// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Wed Jul  1 22:54:41 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[147];                   // Index:    0-146            Components:   588
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s1_s                              sampler      NA          NA    1        1
// s2_s                              sampler      NA          NA    2        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        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[147], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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_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
mad r0.x, -r0.x, l(0.500000), v1.x
sample_b r1.xyzw, v1.xyxx, t0.xyzw, s1, cb0[5].x
mov r0.y, v1.y
sample_b r2.xyzw, r0.xyxx, t2.xyzw, s0, cb0[5].x
lt r0.z, l(0.000000), cb0[146].x
if_nz r0.z
  add r0.xy, -r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
  dp2 r0.z, r0.xyxx, r0.xyxx
  rsq r0.z, r0.z
  mul r0.xy, r0.zzzz, r0.xyxx
  mul r0.z, -cb0[143].x, cb0[146].x
  mul r0.w, cb0[143].x, cb0[146].x
  mad r2.yz, r0.xxyx, r0.zzzz, v1.xxyx
  sample_b r3.xyzw, r2.yzyy, t1.xyzw, s0, cb0[5].x
  sample_b r4.xyzw, v1.xyxx, t1.xyzw, s0, cb0[5].x
  mad r0.xy, r0.xyxx, r0.wwww, v1.xyxx
  sample_b r0.xyzw, r0.xyxx, t1.xyzw, s0, cb0[5].x
  mov r0.x, r3.x
  mov r0.y, r4.y
else
  sample_b r0.xyzw, v1.xyxx, t1.xyzw, s2, cb0[5].x
endif
mad o0.xyz, r0.xyzx, r2.xxxx, r1.xyzx
mov o0.w, r1.w
ret
// Approximately 26 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Wed Jul  1 22:54:41 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[147] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// SamplerState s2_s_s : register(s2);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
//
//
// // 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;
//   r0.x = -r0.x * 0.5 + v1.x;
//   r1.xyzw = t0.SampleBias(s1_s_s, v1.xy, cb0[5].x).xyzw;
//   r0.y = v1.y;
//   r2.xyzw = t2.SampleBias(s0_s_s, r0.xy, cb0[5].x).xyzw;
//   r0.z = cmp(0 < cb0[146].x);
//   if (r0.z != 0) {
//     r0.xy = float2(0.5,0.5) + -r0.xy;
//     r0.z = dot(r0.xy, r0.xy);
//     r0.z = rsqrt(r0.z);
//     r0.xy = r0.xy * r0.zz;
//     r0.z = cb0[146].x * -cb0[143].x;
//     r0.w = cb0[146].x * cb0[143].x;
//     r2.yz = r0.xy * r0.zz + v1.xy;
//     r3.xyzw = t1.SampleBias(s0_s_s, r2.yz, cb0[5].x).xyzw;
//     r4.xyzw = t1.SampleBias(s0_s_s, v1.xy, cb0[5].x).xyzw;
//     r0.xy = r0.xy * r0.ww + v1.xy;
//     r0.xyzw = t1.SampleBias(s0_s_s, r0.xy, cb0[5].x).xyzw;
//     r0.x = r3.x;
//     r0.y = r4.y;
//   } else {
//     r0.xyzw = t1.SampleBias(s2_s_s, v1.xy, cb0[5].x).xyzw;
//   }
//   o0.xyz = r0.xyz * r2.xxx + r1.xyz;
//   o0.w = r1.w;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
