// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Fri Oct 24 20:35:31 2025
//
//
// Buffer Definitions:
//
// cbuffer cb3
// {
//
//   float4 cb3[3];                     // Index:    0 1 2            Components:    12
//
// }
//
// cbuffer cb2
// {
//
//   float4 cb2[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[8];                     // Index:    0-7              Components:    32
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[123];                   // Index:    0-122            Components:   492
//
// }
//
//
// 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
// t2                                texture  float4          2d    2        1
// t3                                texture  float4          2d    3        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
// cb3                               cbuffer      NA          NA    3        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// INTERP                   0   xyzw        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
// SV_Target                1   xyzw        1   TARGET   float   xyzw
// SV_Target                2   xyzw        2   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB3[3], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB1[8], immediateIndexed
dcl_constantbuffer CB0[123], 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_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 5
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
mul r0.zw, v0.xxxy, cb0[122].zzzw
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
mul r1.x, -r0.w, cb0[83].w
mad r1.x, cb0[82].w, r0.z, r1.x
ftou r1.yz, v0.xxyx
utof r1.yz, r1.yyzy
ftoi r2.xy, r1.yzyy
mov r2.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.y, r2.xyww, t3.yxzw
mad r1.x, cb0[84].w, r1.y, r1.x
add r1.x, r1.x, cb0[85].w
add r0.z, -r0.x, r0.z
mul r0.x, r0.y, r0.x
mad r0.x, r0.x, r1.x, r0.z
mul r3.xyzw, -r0.wwww, cb0[83].xyzw
mad r0.xyzw, cb0[82].xyzw, r0.xxxx, r3.xyzw
mad r0.xyzw, cb0[84].xyzw, r1.yyyy, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[85].xyzw
div r0.xyz, r0.xyzx, r0.wwww
mul r1.xyz, r0.yyyy, cb1[5].xyzx
mad r0.xyw, cb1[4].xyxz, r0.xxxx, r1.xyxz
mad r0.xyz, cb1[6].xyzx, r0.zzzz, r0.xywx
add r0.xyz, r0.xyzx, cb1[7].xyzx
mul r1.xyz, r0.xyzx, l(1.000000, -1.000000, 1.000000, 0.000000)
max r0.w, |r1.y|, |r1.x|
max r0.w, |r1.z|, r0.w
add r0.w, -r0.w, l(0.500000)
lt r0.w, r0.w, l(0.000000)
discard_nz r0.w
ld_indexable(texture2d)(float,float,float,float) r1.xyz, r2.xyzw, t2.xyzw
dp3 r0.w, r1.xyzx, cb2[2].xyzx
add r1.x, r0.w, l(-2.000000)
mul r0.w, r0.w, r1.x
mad_sat r0.w, cb2[3].z, r0.w, cb2[3].y
lt r1.x, cb2[3].z, l(0.000000)
movc r0.w, r1.x, r0.w, l(1.000000)
mov_sat r1.x, cb2[3].x
mul r0.w, r0.w, r1.x
add r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
add r1.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r1.xyz, r0.xyzx, r1.xyzx
mul r0.y, r1.y, r1.x
mul r0.y, r1.z, r0.y
mul r0.y, r0.y, r0.y
mul_sat r1.xy, r0.yyyy, cb3[2].zyzz
mul r2.xy, r0.wwww, r1.xyxx
mul o0.w, r2.x, l(0.500000)
mad r0.x, r0.x, cb2[0].w, cb2[2].w
mad r3.yw, r0.zzzz, cb2[1].wwww, cb2[3].wwww
mad r3.xz, -cb0[19].xxxx, cb3[2].xxxx, r0.xxxx
mul r0.x, cb3[2].x, cb0[19].x
mul r4.xyzw, r0.xxxx, l(-0.300000, 0.300000, -0.240000, -0.400000)
mad r3.xyzw, r3.xyzw, l(1.800000, 1.300000, 0.700000, 1.700000), r4.xyzw
sample_b_indexable(texture2d)(float,float,float,float) r0.xy, r3.xyxx, t1.xyzw, s1, cb0[4].x
sample_b_indexable(texture2d)(float,float,float,float) r1.xz, r3.zwzz, t0.xzyw, s0, cb0[4].x
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mad r0.xy, r1.xzxx, l(2.000000, 2.000000, 0.000000, 0.000000), r0.xyxx
add r0.xy, r0.xyxx, l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r1.xzw, r0.yyyy, cb2[1].xxyz
