// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Mon Jun 29 22:50:58 2026
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[21];                    // Index:    0-20             Components:    84
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[3];                     // Index:    0 1 2            Components:    12
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float     2darray  110        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
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
// P                        0   x           3  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o3.x, rendertarget_array_index
dcl_constantbuffer CB2[21], immediateIndexed
dcl_constantbuffer CB1[4], immediateIndexed
dcl_constantbuffer CB0[3], immediateIndexed
dcl_resource_texture2darray (float,float,float,float) t110
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyzw
dcl_temps 11
ld_indexable(buffer)(float,float,float,float) r10.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r10.z
mul r0.xyzw, v0.yyyy, cb1[1].xyzw
mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb1[3].xyzw
mul r1.xyzw, r0.yyyy, cb2[18].xyzw
mad r1.xyzw, cb2[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb2[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb2[20].xyzw, r0.wwww, r1.xyzw
eq r1.x, r0.w, l(1.000000)
if_nz r1.x
  ld r1.xyzw, l(0, 0, 0, 0), t125.xyzw
  movc r1.z, r1.z, l(-1.000000), l(1.000000)
  add r1.w, -r1.y, l(0.000010)
  mul r1.yw, r1.yyyx, r1.xxxw
  mul r2.x, r1.w, l(0.200000)
  mad r1.w, -r1.w, l(0.200000), r1.x
  mul r1.y, r1.y, l(100.000000)
  resinfo_uint r3.xyzw, l(0), t110.xyzw
  iadd r2.yz, r3.xxyx, l(0, -1, -1, 0)
  mad r2.w, r0.y, l(0.500000), l(0.500000)
  utof r3.xy, r3.xyxx
  mul r2.w, r2.w, r3.y
  max r2.w, r2.w, l(0.000000)
  utof r2.yz, r2.yyzy
  min r2.z, r2.z, r2.w
  ftoi r4.y, r2.z
  mov r4.zw, l(0,0,0,0)
  ftoi r5.y, r2.z
  mov r5.zw, l(0,0,1,0)
  mov r2.z, l(0)
  mov r2.w, r2.x
  mov r3.y, r2.x
  mov r3.zw, l(0,0,0,0)
  loop
    utof r6.x, r3.z
    ge r6.x, r6.x, l(300.000000)
    mov r3.w, l(0)
    breakc_nz r6.x
    mad r3.y, r1.w, l(0.00333333341), r3.y
    mad r6.x, r3.y, r1.z, r0.x
    min r6.x, r6.x, l(0.000000)
    mad r6.y, -r3.y, r1.z, r0.x
    mad r6.x, r6.x, l(0.500000), l(0.500000)
    mul r6.x, r3.x, r6.x
    max r6.xy, r6.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
    min r6.x, r2.y, r6.x
    ftoi r4.x, r6.x
    ld r7.xyzw, r4.xyzw, t110.xyzw
    ne r4.x, r7.x, l(0.000000)
    mul r6.x, r7.x, l(0.000010)
    div r6.x, l(0.000010), r6.x
    add r6.x, r7.x, r6.x
    and r4.x, r4.x, r6.x
    mad r6.x, r6.y, l(0.500000), l(0.500000)
    mul r6.x, r3.x, r6.x
    min r6.x, r2.y, r6.x
    ftoi r5.x, r6.x
    ld r6.xyzw, r5.xyzw, t110.xyzw
    ne r5.x, r6.x, l(0.000000)
    mul r6.y, r6.x, l(0.000010)
    div r6.y, l(0.000010), r6.y
    add r6.x, r6.x, r6.y
    and r5.x, r5.x, r6.x
    max r4.x, r4.x, r5.x
    eq r5.x, r4.x, l(0.000000)
    if_nz r5.x
      mov r2.z, r1.x
      mov r3.w, l(-1)
      break
    endif
    add r6.x, r1.x, -r3.y
    div r6.x, r1.y, r6.x
    lt r4.x, r4.x, r6.x
    if_nz r4.x
      mov r2.z, l(0)
      mov r3.w, l(0)
      break
    endif
    mov r2.w, r3.y
    iadd r3.z, r3.z, l(1)
    mov r3.w, r5.x
    mov r2.z, l(0)
  endloop
  movc r1.x, r3.w, r2.z, r2.w
  add r0.x, r0.x, r1.x
endif
mad o1.xy, v1.xyxx, cb0[2].xyxx, cb0[2].zwzz
mov r8.xyzw, r0.xyzw
mov o2.xyzw, v2.xyzw
add r9.x, -r10.y, r8.w
mul r9.y, r10.x, r10.w
mad r9.x, r9.x, r9.y, r8.x
ne r9.y, l(1.000000), r8.w
movc r8.x, r9.y, r9.x, r8.x
mov o0.xyzw, r8.xyzw
ret
// Approximately 89 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Mon Jun 29 22:50:58 2026
