// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Wed Nov  5 22:40:13 2025
//
//
// Buffer Definitions:
//
// cbuffer cb3
// {
//
//   float4 cb3[24];                    // Index:    0-23             Components:    96
//
// }
//
// cbuffer cb2
// {
//
//   float4 cb2[2];                     // Index:    0 1              Components:     8
//
// }
//
// 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
// cb3                               cbuffer      NA          NA    3        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 CB3[24], immediateIndexed
dcl_constantbuffer CB2[2], 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 3
utof r0.xy, cb0[37].xyxx
add r0.xy, -r0.xyxx, v0.xyxx
mad r0.zw, r0.xxxy, cb0[38].zzzw, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r1.yz, r0.xxyx, cb0[38].zzwz
mul r0.xy, r0.zwzz, cb3[12].xyxx
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(1.000000, 1.000000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
frc r0.xy, r0.xyxx
add r0.xy, r0.xyxx, -cb3[16].xyxx
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
add r0.y, cb3[21].z, cb2[1].y
max r0.y, r0.y, l(0.000010)
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
mad r0.x, -r0.x, r0.y, l(1.000000)
mul_sat r0.x, r0.x, cb3[22].z
mul r0.x, r0.x, r0.x
mul_sat r0.x, r0.x, cb3[22].w
add r0.x, -r0.x, l(1.000000)
mul r0.yz, cb3[3].xxyx, cb1[142].zzzz
frc r0.yz, r0.yyzy
ld_indexable(buffer)(float,float,float,float) r0.w, l(0, 0, 0, 0), t125.yzwx
mad r1.x, -r0.w, l(0.500000), r1.y
mad r0.yz, r1.xxzx, cb3[2].xxyx, r0.yyzy
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t0.zxyw, s0
mul r2.xy, cb3[6].xyxx, cb1[142].zzzz
frc r2.xy, r2.xyxx
mad r1.xw, r1.xxxz, cb3[5].xxxy, r2.xxxy
sample_indexable(texture2d)(float,float,float,float) r0.z, r1.xwxx, t0.zyxw, s0
add r0.yz, r0.yyzy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r0.yz, r0.yyzy, cb3[7].xxyx
mul r0.yz, r0.yyzy, cb2[1].zzzz
add r0.yz, r0.yyzy, r0.yyzy
mad r0.xy, r0.xxxx, r0.yzyy, r1.yzyy
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, cb3[17].xyzx
mad r0.xyz, cb3[23].xxxx, 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 43 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Wed Nov  5 22:40:13 2025
//
// cbuffer cb3 : register(b3)
// {
//   float4 cb3[24] : packoffset(c0);
// }
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[2] : 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,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = asuint(cb0[37].xy);
//   r0.xy = v0.xy + -r0.xy;
//   r0.zw = r0.xy * cb0[38].zw + float2(-0.5,-0.5);
//   r1.yz = cb0[38].zw * r0.xy;
//   r0.xy = cb3[12].xy * r0.zw;
//   r0.xy = r0.xy * float2(2,2) + float2(1,1);
//   r0.xy = float2(0.5,0.5) * r0.xy;
//   r0.xy = frac(r0.xy);
//   r0.xy = -cb3[16].xy + r0.xy;
//   r0.x = dot(r0.xy, r0.xy);
//   r0.x = sqrt(r0.x);
//   r0.y = cb2[1].y + cb3[21].z;
//   r0.y = max(9.99999975e-06, r0.y);
//   r0.y = 1 / r0.y;
//   r0.x = -r0.x * r0.y + 1;
//   r0.x = saturate(cb3[22].z * r0.x);
//   r0.x = r0.x * r0.x;
//   r0.x = saturate(cb3[22].w * r0.x);
//   r0.x = 1 + -r0.x;
//   r0.yz = cb1[142].zz * cb3[3].xy;
//   r0.yz = frac(r0.yz);
//   r0.w = StereoParams.Load(float4(0,0,0,0)).x;
//   r1.x = -r0.w * 0.5 + r1.y;
//   r0.yz = r1.xz * cb3[2].xy + r0.yz;
//   r0.y = t0.Sample(s0_s_s, r0.yz).x;
//   r2.xy = cb1[142].zz * cb3[6].xy;
//   r2.xy = frac(r2.xy);
//   r1.xw = r1.xz * cb3[5].xy + r2.xy;
//   r0.z = t0.Sample(s0_s_s, r1.xw).x;
//   r0.yz = float2(-0.5,-0.5) + r0.yz;
//   r0.yz = cb3[7].xy * r0.yz;
//   r0.yz = cb2[1].zz * r0.yz;
//   r0.yz = r0.yz + r0.yz;
//   r0.xy = r0.xx * r0.yz + r1.yz;
//   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 = cb3[17].xyz + -r0.xyz;
//   r0.xyz = cb3[23].xxx * r1.xyz + r0.xyz;
//   o0.xyz = max(float3(0,0,0), r0.xyz);
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
