// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Tue Jun 30 22:06:45 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[143];                   // Index:    0-142            Components:   572
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        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[143], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 9
div r0.xy, l(1.000000, 1.000000, 1.000000, 1.000000), cb0[22].xyxx
mad r0.zw, -r0.xxxy, cb0[142].yyyy, v1.xxxy
mul r1.xy, r0.xyxx, cb0[142].yyyy
sample_b r0.xyzw, r0.zwzz, t0.xyzw, s0, cb0[5].x
mov r1.z, -r1.y
add r2.xyz, r1.xzyx, v1.xyyx
sample_b r3.xyzw, r2.xyxx, t0.xyzw, s0, cb0[5].x
sample_b r2.xyzw, r2.xzxx, t0.xyzw, s0, cb0[5].x
min r4.xyz, r0.xyzx, r3.xyzx
max r0.xyz, r0.xyzx, r3.xyzx
mad r3.xy, r1.xyxx, l(-1.000000, 1.000000, 0.000000, 0.000000), v1.xyxx
sample_b r3.xyzw, r3.xyxx, t0.xyzw, s0, cb0[5].x
min r5.xyz, r2.xyzx, r3.xyzx
max r2.xyz, r2.xyzx, r3.xyzx
max r0.xyz, r0.xyzx, r2.xyzx
min r2.xyz, r4.xyzx, r5.xyzx
mov r1.w, l(0)
add r3.xyzw, r1.xwwy, v1.xyxy
mad r1.xyzw, r1.wyxw, l(1.000000, -1.000000, -1.000000, 1.000000), v1.xyxy
sample_b r4.xyzw, r3.zwzz, t0.xyzw, s0, cb0[5].x
sample_b r3.xyzw, r3.xyxx, t0.xyzw, s0, cb0[5].x
sample_b r5.xyzw, r1.xyxx, t0.xyzw, s0, cb0[5].x
sample_b r1.xyzw, r1.zwzz, t0.xyzw, s0, cb0[5].x
min r6.xyz, r3.xyzx, r5.xyzx
sample_b r7.xyzw, v1.xyxx, t0.xyzw, s0, cb0[5].x
min r8.xyz, r1.xyzx, r7.xyzx
min r6.xyz, r6.xyzx, r8.xyzx
min r6.xyz, r4.xyzx, r6.xyzx
min r2.xyz, r2.xyzx, r6.xyzx
add r2.xyz, r2.xyzx, r6.xyzx
max r6.xyz, r3.xyzx, r5.xyzx
add r3.xyz, r4.xyzx, r3.xyzx
add r5.xyz, r1.xyzx, r5.xyzx
max r1.xyz, r1.xyzx, r7.xyzx
max r1.xyz, r6.xyzx, r1.xyzx
max r1.xyz, r4.xyzx, r1.xyzx
add r3.xyz, r3.xyzx, r5.xyzx
max r0.xyz, r0.xyzx, r1.xyzx
add r0.xyz, r0.xyzx, r1.xyzx
add r1.xyz, -r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000)
div r0.xyz, l(1.000000, 1.000000, 1.000000, 1.000000), r0.xyzx
min r1.xyz, r1.xyzx, r2.xyzx
mul_sat r0.xyz, r0.xyzx, r1.xyzx
rsq r0.xyz, r0.xyzx
mad r0.w, cb0[142].z, l(-3.750000), l(8.000000)
mul r0.xyz, r0.wwww, r0.xyzx
div r0.xyz, l(1.000000, 1.000000, 1.000000, 1.000000), r0.xyzx
mad r1.xyz, r3.xyzx, -r0.xyzx, r7.xyzx
mad r0.xyz, r0.xyzx, l(-4.000000, -4.000000, -4.000000, 0.000000), l(1.000000, 1.000000, 1.000000, 0.000000)
div r0.xyz, l(1.000000, 1.000000, 1.000000, 1.000000), r0.xyzx
mad r0.xyz, r1.xyzx, r0.xyzx, -r7.xyzx
mad o0.xyz, cb0[142].xxxx, r0.xyzx, r7.xyzx
mov o0.w, r7.w
