// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sun Nov  2 12:14:32 2025
//
//
// Buffer Definitions:
//
// cbuffer cb1
// {
//
//   float4 cb1[7];                     // Index:    0-6              Components:    28
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[153];                   // Index:    0-152            Components:   612
//
// }
//
//
// 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
// IniParams                         texture  float4          1d  120        1
// cb0                               cbuffer      NA          NA    0        1
// cb1                               cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy w
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// COLOR                    1   xyzw        2     NONE   float      w
// SV_IsFrontFace           0   x           3    FFACE    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Coverage              0    N/A    oMask COVERAGE    uint    YES
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB1[7], immediateIndexed
dcl_constantbuffer CB0[153], 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_texture1d (float,float,float,float) t120
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_input_ps linear v1.xy
dcl_input_ps constant v2.w
dcl_output o0.xyzw
dcl_output oMask
dcl_temps 2
ld_indexable(texture1d)(float,float,float,float) r0.x, l(10, 0, 0, 0), t120.yxzw
eq r0.x, r0.x, l(1.000000)
lt r0.y, v0.w, l(1500.000000)
and r0.x, r0.y, r0.x
discard_nz r0.x
add r0.xy, v0.xyxx, -cb0[129].xyxx
add r0.zw, r0.xxxy, cb0[152].xxxx
mul r0.xy, r0.xyxx, l(0.015625, 0.015625, 0.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1, cb0[143].y
ftou r0.yz, r0.zzwz
ishl r0.z, r0.z, l(1)
utof r0.yz, r0.yyzy
ftoi r0.yz, r0.yyzy
iadd r0.y, r0.y, r0.z
itof r0.y, r0.y
ftou r0.y, r0.y
udiv null, r0.y, r0.y, l(5)
utof r0.y, r0.y
add r0.x, r0.x, r0.y
mul r0.x, r0.x, l(0.166666672)
add r0.yz, v1.xxyx, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r0.yz, r0.yyzy, cb1[3].xxyx
mad r0.yz, r0.yyzy, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, 1.000000, 1.000000, 0.000000)
mad_sat r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000), cb1[4].xxyx
add r0.yz, r0.yyzy, l(0.000000, -0.500000, -0.500000, 0.000000)
dp2 r1.x, r0.yzyy, cb1[5].xyxx
dp2 r1.y, r0.yzyy, cb1[6].xyxx
add_sat r0.yz, r1.xxyx, l(0.000000, 0.500000, 0.500000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.y, r0.yzyy, t0.xwyz, s0, cb0[143].y
mad r0.x, r0.y, v2.w, r0.x
add r0.x, r0.x, l(-0.833300)
lt r1.xyz, l(0.166675, 0.333350, 0.500025, 0.000000), r0.xxxx
and r0.z, r1.x, l(9)
movc r0.z, r1.y, l(13), r0.z
utof r0.w, r0.z
add r0.y, r0.w, l(-0.500000)
lt r0.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
and r0.xy, r0.xyxx, l(0xbf800000, 0xbf800000, 0, 0)
movc r0.y, r1.z, l(0), r0.y
ilt r0.w, l(1), cb0[135].x
and r0.y, r0.y, r0.w
ne r0.y, r0.y, l(0.000000)
discard_nz r0.y
ieq r0.y, r0.w, l(0)
and r0.x, r0.x, r0.y
ne r0.x, r0.x, l(0.000000)
discard_nz r0.x
or r0.x, r1.z, r0.y
itof r0.x, r0.x
ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), r0.x
movc oMask, r0.x, l(15), r0.z
mov o0.xyzw, l(0,0,0,0)
ret
// Approximately 53 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sun Nov  2 12:14:32 2025
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[7] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[153] : 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,
//   nointerpolation float4 v2 : COLOR1,
//   uint v3 : SV_IsFrontFace0,
//   out float4 o0 : SV_Target0,
//   out uint oMask : SV_Coverage)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = IniParams.Load(float4(10,0,0,0)).y;
//   r0.x = cmp(r0.x == 1.000000);
//   r0.y = cmp(v0.w < 1500);
//   r0.x = r0.y ? r0.x : 0;
//   if (r0.x != 0) discard;
//   r0.xy = -cb0[129].xy + v0.xy;
//   r0.zw = cb0[152].xx + r0.xy;
//   r0.xy = float2(0.015625,0.015625) * r0.xy;
//   r0.x = t1.SampleBias(s1_s_s, r0.xy, cb0[143].y).x;
//   r0.yz = (uint2)r0.zw;
//   r0.z = (uint)r0.z << 1;
//   r0.yz = (uint2)r0.yz;
//   r0.yz = (int2)r0.yz;
//   r0.y = (int)r0.y + (int)r0.z;
//   r0.y = (int)r0.y;
//   r0.y = (uint)r0.y;
//   r0.y = (uint)r0.y % 5;
//   r0.y = (uint)r0.y;
//   r0.x = r0.y + r0.x;
//   r0.x = 0.166666672 * r0.x;
//   r0.yz = float2(-0.5,-0.5) + v1.xy;
//   r0.yz = cb1[3].xy * r0.yz;
//   r0.yz = r0.yz * float2(2,2) + float2(1,1);
//   r0.yz = saturate(r0.yz * float2(0.5,0.5) + cb1[4].xy);
//   r0.yz = float2(-0.5,-0.5) + r0.yz;
//   r1.x = dot(r0.yz, cb1[5].xy);
//   r1.y = dot(r0.yz, cb1[6].xy);
//   r0.yz = saturate(float2(0.5,0.5) + r1.xy);
//   r0.y = t0.SampleBias(s0_s_s, r0.yz, cb0[143].y).w;
//   r0.x = r0.y * v2.w + r0.x;
//   r0.x = -0.833299994 + r0.x;
//   r1.xyz = cmp(float3(0.166675001,0.333350003,0.500024974) < r0.xxx);
//   r0.z = r1.x ? 0.000000 : 0;
//   r0.z = r1.y ? 13 : r0.z;
//   r0.w = (uint)r0.z;
//   r0.y = -0.5 + r0.w;
//   r0.xy = cmp(r0.xy < float2(0,0));
//   r0.xy = r0.xy ? float2(-1,-1) : 0;
//   r0.y = r1.z ? 0 : r0.y;
//   r0.w = cmp(1 < asint(cb0[135].x));
//   r0.y = r0.w ? r0.y : 0;
//   r0.y = cmp(r0.y != 0.000000);
//   if (r0.y != 0) discard;
//   r0.y = cmp((int)r0.w == 0);
//   r0.x = r0.x ? r0.y : 0;
//   r0.x = cmp(r0.x != 0.000000);
//   if (r0.x != 0) discard;
//   r0.x = (int)r1.z | (int)r0.y;
//   r0.x = (int)r0.x;
//   r0.x = cmp(0 != r0.x);
//   oMask = r0.x ? 15 : r0.z;
//   o0.xyzw = float4(0,0,0,0);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
