// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Mon Jun 22 23:07:13 2026
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// INPUT                    0   xyz         2     NONE   float   xyz
// INPUT                    1   xyz         3     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// INPUT                    0   xyz         2     NONE   float   xyz
// INPUT                    1   xyz         3     NONE   float   xyz
// P                        0   x           4  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o4.x, rendertarget_array_index
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xyz
dcl_input v3.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyz
dcl_output o3.xyz
dcl_temps 5
ld_indexable(buffer)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o4.x, r4.z
add r0.xy, v0.yyyy, l(0.750000, 1.100000, 0.000000, 0.000000)
ld r1.xyzw, l(0, 0, 0, 0), t125.xyzw
mul r0.zw, r1.yyyy, l(0.000000, 0.000000, 0.000050, 0.000200)
div r0.xy, r0.zwzz, r0.xyxx
add r0.xy, -r0.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, r1.xxxx
mad r0.z, r1.x, l(0.937500), v0.x
mad r0.xy, r0.xyxx, l(0.937500, 0.937500, 0.000000, 0.000000), v0.xxxx
lt r0.w, l(-0.500000), v0.y
movc r0.x, r0.w, r0.x, r0.y
ld r1.xyzw, l(3, 0, 0, 0), t120.xyzw
eq r0.yw, r1.wwww, l(0.000000, 3.000000, 0.000000, 4.000000)
eq r1.x, v0.w, l(1.000000)
and r0.yw, r0.yyyw, r1.xxxx
or r0.w, r0.w, r1.x
movc r0.z, r0.w, r0.z, v0.x
movc r2.x, r0.y, r0.x, r0.z
mov r2.yzw, v0.yyzw
mov o1.xy, v1.xyxx
mov o2.xyz, v2.xyzx
mov o3.xyz, v3.xyzx
add r3.x, -r4.y, r2.w
mul r3.y, r4.x, r4.w
mad r3.x, r3.x, r3.y, r2.x
ne r3.y, l(1.000000), r2.w
movc r2.x, r3.y, r3.x, r2.x
mov o0.xyzw, r2.xyzw
ret
// Approximately 22 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Mon Jun 22 23:07:13 2026
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float2 v1 : TEXCOORD0,
//   float3 v2 : INPUT0,
//   float3 v3 : INPUT1,
//   out float4 o0 : SV_POSITION0,
//   out float2 o1 : TEXCOORD0,
//   out float3 o2 : INPUT0,
//   out float3 o3 : INPUT1,
//   out uint o4 : P0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r4.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o4.x = r4.z;
//   r0.xy = float2(0.75,1.10000002) + v0.yy;
//   r1.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r0.zw = float2(4.99999987e-05,0.000199999995) * r1.yy;
//   r0.xy = r0.zw / r0.xy;
//   r0.xy = float2(1,1) + -r0.xy;
//   r0.xy = r1.xx * r0.xy;
//   r0.z = r1.x * 0.9375 + v0.x;
//   r0.xy = r0.xy * float2(0.9375,0.9375) + v0.xx;
//   r0.w = cmp(-0.5 < v0.y);
//   r0.x = r0.w ? r0.x : r0.y;
//   r1.xyzw = IniParams.Load(float4(3,0,0,0)).xyzw;
//   r0.yw = cmp(r1.ww == float2(3,4));
//   r1.x = cmp(v0.w == 1.000000);
//   r0.yw = r0.yw ? r1.xx : 0;
//   r0.w = (int)r0.w | (int)r1.x;
//   r0.z = r0.w ? r0.z : v0.x;
//   r2.x = r0.y ? r0.x : r0.z;
//   r2.yzw = v0.yzw;
//   o1.xy = v1.xy;
//   o2.xyz = v2.xyz;
//   o3.xyz = v3.xyz;
//   r3.x = r2.w + -r4.y;
//   r3.y = r4.w * r4.x;
//   r3.x = r3.x * r3.y + r2.x;
//   r3.y = cmp(1.000000 != r2.w);
//   r2.x = r3.y ? r3.x : r2.x;
//   o0.xyzw = r2.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
