// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Wed Nov 12 18:35:33 2025
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[9];                     // Index:    0-8              Components:    36
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[143];                   // Index:    0-142            Components:   572
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[39];                    // Index:    0-38             Components:   156
//
// }
//
//
// 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
// cb1                               cbuffer      NA          NA    1        1
// cb2                               cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[9], immediateIndexed
dcl_constantbuffer CB1[143], immediateIndexed
dcl_constantbuffer CB0[39], 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_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 2
ld_indexable(buffer)(float,float,float,float) r0.x, l(0, 0, 0, 0), t125.xyzw
utof r0.yz, cb0[37].xxyx
add r0.yz, -r0.yyzy, v0.xxyx
mul r1.zw, r0.yyyz, cb0[38].zzzw
mad r1.y, -r0.x, l(0.500000), r1.z
mad r0.xy, r1.ywyy, cb1[130].xyxx, cb1[129].xyxx
mul r0.xy, r0.xyxx, cb1[132].zwzz
max r0.xy, r0.xyxx, cb1[133].xyxx
min r0.xy, r0.xyxx, cb1[133].zwzz
add r0.xy, r0.xyxx, -cb1[66].wzww
div r0.xy, r0.xyxx, cb1[66].xyxx
mul r0.xy, r0.xyxx, cb2[6].xxxx
mul r0.y, r0.y, cb1[49].y
mad r0.x, r0.x, cb1[48].y, r0.y
mad r0.x, cb2[6].x, cb1[50].y, r0.x
add r0.x, r0.x, cb1[51].y
mul r0.x, r0.x, cb2[6].z
mul r1.x, r0.x, l(0.00000666933420)
mad r0.xy, cb1[142].zzzz, cb2[5].zwzz, r1.xwxx
add r0.xy, r0.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
dp2 r1.x, r0.xyxx, cb2[2].xyxx
dp2 r1.y, r0.xyxx, cb2[3].xyxx
add r0.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t0.xyzw, s0
mad r0.xy, r0.xxxx, cb2[8].xxxx, r1.zwzz
mad r0.xy, r0.xyxx, cb0[5].xyxx, cb0[4].xyxx
max r0.xy, r0.xyxx, cb0[6].xyxx
min r0.xy, r0.xyxx, cb0[6].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t1.xyzw, s1
add r1.xyz, -r0.xyzx, cb2[4].xyzx
mad r0.xyz, cb2[8].yyyy, r1.xyzx, r0.xyzx
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.w, l(1.000000)
ret
// Approximately 34 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Wed Nov 12 18:35:33 2025
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[9] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[143] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[39] : 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,
//   float4 v1 : TEXCOORD0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.yz = asuint(cb0[37].xy);
//   r0.yz = v0.xy + -r0.yz;
//   r1.zw = cb0[38].zw * r0.yz;
//   r1.y = -r0.x * 0.5 + r1.z;
//   r0.xy = r1.yw * cb1[130].xy + cb1[129].xy;
//   r0.xy = cb1[132].zw * r0.xy;
//   r0.xy = max(cb1[133].xy, r0.xy);
//   r0.xy = min(cb1[133].zw, r0.xy);
//   r0.xy = -cb1[66].wz + r0.xy;
//   r0.xy = r0.xy / cb1[66].xy;
//   r0.xy = cb2[6].xx * r0.xy;
//   r0.y = cb1[49].y * r0.y;
//   r0.x = r0.x * cb1[48].y + r0.y;
//   r0.x = cb2[6].x * cb1[50].y + r0.x;
//   r0.x = cb1[51].y + r0.x;
//   r0.x = cb2[6].z * r0.x;
//   r1.x = 6.6693342e-06 * r0.x;
//   r0.xy = cb1[142].zz * cb2[5].zw + r1.xw;
//   r0.xy = float2(-0.5,-0.5) + r0.xy;
//   r1.x = dot(r0.xy, cb2[2].xy);
//   r1.y = dot(r0.xy, cb2[3].xy);
//   r0.xy = float2(0.5,0.5) + r1.xy;
//   r0.x = t0.Sample(s0_s_s, r0.xy).x;
//   r0.xy = r0.xx * cb2[8].xx + r1.zw;
//   r0.xy = r0.xy * cb0[5].xy + cb0[4].xy;
//   r0.xy = max(cb0[6].xy, r0.xy);
//   r0.xy = min(cb0[6].zw, r0.xy);
//   r0.xyz = t1.Sample(s1_s_s, r0.xy).xyz;
//   r1.xyz = cb2[4].xyz + -r0.xyz;
//   r0.xyz = cb2[8].yyy * r1.xyz + r0.xyz;
//   o0.xyz = max(float3(0,0,0), r0.xyz);
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
