// 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
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// 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.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
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(0, 0, 0, 0), t125.xyzw
mul r0.x, r0.x, v0.w
ld r1.xyzw, l(10, 0, 0, 0), t120.xyzw
mul r0.y, r0.x, r1.x
mad r2.x, r0.x, l(0.937500), v0.x
eq r0.x, r1.y, l(0.000000)
mad r1.x, r0.y, l(0.937500), v0.x
mov r1.yzw, v0.yyzw
movc r0.xyzw, r0.xxxx, l(0,0,0,0), r1.xyzw
ld r1.xyzw, l(11, 0, 0, 0), t120.xyzw
eq r1.x, r1.x, l(0.000000)
eq r1.yz, v0.wwzw, l(0.000000, 1.000000, 0.000000, 0.000000)
and r1.z, r1.z, r1.y
and r1.z, r1.x, r1.z
movc r0.xyzw, r1.zzzz, r0.xyzw, v0.xyzw
ld r3.xyzw, l(3, 0, 0, 0), t120.xyzw
eq r1.z, r3.x, l(2.000000)
and r1.x, r1.z, r1.x
and r1.x, r1.y, r1.x
mov r2.yz, v0.yyzy
mov r2.w, l(1.000000)
movc r4.xyzw, r1.xxxx, r2.xyzw, r0.xyzw
mov o1.xy, v1.xyxx
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 24 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,
//   float2 v1 : TEXCOORD0,
//   out float4 o0 : SV_POSITION0,
//   out float2 o1 : TEXCOORD0,
//   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 = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r0.x = v0.w * r0.x;
//   r1.xyzw = IniParams.Load(float4(10,0,0,0)).xyzw;
//   r0.y = r1.x * r0.x;
//   r2.x = r0.x * 0.9375 + v0.x;
//   r0.x = cmp(r1.y == 0.000000);
//   r1.x = r0.y * 0.9375 + v0.x;
//   r1.yzw = v0.yzw;
//   r0.xyzw = r0.xxxx ? float4(0,0,0,0) : r1.xyzw;
//   r1.xyzw = IniParams.Load(float4(11,0,0,0)).xyzw;
//   r1.x = cmp(r1.x == 0.000000);
//   r1.yz = cmp(v0.wz == float2(1,0));
//   r1.z = r1.z ? r1.y : 0;
//   r1.z = r1.x ? r1.z : 0;
//   r0.xyzw = r1.zzzz ? r0.xyzw : v0.xyzw;
//   r3.xyzw = IniParams.Load(float4(3,0,0,0)).xyzw;
//   r1.z = cmp(r3.x == 2.000000);
//   r1.x = r1.z ? r1.x : 0;
//   r1.x = r1.y ? r1.x : 0;
//   r2.yz = v0.yz;
//   r2.w = 1;
//   r4.xyzw = r1.xxxx ? r2.xyzw : r0.xyzw;
//   o1.xy = v1.xy;
//   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;
// }
/////////////////////////////////////////////////////////////////////////////
