// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.7.11 on Sun Oct  4 13:38:41 2026
//
//
// Buffer Definitions:
//
// cbuffer PerFrameCB
// {
//
//   uint noise_frame;                  // Offset:    0 Size:     4
//   float noise_scale;                 // Offset:    4 Size:     4
//
// }
//
// cbuffer PerDrawCB
// {
//
//   struct
//   {
//
//       uint width;                    // Offset:    0
//       uint height;                   // Offset:    4
//       bool linear_filtering;         // Offset:    8
//
//   } textures[7];                     // Offset:    0 Size:   108 [unused]
//   float4 combiner_inputs[6];         // Offset:  112 Size:    96
//   float4 fog_color;                  // Offset:  208 Size:    16 [unused]
//   float4 grayscale_color;            // Offset:  224 Size:    16 [unused]
//   float4 uv_transform[2];            // Offset:  240 Size:    32 [unused]
//   float4 texture_clamp[2];           // Offset:  272 Size:    32 [unused]
//   float4 fog_params;                 // Offset:  304 Size:    16 [unused]
//   float4 palette_params[2];          // Offset:  320 Size:    32 [unused]
//   float4 lod_params;                 // Offset:  352 Size:    16
//   float4 uCustom[32];                // Offset:  368 Size:   512 [unused]
//   float4 debug_tint;                 // Offset:  880 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// g_sampler0_s                      sampler      NA          NA    0        1
// g_texture0                        texture  float4          2d    0        1
// IniParams                         texture  float4          1d  120        1
// PerFrameCB                        cbuffer      NA          NA    0        1
// PerDrawCB                         cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1     z         1     NONE   float     z
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[1], immediateIndexed
dcl_constantbuffer CB1[56], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture1d (float,float,float,float) t120
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v1.z
dcl_output o0.xyzw
dcl_temps 3
dcl_indexableTemp x0[16], 4
dcl_indexableTemp x1[16], 4
ld r0.xyzw, l(84, 0, 0, 0), t120.xyzw
ld r1.xyzw, l(85, 0, 0, 0), t120.xyzw
mul r1.x, r1.x, v1.z
mul r1.x, r1.x, l(0.500000)
round_ni r1.x, r1.x
add r1.xy, r0.xzxx, r1.xxxx
mov r1.zw, r0.yyyw
lt r0.xy, v0.xyxx, r1.xzxx
or r0.x, r0.y, r0.x
ge r0.yz, v0.xxyx, r1.yywy
or r0.y, r0.z, r0.y
or r0.x, r0.y, r0.x
if_nz r0.x
  discard_nz l(-1)
  ret
endif
mov x0[0].x, l(0)
mov x0[1].x, l(6.000000)
mov x0[2].x, l(1.000000)
mov x0[3].x, l(7.000000)
mov x0[4].x, l(4.000000)
mov x0[5].x, l(2.000000)
mov x0[6].x, l(5.000000)
mov x0[7].x, l(3.000000)
mov x0[8].x, l(3.000000)
mov x0[9].x, l(5.000000)
mov x0[10].x, l(2.000000)
mov x0[11].x, l(4.000000)
mov x0[12].x, l(7.000000)
mov x0[13].x, l(1.000000)