mad r0.xyz, cb2[0].xyzx, r0.xxxx, r1.xzwx
add r1.x, -cb3[2].w, l(1.000000)
mad r0.xyz, cb2[2].xyzx, r1.xxxx, r0.xyzx
dp3 r1.x, r0.xyzx, r0.xyzx
rsq r1.x, r1.x
mul r0.xyz, r0.xyzx, r1.xxxx
mad o1.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mul r0.x, r1.y, cb3[2].w
mul o1.w, r0.w, r0.x
mov o0.xyz, l(0,0,0,0)
mov r2.zw, l(0,0,0,1.000000)
mov o2.xyzw, r2.zwwy
ret
// Approximately 73 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Fri Oct 24 20:35:31 2025
//
// cbuffer cb3 : register(b3)
// {
//   float4 cb3[3] : packoffset(c0);
// }
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[4] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[8] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[123] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
// Texture2D<float4> t3 : register(t3);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : INTERP0,
//   float3 v2 : INTERP1,
//   out float4 o0 : SV_Target0,
//   out float4 o1 : SV_Target1,
//   out float4 o2 : SV_Target2)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.zw = cb0[122].zw * v0.xy;
//   r0.zw = r0.zw * float2(2,2) + float2(-1,-1);
//   r1.x = cb0[83].w * -r0.w;
//   r1.x = cb0[82].w * r0.z + r1.x;
//   r1.yz = (uint2)v0.xy;
//   r1.yz = (uint2)r1.yz;
//   r2.xy = (int2)r1.yz;
//   r2.zw = float2(0,0);
//   r1.y = t3.Load(r2.xyw).x;
//   r1.x = cb0[84].w * r1.y + r1.x;
//   r1.x = cb0[85].w + r1.x;
//   r0.z = r0.z + -r0.x;
//   r0.x = r0.x * r0.y;
//   r0.x = r0.x * r1.x + r0.z;
//   r3.xyzw = cb0[83].xyzw * -r0.wwww;
//   r0.xyzw = cb0[82].xyzw * r0.xxxx + r3.xyzw;
//   r0.xyzw = cb0[84].xyzw * r1.yyyy + r0.xyzw;
//   r0.xyzw = cb0[85].xyzw + r0.xyzw;
//   r0.xyz = r0.xyz / r0.www;
//   r1.xyz = cb1[5].xyz * r0.yyy;
//   r0.xyw = cb1[4].xyz * r0.xxx + r1.xyz;
//   r0.xyz = cb1[6].xyz * r0.zzz + r0.xyw;
//   r0.xyz = cb1[7].xyz + r0.xyz;
//   r1.xyz = float3(1,-1,1) * r0.xyz;
//   r0.w = max(abs(r1.x), abs(r1.y));
//   r0.w = max(r0.w, abs(r1.z));
//   r0.w = 0.5 + -r0.w;
//   r0.w = cmp(r0.w < 0);
//   if (r0.w != 0) discard;
//   r1.xyz = t2.Load(r2.xyz).xyz;
//   r0.w = dot(r1.xyz, cb2[2].xyz);
//   r1.x = -2 + r0.w;
//   r0.w = r1.x * r0.w;
//   r0.w = saturate(cb2[3].z * r0.w + cb2[3].y);
//   r1.x = cmp(cb2[3].z < 0);
//   r0.w = r1.x ? r0.w : 1;
//   r1.x = saturate(cb2[3].x);
//   r0.w = r1.x * r0.w;
//   r0.xyz = float3(0.5,0.5,0.5) + r0.xyz;
//   r1.xyz = float3(1,1,1) + -r0.xyz;
//   r1.xyz = r1.xyz * r0.xyz;
//   r0.y = r1.x * r1.y;
//   r0.y = r0.y * r1.z;
//   r0.y = r0.y * r0.y;
//   r1.xy = saturate(cb3[2].zy * r0.yy);
//   r2.xy = r1.xy * r0.ww;
//   o0.w = 0.5 * r2.x;
//   r0.x = r0.x * cb2[0].w + cb2[2].w;
//   r3.yw = r0.zz * cb2[1].ww + cb2[3].ww;
//   r3.xz = -cb0[19].xx * cb3[2].xx + r0.xx;
//   r0.x = cb0[19].x * cb3[2].x;
//   r4.xyzw = float4(-0.300000012,0.300000012,-0.239999995,-0.400000006) * r0.xxxx;
//   r3.xyzw = r3.xyzw * float4(1.79999995,1.29999995,0.699999988,1.70000005) + r4.xyzw;
//   r0.xy = t1.SampleBias(s1_s_s, r3.xy, cb0[4].x).xy;
//   r1.xz = t0.SampleBias(s0_s_s, r3.zw, cb0[4].x).xy;
//   r0.xy = r0.xy * float2(2,2) + float2(-1,-1);
//   r0.xy = r1.xz * float2(2,2) + r0.xy;
//   r0.xy = float2(-1,-1) + r0.xy;
//   r1.xzw = cb2[1].xyz * r0.yyy;
//   r0.xyz = cb2[0].xyz * r0.xxx + r1.xzw;
//   r1.x = 1 + -cb3[2].w;
//   r0.xyz = cb2[2].xyz * r1.xxx + r0.xyz;
//   r1.x = dot(r0.xyz, r0.xyz);
//   r1.x = rsqrt(r1.x);
//   r0.xyz = r1.xxx * r0.xyz;
//   o1.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
//   r0.x = cb3[2].w * r1.y;
//   o1.w = r0.x * r0.w;
//   o0.xyz = float3(0,0,0);
//   r2.zw = float2(0,1);
//   o2.xyzw = r2.zwwy;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
