// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Thu Dec  4 23:02:20 2025
//
//
// Buffer Definitions:
//
// cbuffer RenderView
// {
//
//   float4x4 uProjectionMatrix;        // Index:    0 1 2 3          Components:    16
//   float4x4 uModelViewMatrix;         // Index:    4 5 6 7          Components:    16
//   float4x4 uInverseProjectionMatrix; // Index:    8 9 10 11        Components:    16 [unused]
//   float4x4 uPrevProjection;          // Index:   12 13 14 15       Components:    16 [unused]
//   float4x4 uInverseModelViewMatrix;  // Index:   16 17 18 19       Components:    16 [unused]
//   float4x4 uPrevModelView;           // Index:   20 21 22 23       Components:    16 [unused]
//   float4x4 uRotationMatrix;          // Index:   24 25 26 27       Components:    16 [unused]
//   float4x4 uInverseRotationMatrix;   // Index:   28 29 30 31       Components:    16 [unused]
//   float4x4 uTransposedRotationMatrix;// Index:   32 33 34 35       Components:    16 [unused]
//   float4x4 uClipMatrix;              // Index:   36 37 38 39       Components:    16 [unused]
//   float4x4 uInverseClipMatrix;       // Index:   40 41 42 43       Components:    16 [unused]
//   float4x4 uPrevClipMatrix;          // Index:   44 45 46 47       Components:    16 [unused]
//   float4x4 uNormalMatrix;            // Index:   48 49 50 51       Components:    16 [unused]
//   float3 uViewOrigin;                // Index:   52.xyz            Components:     3 [unused]
//   float uViewWidth;                  // Index:   52.w              Components:     1 [unused]
//   float uViewHeight;                 // Index:   53.x              Components:     1 [unused]
//   float uZNear;                      // Index:   53.y              Components:     1 [unused]
//   float uZFar;                       // Index:   53.z              Components:     1 [unused]
//   float2 uInvFocalCoords;            // Index:   54.xy             Components:     2 [unused]
//   float2 uScreenDivisor;             // Index:   54.zw             Components:     2 [unused]
//   float4 uResolutionScale;           // Index:   55.xyzw           Components:     4 [unused]
//   float4 uScreenBounds;              // Index:   56.xyzw           Components:     4 [unused]
//   float4 uFrustumCorners[4];         // Index:   57 58 59 60       Components:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float     2darray  110        1
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
// RenderView                        cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIB                   0   xyz         0     NONE   float   xyz
// ATTRIB                   1   xy          1     NONE   float   xy
// ATTRIB                   2   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
// P                        0   x           3  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o3.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[8], immediateIndexed