mov x0[14].x, l(6.000000)
mov x0[15].x, l(0)
mov x1[0].x, l(0)
mov x1[1].x, l(4.000000)
mov x1[2].x, l(1.000000)
mov x1[3].x, l(5.000000)
mov x1[4].x, l(6.000000)
mov x1[5].x, l(2.000000)
mov x1[6].x, l(7.000000)
mov x1[7].x, l(3.000000)
mov x1[8].x, l(1.000000)
mov x1[9].x, l(5.000000)
mov x1[10].x, l(0)
mov x1[11].x, l(4.000000)
mov x1[12].x, l(7.000000)
mov x1[13].x, l(3.000000)
mov x1[14].x, l(6.000000)
mov x1[15].x, l(2.000000)
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
mad r0.xyzw, cb1[7].xyzw, r0.xyzw, l(0.510000, 0.510000, 0.510000, 0.510000)
mul r1.xyzw, r0.xyzw, l(0.495049506, 0.495049506, 0.495049506, 0.495049506)
round_ni r1.xyzw, r1.xyzw
mad r0.xyzw, -r1.xyzw, l(2.020000, 2.020000, 2.020000, 2.020000), r0.xyzw
add_sat r0.xyzw, r0.xyzw, l(-0.510000, -0.510000, -0.510000, -0.510000)
add r1.x, l(0.500000), cb1[22].w
round_z r1.x, r1.x
ftoi r1.y, r1.x
ige r1.z, r1.y, l(4)
if_z r1.z
  mul r2.xy, v0.yxyy, cb0[0].yyyy
  round_ni r2.xy, r2.xyxx
  eq r1.x, r1.x, l(0.000000)
  if_nz r1.x
    ftoi r1.xw, r2.yyyx
    and r1.xw, r1.xxxw, l(3, 0, 0, 3)
    ishl r1.w, r1.w, l(2)
    iadd r1.x, r1.w, r1.x
    itof r1.x, r1.x
    ftou r1.x, r1.x
    mov r1.x, x0[r1.x + 0].x
  else
    ieq r1.w, r1.y, l(1)
    if_nz r1.w
      ftoi r2.zw, r2.yyyx
      and r2.zw, r2.zzzw, l(0, 0, 3, 3)
      ishl r1.w, r2.w, l(2)
      iadd r1.w, r1.w, r2.z
      itof r1.w, r1.w
      ftou r1.w, r1.w
      mov r1.x, x1[r1.w + 0].x
    else
      ieq r1.y, r1.y, l(2)
      if_nz r1.y
        utof r1.y, cb0[0].x
        ftoi r2.xy, r2.xyxx
        imul null, r2.xy, r2.xyxx, l(0xe336beb9, 0x5f356495, 0, 0)
        utof r2.xy, r2.xyxx
        ftoi r2.xy, r2.xyxx
        xor r1.w, r2.y, r2.x
        ftoi r1.y, r1.y
        imul null, r1.y, r1.y, l(0x9e3779b1)
        utof r1.y, r1.y
        ftoi r1.y, r1.y
        xor r1.y, r1.w, r1.y
        itof r1.w, r1.y
        ftou r1.w, r1.w
        ushr r1.w, r1.w, l(16)
        utof r1.w, r1.w
        ftoi r1.w, r1.w
        xor r1.y, r1.y, r1.w
        imul null, r1.y, r1.y, l(0x85ebca77)
        utof r1.w, r1.y
        ushr r1.y, r1.y, l(13)
        utof r1.y, r1.y
        ftoi r1.yw, r1.yyyw
        xor r1.y, r1.w, r1.y
        imul null, r1.y, r1.y, l(0xc2b2ae3d)
        utof r1.w, r1.y
        ushr r1.y, r1.y, l(16)
        utof r1.y, r1.y
        ftoi r1.yw, r1.yyyw
        xor r1.y, r1.w, r1.y
        and r1.y, r1.y, l(7)
        itof r1.x, r1.y
      else
        mov r1.x, l(0)
      endif
    endif
  endif
  mad r1.xyw, r0.xyxz, l(255.000000, 255.000000, 0.000000, 255.000000), r1.xxxx
  min r1.xyw, r1.xyxw, l(255.000000, 255.000000, 0.000000, 255.000000)
  mul r1.xyw, r1.xyxw, l(0.125000, 0.125000, 0.000000, 0.125000)
  round_ni r1.xyw, r1.xyxw
  mul r2.xyz, r1.xywx, l(0.250000, 0.250000, 0.250000, 0.000000)
  round_ni r2.xyz, r2.xyzx
  mad r1.xyw, r1.xyxw, l(8.000000, 8.000000, 0.000000, 8.000000), r2.xyxz
