r6.x, r7.y, r7.x, r6.x
  mov o0.xyzw, r6.xyzw
  ret
endif
resinfo_indexable(texture2d)(float,float,float,float)_uint r1.xy, l(0), t101.xyzw
if_nz r1.x
  eq r0.z, r0.w, l(2.000000)
  if_nz r0.z
    mov r6.xyzw, l(0,0,0,0)
    mov o1.xy, l(0,0,0,0)
    add r7.x, -r8.y, r6.w
    mul r7.y, r8.x, r8.w
    mad r7.x, r7.x, r7.y, r6.x
    ne r7.y, l(1.000000), r6.w
    movc r6.x, r7.y, r7.x, r6.x
    mov o0.xyzw, r6.xyzw
    ret
  endif
  utof r1.xz, r1.xxyx
else
  eq r0.z, r0.w, l(1.000000)
  if_nz r0.z
    mov r6.xyzw, l(0,0,0,0)
    mov o1.xy, l(0,0,0,0)
    add r7.x, -r8.y, r6.w
    mul r7.y, r8.x, r8.w
    mad r7.x, r7.x, r7.y, r6.x
    ne r7.y, l(1.000000), r6.w
    movc r6.x, r7.y, r7.x, r6.x
    mov o0.xyzw, r6.xyzw
    ret
  endif
  resinfo_indexable(texture2d)(float,float,float,float)_uint r0.zw, l(0), t100.zwxy
  ushr r0.w, r0.w, l(1)
  utof r1.xz, r0.zzwz
endif
ld_indexable(texture1d)(float,float,float,float) r2.xyzw, l(0, 0, 0, 0), t120.xyzw
add r2.yz, -r2.wwzw, r2.yyxy
switch v0.x
  case l(0)
  mov r2.xy, r2.zyzz
  mov r1.w, l(0)
  mov r1.xy, r1.wzww
  break
  case l(1)
  add r2.w, r1.z, r2.y
  mov r2.xy, r2.zwzz
  mov r1.xy, l(0,0,0,0)
  break
  case l(2)
  add r2.x, r1.x, r2.z
  mov r1.xy, r1.xzxx
  break
  case l(3)
  add r2.xy, r1.xzxx, r2.zyzz
  mov r1.y, l(0)
  break
  default
  mov r2.xy, l(0,0,0,0)
  mov r1.xy, l(0,0,0,0)
  break
endswitch
mov o1.xy, r1.xyxx
div r0.xy, r2.xyxx, r0.xyxx
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r1.xy, r0.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000)
ld_indexable(buffer)(float,float,float,float) r0.zw, l(0, 0, 0, 0), t125.zwxy
ld_indexable(texture1d)(float,float,float,float) r2.xy, l(10, 0, 0, 0), t120.xwyz
eq r2.y, r2.y, l(1.000000)
if_nz r2.y
  mul r0.w, r0.w, r0.z
  mul r0.w, r0.w, l(11.500000)
  resinfo_indexable(texture2darray)(float,float,float,float)_uint r2.yz, l(0), t110.zxyw
  iadd r3.xy, r2.yzyy, l(-1, -1, 0, 0)
  mad r0.y, r0.y, l(0.500000), l(0.500000)
  utof r2.yz, r2.yyzy
  mul r0.y, r0.y, r2.z
  max r0.y, r0.y, l(0.000000)
  utof r2.zw, r3.xxxy
  min r0.y, r0.y, r2.w
  ftoi r3.y, r0.y
  mov r3.zw, l(0,0,0,0)
  mov r0.y, l(0)
  mov r2.w, l(0)
  mov r4.xyz, l(0,0,0,0)
  loop
    uge r4.w, r4.y, l(300)
    mov r4.z, l(0)
    breakc_nz r4.w
    mad r4.x, r0.z, l(0.00333333341), r4.x
    mad r4.w, r0.x, l(1.000000), r4.x
    mad r4.w, r4.w, l(0.500000), l(0.500000)
    mul r4.w, r2.y, r4.w
    max r4.w, r4.w, l(0.000000)
    min r4.w, r2.z, r4.w
    ftoi r3.x, r4.w
    ld_indexable(texture2darray)(float,float,float,float) r3.x, r3.xyzw, t110.xyzw
    ne r4.w, r3.x, l(0.000000)
    add r5.x, -r3.x, l(1.000000)
    mul r5.x, r5.x, l(0.000010)
    div r5.x, l(0.000010), r5.x
    add r3.x, r3.x, r5.x