dcl_resource_texture2darray (float,float,float,float) t110
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyzw
dcl_temps 11
ld_indexable(buffer)(float,float,float,float) r10.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r10.z
ld_indexable(buffer)(float,float,float,float) r0.xyz, l(0, 0, 0, 0), t125.xyzw
movc r0.z, r0.z, l(-1.000000), l(1.000000)
ld_indexable(texture1d)(float,float,float,float) r0.w, l(3, 0, 0, 0), t120.xyzw
mul r1.xyzw, v0.yyyy, cb0[5].xyzw
mad r1.xyzw, cb0[4].xyzw, v0.xxxx, r1.xyzw
mad r1.xyzw, cb0[6].xyzw, v0.zzzz, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[7].xyzw
mul r2.xyzw, r1.yyyy, cb0[1].xyzw
mad r2.xyzw, cb0[0].xyzw, r1.xxxx, r2.xyzw
mad r2.xyzw, cb0[2].xyzw, r1.zzzz, r2.xyzw
mad r1.xyzw, cb0[3].xyzw, r1.wwww, r2.xyzw
eq r2.x, r1.w, l(1.000000)
eq r2.y, r0.w, l(3.000000)
and r2.y, r2.y, r2.x
if_nz r2.y
  ne r2.y, r0.x, l(0.000000)
  if_nz r2.y
    add r2.y, -r0.y, l(0.000010)
    mul r2.y, r0.x, r2.y
    mul r2.z, r2.y, l(0.020000)
    mad r2.y, -r2.y, l(0.020000), r0.x
    mul r2.w, r0.y, r0.x
    mul r2.w, r2.w, l(10.000000)
    resinfo_indexable(texture2darray)(float,float,float,float)_uint r3.xy, l(0), t110.xyzw
    iadd r3.zw, r3.xxxy, l(0, 0, -1, -1)
    utof r3.xyzw, r3.xyzw
    mul r3.y, r3.y, l(0.500000)
    min r3.y, r3.w, r3.y
    ftoi r4.y, r3.y
    mov r4.zw, l(0,0,0,0)
    ftoi r5.y, r3.y
    mov r5.zw, l(0,0,1,0)
    mov r3.y, l(0)
    mov r3.w, r2.z
    mov r6.x, r2.z
    mov r6.yz, l(0,0,0,0)
    loop
      utof r6.w, r6.y
      ge r6.w, r6.w, l(350.000000)
      mov r6.z, l(0)
      breakc_nz r6.w
      mad r6.x, r2.y, l(0.00285714283), r6.x
      mul r6.w, r0.z, r6.x
      min r7.x, r6.w, l(0.000000)
      max r6.w, -r6.w, l(0.000000)
      mad r7.x, r7.x, l(0.500000), l(0.500000)
      mul r7.x, r3.x, r7.x
      max r7.x, r7.x, l(0.000000)
      min r7.x, r3.z, r7.x
      ftoi r4.x, r7.x
      ld_indexable(texture2darray)(float,float,float,float) r4.x, r4.xyzw, t110.xyzw
      ne r7.x, r4.x, l(0.000000)
      add r7.y, -r4.x, l(1.000000)
      mul r7.y, r7.y, l(0.000010)
      div r7.y, l(0.000010), r7.y
      add r4.x, r4.x, r7.y
      and r4.x, r4.x, r7.x
      mad r6.w, r6.w, l(0.500000), l(0.500000)
      mul r6.w, r3.x, r6.w
      min r6.w, r3.z, r6.w
      ftoi r5.x, r6.w
      ld_indexable(texture2darray)(float,float,float,float) r5.x, r5.xyzw, t110.xyzw
      ne r6.w, r5.x, l(0.000000)
      add r7.x, -r5.x, l(1.000000)
      mul r7.x, r7.x, l(0.000010)
      div r7.x, l(0.000010), r7.x
      add r5.x, r5.x, r7.x
      and r5.x, r5.x, r6.w
      max r4.x, r4.x, r5.x
      eq r5.x, r4.x, l(0.000000)
      if_nz r5.x
        mov r3.y, r0.x
        mov r6.z, l(-1)
        break
      endif
      add r6.w, r0.x, -r6.x
      div r6.w, r2.w, r6.w
      lt r4.x, r4.x, r6.w
      if_nz r4.x
        mov r3.y, l(0)
        mov r6.z, l(0)
        break
      endif
      mov r3.w, r6.x
      iadd r6.y, r6.y, l(1)