  mul r1.xyw, r1.xyxw, l(0.00392156886, 0.00392156886, 0.000000, 0.00392156886)
else
  movc r1.xyw, r1.zzzz, r0.xyxz, l(0.510000,0.510000,0,0.510000)
endif
add r0.xyz, -r1.xywx, cb1[55].xyzx
mad o0.xyz, cb1[55].wwww, r0.xyzx, r1.xywx
mov o0.w, r0.w
ret
// Approximately 134 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.7.11 on Sun Oct  4 13:38:41 2026
//
// cbuffer PerFrameCB : register(b0)
// {
//   uint noise_frame : packoffset(c0);
//   float noise_scale : packoffset(c0.y);
// }
//
// cbuffer PerDrawCB : register(b1)
// {
//
//   struct
//   {
//     uint width;
//     uint height;
//     bool linear_filtering;
//   } textures[7] : packoffset(c0);
//
//   float4 combiner_inputs[6] : packoffset(c7);
//   float4 fog_color : packoffset(c13);
//   float4 grayscale_color : packoffset(c14);
//   float4 uv_transform[2] : packoffset(c15);
//   float4 texture_clamp[2] : packoffset(c17);
//   float4 fog_params : packoffset(c19);
//   float4 palette_params[2] : packoffset(c20);
//   float4 lod_params : packoffset(c22);
//   float4 uCustom[32] : packoffset(c23);
//   float4 debug_tint : packoffset(c55);
// }
//
// SamplerState g_sampler0_s_s : register(s0);
// Texture2D<float4> g_texture0 : register(t0);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float2 v1 : TEXCOORD0,
//   float w1 : TEXCOORD1,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   float4 x0[16];
//   float4 x1[16];
//   r0.xyzw = IniParams.Load(float4(84,0,0,0)).xyzw;
//   r1.xyzw = IniParams.Load(float4(85,0,0,0)).xyzw;
//   r1.x = w1.x * r1.x;
//   r1.x = 0.5 * r1.x;
//   r1.x = floor(r1.x);
//   r1.xy = r1.xx + r0.xz;
//   r1.zw = r0.yw;
//   r0.xy = cmp(v0.xy < r1.xz);
//   r0.x = (int)r0.y | (int)r0.x;
//   r0.yz = cmp(v0.xy >= r1.yw);
//   r0.y = (int)r0.z | (int)r0.y;
//   r0.x = (int)r0.y | (int)r0.x;
//   if (r0.x != 0) {
//     if (-1 != 0) discard;
//     return;
//   }
//   x0[0].x = 0;
//   x0[1].x = 6;
//   x0[2].x = 1;
//   x0[3].x = 7;
//   x0[4].x = 4;
//   x0[5].x = 2;
//   x0[6].x = 5;
//   x0[7].x = 3;
//   x0[8].x = 3;
//   x0[9].x = 5;
//   x0[10].x = 2;
//   x0[11].x = 4;
//   x0[12].x = 7;
//   x0[13].x = 1;
//   x0[14].x = 6;
//   x0[15].x = 0;
//   x1[0].x = 0;
//   x1[1].x = 4;
//   x1[2].x = 1;
//   x1[3].x = 5;
//   x1[4].x = 6;
//   x1[5].x = 2;
//   x1[6].x = 7;
//   x1[7].x = 3;
//   x1[8].x = 1;
//   x1[9].x = 5;
//   x1[10].x = 0;
//   x1[11].x = 4;
//   x1[12].x = 7;
//   x1[13].x = 3;
//   x1[14].x = 6;
//   x1[15].x = 2;
//   r0.xyzw = g_texture0.Sample(g_sampler0_s_s, v1.xy).xyzw;
//   r0.xyzw = combiner_inputs[0].xyzw * r0.xyzw + float4(0.50999999,0.50999999,0.50999999,0.50999999);
//   r1.xyzw = float4(0.495049506,0.495049506,0.495049506,0.495049506) * r0.xyzw;
//   r1.xyzw = floor(r1.xyzw);
//   r0.xyzw = -r1.xyzw * float4(2.01999998,2.01999998,2.01999998,2.01999998) + r0.xyzw;
