// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Mon Jun 22 23:48:48 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
// INPUT                    0   xyz         1     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// INPUT                    0   xyz         1     NONE   float   xyz
// P                        0   x           2  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o2.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.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xyz
dcl_temps 7
ld_indexable(buffer)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o2.x, r6.z
ld r0.xyzw, l(11, 0, 0, 0), t120.xyzw
eq r0.x, r0.x, l(0.000000)
eq r0.yz, v0.wwzw, l(0.000000, 1.000000, 0.000000, 0.000000)
and r0.z, r0.z, r0.y
and r0.x, r0.x, r0.z
mov r1.yzw, v0.yyzw
ld r2.xyzw, l(10, 0, 0, 0), t120.xyzw
ld r3.xyzw, l(0, 0, 0, 0), t125.xyzw
mul r0.z, r3.x, v0.w
mul r0.z, r2.x, r0.z
eq r0.w, r2.y, l(0.000000)
mad r1.x, r0.z, l(0.937500), v0.x
movc r1.xyzw, r0.wwww, l(0,0,0,0), r1.xyzw
movc r1.xyzw, r0.xxxx, r1.xyzw, v0.xyzw
add r0.x, -v0.z, l(1.000000)
mul r0.x, r0.x, r3.y
mad r0.x, -r0.x, l(0.000500), v0.w
mul r0.x, r0.x, r3.x
mad r2.x, r0.x, l(0.937500), v0.x
ne r0.x, v0.z, l(0.000000)
and r0.x, r0.x, r0.y
mov r2.yz, v0.yyzy
mov r2.w, l(1.000000)
movc r4.xyzw, r0.xxxx, r2.xyzw, r1.xyzw
mov o1.xyz, v1.xyzx
add r5.x, -r6.y, r4.w
mul r5.y, r6.x, r6.w
mad r5.x, r5.x, r5.y, r4.x
ne r5.y, l(1.000000), r4.w
movc r4.x, r5.y, r5.x, r4.x
mov o0.xyzw, r4.xyzw
ret
// Approximately 26 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Mon Jun 22 23:48:48 2026
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float3 v1 : INPUT0,
//   out float4 o0 : SV_POSITION0,
//   out float3 o1 : INPUT0,
//   out uint o2 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r6.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o2.x = r6.z;
//   r0.xyzw = IniParams.Load(float4(11,0,0,0)).xyzw;
//   r0.x = cmp(r0.x == 0.000000);
//   r0.yz = cmp(v0.wz == float2(1,0));
//   r0.z = r0.z ? r0.y : 0;
//   r0.x = r0.x ? r0.z : 0;
//   r1.yzw = v0.yzw;
//   r2.xyzw = IniParams.Load(float4(10,0,0,0)).xyzw;
//   r3.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r0.z = v0.w * r3.x;
//   r0.z = r0.z * r2.x;
//   r0.w = cmp(r2.y == 0.000000);
//   r1.x = r0.z * 0.9375 + v0.x;
//   r1.xyzw = r0.wwww ? float4(0,0,0,0) : r1.xyzw;
//   r1.xyzw = r0.xxxx ? r1.xyzw : v0.xyzw;
//   r0.x = 1 + -v0.z;
//   r0.x = r3.y * r0.x;
//   r0.x = -r0.x * 0.000500000024 + v0.w;
//   r0.x = r3.x * r0.x;
//   r2.x = r0.x * 0.9375 + v0.x;
//   r0.x = cmp(v0.z != 0.000000);
//   r0.x = r0.x ? r0.y : 0;
//   r2.yz = v0.yz;
//   r2.w = 1;
//   r4.xyzw = r0.xxxx ? r2.xyzw : r1.xyzw;
//   o1.xyz = v1.xyz;
//   r5.x = r4.w + -r6.y;
//   r5.y = r6.w * r6.x;
//   r5.x = r5.x * r5.y + r4.x;
//   r5.y = cmp(1.000000 != r4.w);
//   r4.x = r5.y ? r5.x : r4.x;
//   o0.xyzw = r4.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