ret
// Approximately 54 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Tue Jun 30 22:06:45 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[143] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// Texture2D<float4> t0 : 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,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = float2(1,1) / cb0[22].xy;
//   r0.zw = -r0.xy * cb0[142].yy + v1.xy;
//   r1.xy = cb0[142].yy * r0.xy;
//   r0.xyzw = t0.SampleBias(s0_s_s, r0.zw, cb0[5].x).xyzw;
//   r1.z = -r1.y;
//   r2.xyz = v1.xyy + r1.xzy;
//   r3.xyzw = t0.SampleBias(s0_s_s, r2.xy, cb0[5].x).xyzw;
//   r2.xyzw = t0.SampleBias(s0_s_s, r2.xz, cb0[5].x).xyzw;
//   r4.xyz = min(r3.xyz, r0.xyz);
//   r0.xyz = max(r3.xyz, r0.xyz);
//   r3.xy = r1.xy * float2(-1,1) + v1.xy;
//   r3.xyzw = t0.SampleBias(s0_s_s, r3.xy, cb0[5].x).xyzw;
//   r5.xyz = min(r3.xyz, r2.xyz);
//   r2.xyz = max(r3.xyz, r2.xyz);
//   r0.xyz = max(r2.xyz, r0.xyz);
//   r2.xyz = min(r5.xyz, r4.xyz);
//   r1.w = 0;
//   r3.xyzw = v1.xyxy + r1.xwwy;
//   r1.xyzw = r1.wyxw * float4(1,-1,-1,1) + v1.xyxy;
//   r4.xyzw = t0.SampleBias(s0_s_s, r3.zw, cb0[5].x).xyzw;
//   r3.xyzw = t0.SampleBias(s0_s_s, r3.xy, cb0[5].x).xyzw;
//   r5.xyzw = t0.SampleBias(s0_s_s, r1.xy, cb0[5].x).xyzw;
//   r1.xyzw = t0.SampleBias(s0_s_s, r1.zw, cb0[5].x).xyzw;
//   r6.xyz = min(r5.xyz, r3.xyz);
//   r7.xyzw = t0.SampleBias(s0_s_s, v1.xy, cb0[5].x).xyzw;
//   r8.xyz = min(r7.xyz, r1.xyz);
//   r6.xyz = min(r8.xyz, r6.xyz);
//   r6.xyz = min(r6.xyz, r4.xyz);
//   r2.xyz = min(r6.xyz, r2.xyz);
//   r2.xyz = r6.xyz + r2.xyz;
//   r6.xyz = max(r5.xyz, r3.xyz);
//   r3.xyz = r3.xyz + r4.xyz;
//   r5.xyz = r5.xyz + r1.xyz;
//   r1.xyz = max(r7.xyz, r1.xyz);
//   r1.xyz = max(r1.xyz, r6.xyz);
//   r1.xyz = max(r1.xyz, r4.xyz);
//   r3.xyz = r5.xyz + r3.xyz;
//   r0.xyz = max(r1.xyz, r0.xyz);
//   r0.xyz = r1.xyz + r0.xyz;
//   r1.xyz = float3(2,2,2) + -r0.xyz;
//   r0.xyz = float3(1,1,1) / r0.xyz;
//   r1.xyz = min(r2.xyz, r1.xyz);
//   r0.xyz = saturate(r1.xyz * r0.xyz);
//   r0.xyz = rsqrt(r0.xyz);
//   r0.w = cb0[142].z * -3.75 + 8;
//   r0.xyz = r0.xyz * r0.www;
//   r0.xyz = float3(1,1,1) / r0.xyz;
//   r1.xyz = r3.xyz * -r0.xyz + r7.xyz;
//   r0.xyz = r0.xyz * float3(-4,-4,-4) + float3(1,1,1);
//   r0.xyz = float3(1,1,1) / r0.xyz;
//   r0.xyz = r1.xyz * r0.xyz + -r7.xyz;
//   o0.xyz = cb0[142].xxx * r0.xyz + r7.xyz;
//   o0.w = r7.w;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