//   r0.xyzw = saturate(float4(-0.50999999,-0.50999999,-0.50999999,-0.50999999) + r0.xyzw);
//   r1.x = lod_params.w + 0.5;
//   r1.x = trunc(r1.x);
//   r1.y = (int)r1.x;
//   r1.z = cmp((int)r1.y >= 4);
//   if (r1.z == 0) {
//     r2.xy = noise_scale * v0.yx;
//     r2.xy = floor(r2.xy);
//     r1.x = cmp(r1.x == 0.000000);
//     if (r1.x != 0) {
//       r1.xw = (int2)r2.yx;
//       r1.xw = (int2)r1.xw & int2(3,3);
//       r1.w = (uint)r1.w << 2;
//       r1.x = (int)r1.w + (int)r1.x;
//       r1.x = (int)r1.x;
//       r1.x = (uint)r1.x;
//       r1.x = x0[r1.x+0].x;
//     } else {
//       r1.w = cmp((int)r1.y == 1);
//       if (r1.w != 0) {
//         r2.zw = (int2)r2.yx;
//         r2.zw = (int2)r2.zw & int2(3,3);
//         r1.w = (uint)r2.w << 2;
//         r1.w = (int)r1.w + (int)r2.z;
//         r1.w = (int)r1.w;
//         r1.w = (uint)r1.w;
//         r1.x = x1[r1.w+0].x;
//       } else {
//         r1.y = cmp((int)r1.y == 2);
//         if (r1.y != 0) {
//           r1.y = noise_frame;
//           r2.xy = (int2)r2.xy;
//           r2.xy = (int2)r2.xy * int2(0xe336beb9,0x5f356495);
//           r2.xy = (uint2)r2.xy;
//           r2.xy = (int2)r2.xy;
//           r1.w = (int)r2.y ^ (int)r2.x;
//           r1.y = (int)r1.y;
//           r1.y = (int)r1.y * 0x9e3779b1;
//           r1.y = (uint)r1.y;
//           r1.y = (int)r1.y;
//           r1.y = (int)r1.w ^ (int)r1.y;
//           r1.w = (int)r1.y;
//           r1.w = (uint)r1.w;
//           r1.w = (uint)r1.w >> 16;
//           r1.w = (uint)r1.w;
//           r1.w = (int)r1.w;
//           r1.y = (int)r1.y ^ (int)r1.w;
//           r1.y = (int)r1.y * 0x85ebca77;
//           r1.w = (uint)r1.y;
//           r1.y = (uint)r1.y >> 13;
//           r1.y = (uint)r1.y;
//           r1.yw = (int2)r1.yw;
//           r1.y = (int)r1.w ^ (int)r1.y;
//           r1.y = (int)r1.y * 0xc2b2ae3d;
//           r1.w = (uint)r1.y;
//           r1.y = (uint)r1.y >> 16;
//           r1.y = (uint)r1.y;
//           r1.yw = (int2)r1.yw;
//           r1.y = (int)r1.w ^ (int)r1.y;
//           r1.y = (int)r1.y & 7;
//           r1.x = (int)r1.y;
//         } else {
//           r1.x = 0;
//         }
//       }
//     }
//     r1.xyw = r0.xyz * float3(255,255,255) + r1.xxx;
//     r1.xyw = min(float3(255,255,255), r1.xyw);
//     r1.xyw = float3(0.125,0.125,0.125) * r1.xyw;
//     r1.xyw = floor(r1.xyw);
//     r2.xyz = float3(0.25,0.25,0.25) * r1.xyw;
//     r2.xyz = floor(r2.xyz);
//     r1.xyw = r1.xyw * float3(8,8,8) + r2.xyz;
//     r1.xyw = float3(0.00392156886,0.00392156886,0.00392156886) * r1.xyw;
//   } else {
//     r1.xyw = r1.zzz ? r0.xyz : float3(0.50999999,0.50999999,0.50999999);
//   }
//   r0.xyz = debug_tint.xyz + -r1.xyw;
//   o0.xyz = debug_tint.www * r0.xyz + r1.xyw;
//   o0.w = r0.w;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