    and r3.x, r3.x, r4.w
    eq r4.w, r3.x, l(0.000000)
    if_nz r4.w
      mov r0.y, r0.z
      mov r4.z, l(-1)
      break
    endif
    add r5.x, r0.z, -r4.x
    div r5.x, r0.w, r5.x
    lt r3.x, r3.x, r5.x
    if_nz r3.x
      mov r0.y, l(0)
      mov r4.z, l(0)
      break
    endif
    mov r2.w, r4.x
    iadd r4.y, r4.y, l(1)
    mov r4.xyz, r4.xywx
    mov r0.y, l(0)
  endloop
  movc r0.y, r4.z, r0.y, r2.w
  mad r1.x, r0.x, l(1.000000), r0.y
else
  mad r1.x, r0.z, r2.x, r1.x
endif
mov r1.zw, l(0,0,0,1.000000)
mov r6.xyzw, r1.xyzw
add r7.x, -r8.y, r6.w
mul r7.y, r8.x, r8.w
mad r7.x, r7.x, r7.y, r6.x
ne r7.y, l(1.000000), r6.w
movc r6.x, r7.y, r7.x, r6.x
mov o0.xyzw, r6.xyzw
ret
// Approximately 121 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Fri May 16 16:39:47 2025
//
// Texture2D<float4> cursor_mask : register(t100);
// Texture2D<float4> cursor_color : register(t101);
// Texture2DArray<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   uint v0 : SV_VertexID0,
//   out float4 o0 : SV_Position0,
//   out float2 o1 : TEXCOORD0,
//   out uint o2 : P0)
// {
// // Needs manual fix for instruction:
// // unknown dcl_: dcl_input_sgv v0.x, vertex_id
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r8.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o2.x = r8.z;
//   r0.xyzw = IniParams.Load(float4(1,0,0,0)).xyzw;
//   r0.z = cmp(0 != r0.z);
//   if (r0.z == 0) {
//     r6.xyzw = float4(0,0,0,0);
//     o1.xy = float2(0,0);
//     r7.x = r6.w + -r8.y;
//     r7.y = r8.w * r8.x;
//     r7.x = r7.x * r7.y + r6.x;
//     r7.y = cmp(1.000000 != r6.w);
//     r6.x = r7.y ? r7.x : r6.x;
//     o0.xyzw = r6.xyzw;
//     return;
//   }
//   cursor_color.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//   r1.xy = uiDest.xy;
//   if (r1.x != 0) {
//     r0.z = cmp(r0.w == 2.000000);
//     if (r0.z != 0) {
//       r6.xyzw = float4(0,0,0,0);
//       o1.xy = float2(0,0);
//       r7.x = r6.w + -r8.y;
//       r7.y = r8.w * r8.x;
//       r7.x = r7.x * r7.y + r6.x;
//       r7.y = cmp(1.000000 != r6.w);
//       r6.x = r7.y ? r7.x : r6.x;
//       o0.xyzw = r6.xyzw;
//       return;
//     }
//     r1.xz = (uint2)r1.xy;
//   } else {
//     r0.z = cmp(r0.w == 1.000000);
//     if (r0.z != 0) {
//       r6.xyzw = float4(0,0,0,0);
//       o1.xy = float2(0,0);
//       r7.x = r6.w + -r8.y;
//       r7.y = r8.w * r8.x;
//       r7.x = r7.x * r7.y + r6.x;
//       r7.y = cmp(1.000000 != r6.w);
//       r6.x = r7.y ? r7.x : r6.x;
//       o0.xyzw = r6.xyzw;
//       return;
//     }
//     cursor_mask.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//     r0.zw = uiDest.xy;
//     r0.w = (uint)r0.w >> 1;
//     r1.xz = (uint2)r0.zw;
//   }