      mov r6.z, r5.x
      mov r3.y, l(0)
    endloop
    movc r0.z, r6.z, r3.y, r3.w
  else
    mov r0.z, l(0)
  endif
  add r1.x, r0.z, r1.x
else
  eq r0.z, r0.w, l(13.000000)
  and r0.z, r0.z, r2.x
  mad r0.y, -r0.y, l(0.010000), l(1.000000)
  mad r0.x, r0.x, r0.y, r1.x
  movc r1.x, r0.z, r0.x, r1.x
endif
mov r8.xyzw, r1.xyzw
mov o2.xyzw, v2.xyzw
mov o1.xy, v1.xyxx
add r9.x, -r10.y, r8.w
mul r9.y, r10.x, r10.w
mad r9.x, r9.x, r9.y, r8.x
ne r9.y, l(1.000000), r8.w
movc r8.x, r9.y, r9.x, r8.x
mov o0.xyzw, r8.xyzw
ret
// Approximately 103 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Thu Dec  4 23:02:20 2025
//
// cbuffer RenderView : register(b0)
// {
//   float4x4 uProjectionMatrix : packoffset(c0);
//   float4x4 uModelViewMatrix : packoffset(c4);
//   float4x4 uInverseProjectionMatrix : packoffset(c8);
//   float4x4 uPrevProjection : packoffset(c12);
//   float4x4 uInverseModelViewMatrix : packoffset(c16);
//   float4x4 uPrevModelView : packoffset(c20);
//   float4x4 uRotationMatrix : packoffset(c24);
//   float4x4 uInverseRotationMatrix : packoffset(c28);
//   float4x4 uTransposedRotationMatrix : packoffset(c32);
//   float4x4 uClipMatrix : packoffset(c36);
//   float4x4 uInverseClipMatrix : packoffset(c40);
//   float4x4 uPrevClipMatrix : packoffset(c44);
//   float4x4 uNormalMatrix : packoffset(c48);
//   float3 uViewOrigin : packoffset(c52);
//   float uViewWidth : packoffset(c52.w);
//   float uViewHeight : packoffset(c53);
//   float uZNear : packoffset(c53.y);
//   float uZFar : packoffset(c53.z);
//   float2 uInvFocalCoords : packoffset(c54);
//   float2 uScreenDivisor : packoffset(c54.z);
//   float4 uResolutionScale : packoffset(c55);
//   float4 uScreenBounds : packoffset(c56);
//   float4 uFrustumCorners[4] : packoffset(c57);
// }
//
// Texture2DArray<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float3 v0 : ATTRIB0,
//   float2 v1 : ATTRIB1,
//   float4 v2 : ATTRIB2,
//   out float4 o0 : SV_POSITION0,
//   out float2 o1 : TEXCOORD0,
//   out float4 o2 : COLOR0,
//   out uint o3 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r10.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r10.z;
//   r0.xyz = StereoParams.Load(float4(0,0,0,0)).xyz;
//   r0.z = r0.z ? -1 : 1;
//   r0.w = IniParams.Load(float4(3,0,0,0)).w;
//   r1.xyzw = uModelViewMatrix._m01_m11_m21_m31 * v0.yyyy;
//   r1.xyzw = uModelViewMatrix._m00_m10_m20_m30 * v0.xxxx + r1.xyzw;
//   r1.xyzw = uModelViewMatrix._m02_m12_m22_m32 * v0.zzzz + r1.xyzw;
//   r1.xyzw = uModelViewMatrix._m03_m13_m23_m33 + r1.xyzw;
//   r2.xyzw = uProjectionMatrix._m01_m11_m21_m31 * r1.yyyy;
//   r2.xyzw = uProjectionMatrix._m00_m10_m20_m30 * r1.xxxx + r2.xyzw;
//   r2.xyzw = uProjectionMatrix._m02_m12_m22_m32 * r1.zzzz + r2.xyzw;
//   r1.xyzw = uProjectionMatrix._m03_m13_m23_m33 * r1.wwww + r2.xyzw;
//   r2.x = cmp(r1.w == 1.000000);
//   r2.y = cmp(r0.w == 3.000000);
//   r2.y = r2.y ? r2.x : 0;
//   if (r2.y != 0) {
