// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sun May  3 01:22:30 2026
//
//
// Buffer Definitions:
//
// cbuffer cb4
// {
//
//   float4 cb4[276];                   // Index:    0-275            Components:  1104
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// 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   xyz
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
// BLENDINDICES             0   xyzw        3     NONE   float   xyz
// BLENDWEIGHT              0   xyzw        4     NONE   float   xyz
//
//
// 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[276], dynamicIndexed
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyzw
dcl_input v3.xyz
dcl_input v4.xyz
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
frc r0.xyz, v3.xyzx
add r0.xyz, -r0.xyzx, v3.xyzx
mul r0.xyz, r0.xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
round_ne r0.xyz, r0.xyzx
add r1.xyzw, r0.xxxy, l(110.000000, 111.000000, 112.000000, 110.000000)
ftou r1.xyzw, r1.xyzw
mul r2.xyzw, v4.xxxx, cb4[r1.x + 0].xyzw
mad r3.xyzw, v0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000), l(0.000000, 0.000000, 0.000000, 1.000000)
dp4 r2.x, r3.xyzw, r2.xyzw
mul r4.xyzw, v4.xxxx, cb4[r1.y + 0].xyzw
dp4 r2.y, r3.xyzw, r4.xyzw
mul r4.xyzw, v4.xxxx, cb4[r1.z + 0].xyzw
mul r1.xyzw, v4.yyyy, cb4[r1.w + 0].xyzw
dp4 r1.x, r3.xyzw, r1.xyzw
dp4 r2.z, r3.xyzw, r4.xyzw
add r2.xyz, r2.xyzx, -v0.xyzx
ge r4.xyz, v3.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
and r4.xyz, r4.xyzx, l(0x3f800000, 0x3f800000, 0x3f800000, 0)
mad r2.xyz, r4.xxxx, r2.xyzx, v0.xyzx
add r5.xyzw, r0.yyzz, l(111.000000, 112.000000, 110.000000, 111.000000)
add r0.x, r0.z, l(112.000000)
ftou r0.x, r0.x
mul r0.xyzw, v4.zzzz, cb4[r0.x + 0].xyzw
dp4 r0.z, r3.xyzw, r0.xyzw
ftou r5.xyzw, r5.xyzw
mul r6.xyzw, v4.yyyy, cb4[r5.x + 0].xyzw
dp4 r1.y, r3.xyzw, r6.xyzw
mul r6.xyzw, v4.yyyy, cb4[r5.y + 0].xyzw
dp4 r1.z, r3.xyzw, r6.xyzw
mad r1.xyz, r4.yyyy, r1.xyzx, r2.xyzx
mul r2.xyzw, v4.zzzz, cb4[r5.z + 0].xyzw
mul r5.xyzw, v4.zzzz, cb4[r5.w + 0].xyzw
dp4 r0.y, r3.xyzw, r5.xyzw
dp4 r0.x, r3.xyzw, r2.xyzw
mad r0.xyz, r4.zzzz, r0.xyzx, r1.xyzx
mov r0.w, l(1.000000)
dp4 r1.z, r0.xyzw, cb4[22].xyzw
dp4 r1.x, r0.xyzw, cb4[20].xyzw
dp4 r1.y, r0.xyzw, cb4[21].xyzw
dp4 r1.w, r0.xyzw, cb4[23].xyzw
mov r7.xyzw, r1.xyzw
mov o1.xyzw, r1.xyzw
mov o5.yz, r1.yywy
mul o2.xyzw, v2.xyzw, cb4[29].xyzw
mov o3.xyzw, cb4[30].xyzw
mov o4.xyzw, l(1.000000,0,0,0)
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
mad o5.x, -r0.x, r0.y, r1.x
mov o5.w, cb4[25].x
mov o6.xy, cb4[26].xyxx
mov o6.zw, l(0,0,0,1.000000)
add r0.x, v1.y, cb4[28].y
mul r0.y, r0.x, cb4[28].w
mov r0.zw, l(0,0,0,1.000000)
mov o7.yzw, r0.yyzw
add r0.x, v1.x, -cb4[28].x
