// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Wed Jul  1 22:55:44 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[146];                   // Index:    0-145            Components:   584
//
// }
//
//
// 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
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[146], 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_buffer (float,float,float,float) t125
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 5
ld r0.xyzw, l(0, 0, 0, 0), t125.xyzw
add r1.xw, -v1.xxxy, l(1.000000, 0.000000, 0.000000, 1.000000)
mad r1.z, -r0.x, l(-0.500000), r1.x
mad r0.yz, r1.zzwz, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
dp2 r0.y, r0.yzyy, r0.yzyy
mad_sat r0.y, -r0.y, cb0[144].w, l(1.000000)
add r0.zw, -r1.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
mul r1.xy, r0.zwzz, cb0[144].zzzz
mov r2.xyzw, l(0,0,0,0)
loop
  ge r3.x, r2.w, cb0[145].y
  if_nz r3.x
    break
  endif
  mad r3.xy, r1.xyxx, r2.wwww, r1.zwzz
  mad r3.x, r0.x, l(0.500000), r3.x
  frc r4.xy, r3.xyxx
  sample_b r3.xyzw, r4.xyxx, t0.xyzw, s1, cb0[5].x
  mad r2.xyz, r3.xyzx, r0.yyyy, r2.xyzx
  ftoi r3.x, r2.w
  iadd r3.x, r3.x, l(1)
  itof r2.w, r3.x
endloop
dp2 r0.y, r0.zwzz, r0.zwzz
rsq r1.x, r0.y
mul r0.zw, r0.zzzw, r1.xxxx
mad r1.yz, r0.zzwz, cb0[145].zzzz, r1.zzwz
frc r0.zw, r1.yyyz
add r0.zw, -r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
mad r1.x, -r0.x, l(-0.500000), r1.y
dp2 r0.x, r0.zwzz, r0.zwzz
sqrt r0.xy, r0.xyxx
mad r0.x, -r0.x, cb0[145].w, l(1.000000)
mul r0.z, r0.x, r0.x
mul r0.z, r0.z, r0.z
mul_sat r0.x, r0.x, r0.z
sample_b r1.xyzw, r1.xzxx, t0.xyzw, s1, cb0[5].x
mad r0.xzw, r1.xxxx, r0.xxxx, r2.xxyz
mul r0.y, r0.y, l(1.42857146)
sample_b r1.xyzw, r0.yyyy, t1.xyzw, s0, cb0[5].x
mad r1.xyz, r0.xzwx, r1.xyzx, -r0.xzwx
mad o0.xyz, r1.wwww, r1.xyzx, r0.xzwx
mov o0.w, l(1.000000)
ret
// Approximately 44 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Wed Jul  1 22:55:44 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[146] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float2 v1 : TEXCOORD0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r1.xw = float2(1,1) + -v1.xy;
//   r1.z = -r0.x * -0.5 + r1.x;
//   r0.yz = r1.zw * float2(2,2) + float2(-1,-1);
//   r0.y = dot(r0.yz, r0.yz);
//   r0.y = saturate(-r0.y * cb0[144].w + 1);
//   r0.zw = float2(0.5,0.5) + -r1.zw;
//   r1.xy = cb0[144].zz * r0.zw;
//   r2.xyzw = float4(0,0,0,0);
//   while (true) {
//     r3.x = cmp(r2.w >= cb0[145].y);
//     if (r3.x != 0) {
//       break;
//     }
//     r3.xy = r1.xy * r2.ww + r1.zw;
//     r3.x = r0.x * 0.5 + r3.x;
//     r4.xy = frac(r3.xy);
//     r3.xyzw = t0.SampleBias(s1_s_s, r4.xy, cb0[5].x).xyzw;
//     r2.xyz = r3.xyz * r0.yyy + r2.xyz;
//     r3.x = (int)r2.w;
//     r3.x = (int)r3.x + 1;
//     r2.w = (int)r3.x;
//   }
//   r0.y = dot(r0.zw, r0.zw);
//   r1.x = rsqrt(r0.y);
//   r0.zw = r1.xx * r0.zw;
//   r1.yz = r0.zw * cb0[145].zz + r1.zw;
//   r0.zw = frac(r1.yz);
//   r0.zw = float2(0.5,0.5) + -r0.zw;
//   r1.x = -r0.x * -0.5 + r1.y;
//   r0.x = dot(r0.zw, r0.zw);
//   r0.xy = sqrt(r0.xy);
//   r0.x = -r0.x * cb0[145].w + 1;
//   r0.z = r0.x * r0.x;
//   r0.z = r0.z * r0.z;
//   r0.x = saturate(r0.z * r0.x);
//   r1.xyzw = t0.SampleBias(s1_s_s, r1.xz, cb0[5].x).xyzw;
//   r0.xzw = r1.xxx * r0.xxx + r2.xyz;
//   r0.y = 1.42857146 * r0.y;
//   r1.xyzw = t1.SampleBias(s0_s_s, r0.yy, cb0[5].x).xyzw;
//   r1.xyz = r0.xzw * r1.xyz + -r0.xzw;
//   o0.xyz = r1.www * r1.xyz + r0.xzw;
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