//   r2.xyzw = IniParams.Load(float4(0,0,0,0)).xyzw;
//   r2.yz = r2.yx + -r2.wz;
//   switch (v0.x) {
//     case 0 :    r2.xy = r2.zy;
//     r1.w = 0;
//     r1.xy = r1.wz;
//     break;
//     case 1 :    r2.w = r2.y + r1.z;
//     r2.xy = r2.zw;
//     r1.xy = float2(0,0);
//     break;
//     case 2 :    r2.x = r2.z + r1.x;
//     r1.xy = r1.xz;
//     break;
//     case 3 :    r2.xy = r2.zy + r1.xz;
//     r1.y = 0;
//     break;
//     default :
//     r2.xy = float2(0,0);
//     r1.xy = float2(0,0);
//     break;
//   }
//   o1.xy = r1.xy;
//   r0.xy = r2.xy / r0.xy;
//   r0.xy = r0.xy * float2(2,2) + float2(-1,-1);
//   r1.xy = float2(1,-1) * r0.xy;
//   r0.zw = StereoParams.Load(float4(0,0,0,0)).xy;
//   r2.xy = IniParams.Load(float4(10,0,0,0)).xw;
//   r2.y = cmp(r2.y == 1.000000);
//   if (r2.y != 0) {
//     r0.w = r0.z * r0.w;
//     r0.w = 11.5 * r0.w;
//     DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//     r2.yz = uiDest.xy;
//     r3.xy = (int2)r2.yz + int2(-1,-1);
//     r0.y = r0.y * 0.5 + 0.5;
//     r2.yz = (uint2)r2.yz;
//     r0.y = r2.z * r0.y;
//     r0.y = max(0, r0.y);
//     r2.zw = (uint2)r3.xy;
//     r0.y = min(r2.w, r0.y);
//     r3.y = (int)r0.y;
//     r3.zw = float2(0,0);
//     r0.y = 0;
//     r2.w = 0;
//     r4.xyz = float3(0,0,0);
//     while (true) {
//       r4.w = cmp((uint)r4.y >= 300);
//       r4.z = 0;
//       if (r4.w != 0) break;
//       r4.x = r0.z * 0.00333333341 + r4.x;
//       r4.w = r0.x * 1 + r4.x;
//       r4.w = r4.w * 0.5 + 0.5;
//       r4.w = r4.w * r2.y;
//       r4.w = max(0, r4.w);
//       r4.w = min(r4.w, r2.z);
//       r3.x = (int)r4.w;
//       r3.x = DepthBuffer.Load(r3.xyzw).x;
//       r4.w = cmp(r3.x != 0.000000);
//       r5.x = 1 + -r3.x;
//       r5.x = 9.99999975e-06 * r5.x;
//       r5.x = 9.99999975e-06 / r5.x;
//       r3.x = r5.x + r3.x;
//       r3.x = r4.w ? r3.x : 0;
//       r4.w = cmp(r3.x == 0.000000);
//       if (r4.w != 0) {
//         r0.y = r0.z;
//         r4.z = -1;
//         break;
//       }
//       r5.x = -r4.x + r0.z;
//       r5.x = r0.w / r5.x;
//       r3.x = cmp(r3.x < r5.x);
//       if (r3.x != 0) {
//         r0.y = 0;
//         r4.z = 0;
//         break;
//       }
//       r2.w = r4.x;
//       r4.y = (int)r4.y + 1;
//       r4.xyz = r4.xyw;
//       r0.y = 0;
//     }
//     r0.y = r4.z ? r0.y : r2.w;
//     r1.x = r0.x * 1 + r0.y;
//   } else {
//     r1.x = r0.z * r2.x + r1.x;
//   }
//   r1.zw = float2(0,1);
//   r6.xyzw = r1.xyzw;
//   r7.x = r6.w + -r8.y;
//   r7.y = r8.w * r8.x;
//   r7.x = r7.x * r7.y + r6.x;
//   r7.y = cmp(1.000000 != r6.w);
//   r6.x = r7.y ? r7.x : r6.x;
//   o0.xyzw = r6.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