mad o7.x, r0.x, cb4[28].z, cb4[24].x
mul r0.x, r0.x, cb4[28].z
mov o8.xyw, r0.xyxw
mov o8.z, cb4[27].x
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 65 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sun May  3 01:22:30 2026
//
// cbuffer cb4 : register(b4)
// {
//   float4 cb4[276] : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float4 v1 : TEXCOORD0,
//   float4 v2 : COLOR0,
//   float4 v3 : BLENDINDICES0,
//   float4 v4 : BLENDWEIGHT0,
//   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.xyz = frac(v3.xyz);
//   r0.xyz = v3.xyz + -r0.xyz;
//   r0.xyz = float3(4,4,4) * r0.xyz;
//   r0.xyz = round(r0.xyz);
//   r1.xyzw = float4(110,111,112,110) + r0.xxxy;
//   r1.xyzw = (uint4)r1.xyzw;
//   r2.xyzw = cb4[r1.x+0].xyzw * v4.xxxx;
//   r3.xyzw = v0.xyzx * float4(1,1,1,0) + float4(0,0,0,1);
//   r2.x = dot(r3.xyzw, r2.xyzw);
//   r4.xyzw = cb4[r1.y+0].xyzw * v4.xxxx;
//   r2.y = dot(r3.xyzw, r4.xyzw);
//   r4.xyzw = cb4[r1.z+0].xyzw * v4.xxxx;
//   r1.xyzw = cb4[r1.w+0].xyzw * v4.yyyy;
//   r1.x = dot(r3.xyzw, r1.xyzw);
//   r2.z = dot(r3.xyzw, r4.xyzw);
//   r2.xyz = -v0.xyz + r2.xyz;
//   r4.xyz = cmp(v3.xyz >= float3(0,0,0));
//   r4.xyz = r4.xyz ? float3(1,1,1) : 0;
//   r2.xyz = r4.xxx * r2.xyz + v0.xyz;
//   r5.xyzw = float4(111,112,110,111) + r0.yyzz;
//   r0.x = 112 + r0.z;
//   r0.x = (uint)r0.x;
//   r0.xyzw = cb4[r0.x+0].xyzw * v4.zzzz;
//   r0.z = dot(r3.xyzw, r0.xyzw);
//   r5.xyzw = (uint4)r5.xyzw;
//   r6.xyzw = cb4[r5.x+0].xyzw * v4.yyyy;
//   r1.y = dot(r3.xyzw, r6.xyzw);
//   r6.xyzw = cb4[r5.y+0].xyzw * v4.yyyy;
//   r1.z = dot(r3.xyzw, r6.xyzw);
//   r1.xyz = r4.yyy * r1.xyz + r2.xyz;
//   r2.xyzw = cb4[r5.z+0].xyzw * v4.zzzz;
//   r5.xyzw = cb4[r5.w+0].xyzw * v4.zzzz;
//   r0.y = dot(r3.xyzw, r5.xyzw);
//   r0.x = dot(r3.xyzw, r2.xyzw);
//   r0.xyz = r4.zzz * r0.xyz + r1.xyz;
//   r0.w = 1;
//   r1.z = dot(r0.xyzw, cb4[22].xyzw);
//   r1.x = dot(r0.xyzw, cb4[20].xyzw);
//   r1.y = dot(r0.xyzw, cb4[21].xyzw);
//   r1.w = dot(r0.xyzw, cb4[23].xyzw);
//   r7.xyzw = r1.xyzw;
//   o1.xyzw = r1.xyzw;
//   o5.yz = r1.yw;
//   o2.xyzw = cb4[29].xyzw * v2.xyzw;
//   o3.xyzw = cb4[30].xyzw;
//   o4.xyzw = float4(1,0,0,0);
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   o5.x = -r0.x * r0.y + r1.x;
//   o5.w = cb4[25].x;
//   o6.xy = cb4[26].xy;
//   o6.zw = float2(0,1);
//   r0.x = cb4[28].y + v1.y;
//   r0.y = cb4[28].w * r0.x;
//   r0.zw = float2(0,1);
//   o7.yzw = r0.yzw;
//   r0.x = -cb4[28].x + v1.x;
//   o7.x = r0.x * cb4[28].z + cb4[24].x;
//   r0.x = cb4[28].z * r0.x;
//   o8.xyw = r0.xyw;
//   o8.z = cb4[27].x;
//   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;
// }
/////////////////////////////////////////////////////////////////////////////