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[21] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[4] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[3] : packoffset(c0);
// }
//
// Texture2DArray<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float2 v1 : TEXCOORD0,
//   float4 v2 : COLOR0,
//   out float4 o0 : SV_POSITION0,
//   out float2 o1 : TEXCOORD0,
//   out float4 o2 : COLOR0,
//   out uint o3 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r10.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r10.z;
//   r0.xyzw = cb1[1].xyzw * v0.yyyy;
//   r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
//   r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
//   r0.xyzw = cb1[3].xyzw + r0.xyzw;
//   r1.xyzw = cb2[18].xyzw * r0.yyyy;
//   r1.xyzw = cb2[17].xyzw * r0.xxxx + r1.xyzw;
//   r1.xyzw = cb2[19].xyzw * r0.zzzz + r1.xyzw;
//   r0.xyzw = cb2[20].xyzw * r0.wwww + r1.xyzw;
//   r1.x = cmp(r0.w == 1.000000);
//   if (r1.x != 0) {
//     r1.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//     r1.z = r1.z ? -1 : 1;
//     r1.w = 9.99999975e-06 + -r1.y;
//     r1.yw = r1.xw * r1.yx;
//     r2.x = 0.200000003 * r1.w;
//     r1.w = -r1.w * 0.200000003 + r1.x;
//     r1.y = 100 * r1.y;
//     DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//     r3.xyzw = uiDest.xyzw;
//     r2.yz = (int2)r3.xy + int2(-1,-1);
//     r2.w = r0.y * 0.5 + 0.5;
//     r3.xy = (uint2)r3.xy;
//     r2.w = r3.y * r2.w;
//     r2.w = max(0, r2.w);
//     r2.yz = (uint2)r2.yz;
//     r2.z = min(r2.w, r2.z);
//     r4.y = (int)r2.z;
//     r4.zw = float2(0,0);
//     r5.y = (int)r2.z;
//     r5.zw = float2(1.40129846e-45,0);
//     r2.z = 0;
//     r2.w = r2.x;
//     r3.y = r2.x;
//     r3.zw = float2(0,0);
//     while (true) {
//       r6.x = (uint)r3.z;
//       r6.x = cmp(r6.x >= 300);
//       r3.w = 0;
//       if (r6.x != 0) break;
//       r3.y = r1.w * 0.00333333341 + r3.y;
//       r6.x = r3.y * r1.z + r0.x;
//       r6.x = min(0, r6.x);
//       r6.y = -r3.y * r1.z + r0.x;
//       r6.x = r6.x * 0.5 + 0.5;
//       r6.x = r6.x * r3.x;
//       r6.xy = max(float2(0,0), r6.xy);
//       r6.x = min(r6.x, r2.y);
//       r4.x = (int)r6.x;
//       r7.x = DepthBuffer.Load(r4.xyzw).x;
//       r4.x = cmp(r7.x != 0.000000);
//       r6.x = 9.99999975e-06 * r7.x;
//       r6.x = 9.99999975e-06 / r6.x;
//       r6.x = r6.x + r7.x;
//       r4.x = r4.x ? r6.x : 0;
//       r6.x = r6.y * 0.5 + 0.5;
//       r6.x = r6.x * r3.x;
//       r6.x = min(r6.x, r2.y);
//       r5.x = (int)r6.x;
//       r6.x = DepthBuffer.Load(r5.xyzw).x;
//       r5.x = cmp(r6.x != 0.000000);
//       r6.y = 9.99999975e-06 * r6.x;
//       r6.y = 9.99999975e-06 / r6.y;
//       r6.x = r6.y + r6.x;
//       r5.x = r5.x ? r6.x : 0;
//       r4.x = max(r5.x, r4.x);
//       r5.x = cmp(r4.x == 0.000000);
//       if (r5.x != 0) {
//         r2.z = r1.x;
//         r3.w = -1;
//         break;
//       }
//       r6.x = -r3.y + r1.x;
//       r6.x = r1.y / r6.x;
//       r4.x = cmp(r4.x < r6.x);
//       if (r4.x != 0) {
//         r2.z = 0;
//         r3.w = 0;
//         break;
//       }
//       r2.w = r3.y;
//       r3.z = (int)r3.z + 1;
//       r3.w = r5.x;
//       r2.z = 0;
//     }
//     r1.x = r3.w ? r2.z : r2.w;
//     r0.x = r1.x + r0.x;
//   }
//   o1.xy = v1.xy * cb0[2].xy + cb0[2].zw;
//   r8.xyzw = r0.xyzw;
//   o2.xyzw = v2.xyzw;
//   r9.x = r8.w + -r10.y;
//   r9.y = r10.w * r10.x;
//   r9.x = r9.x * r9.y + r8.x;
//   r9.y = cmp(1.000000 != r8.w);
//   r8.x = r9.y ? r9.x : r8.x;
//   o0.xyzw = r8.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