//     r2.y = cmp(r0.x != 0.000000);
//     if (r2.y != 0) {
//       r2.y = 9.99999975e-06 + -r0.y;
//       r2.y = r2.y * r0.x;
//       r2.z = 0.0199999996 * r2.y;
//       r2.y = -r2.y * 0.0199999996 + r0.x;
//       r2.w = r0.x * r0.y;
//       r2.w = 10 * r2.w;
//       DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//       r3.xy = uiDest.xy;
//       r3.zw = (int2)r3.xy + int2(-1,-1);
//       r3.xyzw = (uint4)r3.xyzw;
//       r3.y = 0.5 * r3.y;
//       r3.y = min(r3.y, r3.w);
//       r4.y = (int)r3.y;
//       r4.zw = float2(0,0);
//       r5.y = (int)r3.y;
//       r5.zw = float2(1.40129846e-45,0);
//       r3.y = 0;
//       r3.w = r2.z;
//       r6.x = r2.z;
//       r6.yz = float2(0,0);
//       while (true) {
//         r6.w = (uint)r6.y;
//         r6.w = cmp(r6.w >= 350);
//         r6.z = 0;
//         if (r6.w != 0) break;
//         r6.x = r2.y * 0.00285714283 + r6.x;
//         r6.w = r6.x * r0.z;
//         r7.x = min(0, r6.w);
//         r6.w = max(0, -r6.w);
//         r7.x = r7.x * 0.5 + 0.5;
//         r7.x = r7.x * r3.x;
//         r7.x = max(0, r7.x);
//         r7.x = min(r7.x, r3.z);
//         r4.x = (int)r7.x;
//         r4.x = DepthBuffer.Load(r4.xyzw).x;
//         r7.x = cmp(r4.x != 0.000000);
//         r7.y = 1 + -r4.x;
//         r7.y = 9.99999975e-06 * r7.y;
//         r7.y = 9.99999975e-06 / r7.y;
//         r4.x = r7.y + r4.x;
//         r4.x = r7.x ? r4.x : 0;
//         r6.w = r6.w * 0.5 + 0.5;
//         r6.w = r6.w * r3.x;
//         r6.w = min(r6.w, r3.z);
//         r5.x = (int)r6.w;
//         r5.x = DepthBuffer.Load(r5.xyzw).x;
//         r6.w = cmp(r5.x != 0.000000);
//         r7.x = 1 + -r5.x;
//         r7.x = 9.99999975e-06 * r7.x;
//         r7.x = 9.99999975e-06 / r7.x;
//         r5.x = r7.x + r5.x;
//         r5.x = r6.w ? r5.x : 0;
//         r4.x = max(r5.x, r4.x);
//         r5.x = cmp(r4.x == 0.000000);
//         if (r5.x != 0) {
//           r3.y = r0.x;
//           r6.z = -1;
//           break;
//         }
//         r6.w = -r6.x + r0.x;
//         r6.w = r2.w / r6.w;
//         r4.x = cmp(r4.x < r6.w);
//         if (r4.x != 0) {
//           r3.y = 0;
//           r6.z = 0;
//           break;
//         }
//         r3.w = r6.x;
//         r6.y = (int)r6.y + 1;
//         r6.z = r5.x;
//         r3.y = 0;
//       }
//       r0.z = r6.z ? r3.y : r3.w;
//     } else {
//       r0.z = 0;
//     }
//     r1.x = r1.x + r0.z;
//   } else {
//     r0.z = cmp(r0.w == 13.000000);
//     r0.z = r0.z ? r2.x : 0;
//     r0.y = -r0.y * 0.00999999978 + 1;
//     r0.x = r0.x * r0.y + r1.x;
//     r1.x = r0.z ? r0.x : r1.x;
//   }
//   r8.xyzw = r1.xyzw;
//   o2.xyzw = v2.xyzw;
//   o1.xy = v1.xy;
//   r9.x = r8.w + -r10.y;
//   r9.y = r10.w * r10.x;
//   r9.x = r9.x * r9.y + r8.x;
//   r9.y = cmp(1.000000 != r8.w);
//   r8.x = r9.y ? r9.x : r8.x;
//   o0.xyzw = r8.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
