// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Wed Jul  1 22:25:11 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
// 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[143], 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 3
ld r0.xyzw, l(0, 0, 0, 0), t125.xyzw
add r1.xyw, v1.xyxy, l(-0.500000, -0.500000, 0.000000, -0.500000)
mad r0.y, r0.x, l(-0.500000), r1.x
max r0.z, |r1.y|, |r0.y|
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
min r0.w, |r1.y|, |r0.y|
mul r0.z, r0.z, r0.w
mul r0.w, r0.z, r0.z
mad r1.x, r0.w, l(0.0208350997), l(-0.085133)
mad r1.x, r0.w, r1.x, l(0.180141)
mad r1.x, r0.w, r1.x, l(-0.330299497)
mad r0.w, r0.w, r1.x, l(0.999866)
mul r1.x, r0.w, r0.z
mad r1.x, r1.x, l(-2.000000), l(1.57079637)
lt r2.x, |r1.y|, |r0.y|
and r1.x, r1.x, r2.x
mad r0.z, r0.z, r0.w, r1.x
lt r0.w, r1.y, -r1.y
and r0.w, r0.w, l(0xc0490fdc)
add r0.z, r0.w, r0.z
min r0.w, r1.y, r0.y
lt r0.w, r0.w, -r0.w
max r1.x, r1.y, r0.y
mad r1.z, r0.x, l(0.500000), r0.y
dp2 r0.y, r1.zwzz, r1.zwzz
sqrt r0.y, r0.y
mul r2.x, r0.y, l(0.010000)
ge r0.y, r1.x, -r1.x
and r0.y, r0.w, r0.y
movc r0.y, r0.y, -r0.z, r0.z
mad r0.y, r0.y, l(0.159154952), l(0.500000)
frc r0.z, cb0[15].w
mad r2.y, r0.y, cb0[142].z, r0.z
sample_b r1.xyzw, r2.xyxx, t1.xyzw, s0, cb0[5].x
frc r0.yz, v1.xxyx
add r0.yz, -r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mul r2.yz, r0.yyzy, l(0.000000, 1.42857146, 1.42857146, 0.000000)
mad r2.x, r0.x, l(0.500000), r2.y
dp2 r0.x, r2.xzxx, r2.xzxx
sqrt r0.x, r0.x
log r0.x, r0.x
mul r0.x, r0.x, cb0[142].y
exp r0.x, r0.x
min r0.x, r0.x, l(1.000000)
mul r0.x, r0.x, r1.x
sample_b r1.xyzw, v1.xyxx, t0.xyzw, s1, cb0[5].x
mad o0.xyz, cb0[142].xxxx, r0.xxxx, r1.xyzx
mov o0.w, r1.w
ret
// Approximately 49 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Wed Jul  1 22:25:11 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[143] : 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;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r1.xyw = float3(-0.5,-0.5,-0.5) + v1.xyy;
//   r0.y = r0.x * -0.5 + r1.x;
//   r0.z = max(abs(r0.y), abs(r1.y));
//   r0.z = 1 / r0.z;
//   r0.w = min(abs(r0.y), abs(r1.y));
//   r0.z = r0.w * r0.z;
//   r0.w = r0.z * r0.z;
//   r1.x = r0.w * 0.0208350997 + -0.0851330012;
//   r1.x = r0.w * r1.x + 0.180141002;
//   r1.x = r0.w * r1.x + -0.330299497;
//   r0.w = r0.w * r1.x + 0.999866009;
//   r1.x = r0.z * r0.w;
//   r1.x = r1.x * -2 + 1.57079637;
//   r2.x = cmp(abs(r1.y) < abs(r0.y));
//   r1.x = r2.x ? r1.x : 0;
//   r0.z = r0.z * r0.w + r1.x;
//   r0.w = cmp(r1.y < -r1.y);
//   r0.w = r0.w ? -3.141593 : 0;
//   r0.z = r0.z + r0.w;
//   r0.w = min(r0.y, r1.y);
//   r0.w = cmp(r0.w < -r0.w);
//   r1.x = max(r0.y, r1.y);
//   r1.z = r0.x * 0.5 + r0.y;
//   r0.y = dot(r1.zw, r1.zw);
//   r0.y = sqrt(r0.y);
//   r2.x = 0.00999999978 * r0.y;
//   r0.y = cmp(r1.x >= -r1.x);
//   r0.y = r0.w ? r0.y : 0;
//   r0.y = r0.y ? -r0.z : r0.z;
//   r0.y = r0.y * 0.159154952 + 0.5;
//   r0.z = frac(cb0[15].w);
//   r2.y = r0.y * cb0[142].z + r0.z;
//   r1.xyzw = t1.SampleBias(s0_s_s, r2.xy, cb0[5].x).xyzw;
//   r0.yz = frac(v1.xy);
//   r0.yz = float2(0.5,0.5) + -r0.yz;
//   r2.yz = float2(1.42857146,1.42857146) * r0.yz;
//   r2.x = r0.x * 0.5 + r2.y;
//   r0.x = dot(r2.xz, r2.xz);
//   r0.x = sqrt(r0.x);
//   r0.x = log2(r0.x);
//   r0.x = cb0[142].y * r0.x;
//   r0.x = exp2(r0.x);
//   r0.x = min(1, r0.x);
//   r0.x = r1.x * r0.x;
//   r1.xyzw = t0.SampleBias(s1_s_s, v1.xy, cb0[5].x).xyzw;
//   o0.xyz = cb0[142].xxx * r0.xxx + r1.xyz;
//   o0.w = r1.w;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
