// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sat Nov 15 20:22:25 2025
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
//
// 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
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   xy          1     NONE   float   xy
// ATTRIBUTE                2   xy          2     NONE   float   xy
// ATTRIBUTE                3   xyzw        3     NONE   float   xyzw
// ATTRIBUTE                4   xy          4     NONE    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// ORIGINAL_POSITION        0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   xyzw        3     NONE   float   xy
// TEXCOORD                 1   xyzw        4     NONE   float   xyzw
// TEXCOORD                 2   x           5     NONE   float   x
// P                        0   x           6  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o6.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[4], 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.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output o4.xyzw
dcl_output o5.x
dcl_temps 9
ld_indexable(buffer)(float,float,float,float) r8.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o6.x, r8.z
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture1d)(float,float,float,float) r0.z, l(3, 0, 0, 0), t120.xywz
ld_indexable(texture1d)(float,float,float,float) r1.xy, l(11, 0, 0, 0), t120.xyzw
mul r2.xyzw, v2.yyyy, cb0[1].xyzw
mad r2.xyzw, v2.xxxx, cb0[0].xyzw, r2.xyzw
add r2.xyzw, r2.xyzw, cb0[3].xyzw
max r3.xyz, v3.xyzx, l(0.0000610351999, 0.0000610351999, 0.0000610351999, 0.000000)
mad r4.xyz, r3.xyzx, l(0.947867274, 0.947867274, 0.947867274, 0.000000), l(0.0521326996, 0.0521326996, 0.0521326996, 0.000000)
log r4.xyz, r4.xyzx
mul r4.xyz, r4.xyzx, l(2.400000, 2.400000, 2.400000, 0.000000)
exp r4.xyz, r4.xyzx
lt r5.xyz, l(0.040450, 0.040450, 0.040450, 0.000000), r3.xyzx
mul r3.xyz, r3.xyzx, l(0.0773993805, 0.0773993805, 0.0773993805, 0.000000)
movc o1.xyz, r5.xyzx, r4.xyzx, r3.xyzx
eq r0.w, r2.w, l(1.000000)
eq r1.x, r1.x, l(0.000000)
and r0.w, r0.w, r1.x
ne r1.xz, r0.zzzz, l(10.000000, 0.000000, 20.000000, 0.000000)
and r1.x, r0.w, r1.x
and r1.x, r1.z, r1.x
eq r1.z, r0.z, l(14.000000)
lt r1.w, r2.x, l(-0.999000)
lt r3.x, l(0.999000), r2.x
or r1.w, r1.w, r3.x
and r1.z, r1.w, r1.z
not r1.z, r1.z
and r1.x, r1.z, r1.x
if_nz r1.x
  add r1.x, -r0.y, l(0.000010)
  mul r1.x, r0.x, r1.x
  mul r1.z, r1.x, l(0.001000)
  mad r1.x, -r1.x, l(0.001000), r0.x
  mul r0.y, r0.y, r0.x
  mul r0.y, r0.y, l(0.100000)
  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.xy, r3.xyxx
  mul r1.w, r3.y, l(0.807500)
  utof r3.yz, r3.zzwz
  min r1.w, r1.w, r3.z
  ftoi r4.y, r1.w
  mov r4.zw, l(0,0,0,0)
  mov r1.w, l(0)
  mov r3.zw, r1.zzzz
  mov r5.xy, l(0,0,0,0)
  loop
    utof r5.z, r5.x
    ge r5.z, r5.z, l(300.000000)
    mov r5.y, l(0)
    breakc_nz r5.z
    mad r3.w, r1.x, l(0.00333333341), r3.w
    mad r5.z, r3.w, l(0.500000), l(0.500000)
    mul r5.z, r3.x, r5.z
    max r5.z, r5.z, l(0.000000)
    min r5.z, r3.y, r5.z
    ftoi r4.x, r5.z
    ld_indexable(texture2darray)(float,float,float,float) r4.x, r4.xyzw, t110.xyzw
    ne r5.z, r4.x, l(0.000000)
    mul r5.w, r4.x, l(0.000010)
    div r5.w, l(0.000010), r5.w
    add r4.x, r4.x, r5.w
    and r4.x, r4.x, r5.z
    eq r5.z, r4.x, l(0.000000)
    if_nz r5.z
      mov r1.w, r0.x
      mov r5.y, l(-1)
      break
    endif
    add r5.w, r0.x, -r3.w
    div r5.w, r0.y, r5.w
    lt r4.x, r4.x, r5.w
    if_nz r4.x
      mov r1.w, l(0)
      mov r5.y, l(0)
      break
    endif
    mov r3.z, r3.w
    iadd r5.x, r5.x, l(1)
    mov r5.xy, r5.xzxx
    mov r1.w, l(0)
  endloop
  movc r0.y, r5.y, r1.w, r3.z
  add r2.x, r0.y, r2.x
  mov o5.x, r0.y
else
  eq r0.y, r0.z, l(20.000000)
  and r0.y, r0.y, r0.w
  mul r0.x, r0.x, r2.w
  mul r3.y, r1.y, r0.x
  mad r3.x, r0.x, r1.y, r2.x
  mov r1.x, r2.x
  mov r1.y, l(0)
  movc r0.xy, r0.yyyy, r3.xyxx, r1.xyxx
  mov r2.x, r0.x
  mov o5.x, r0.y
endif
mov r6.xyzw, r2.xyzw
mov o1.w, v3.w
mov o2.xy, v2.xyxx
mov o2.zw, l(0,0,0,1.000000)
mov o4.xyzw, v0.xyzw
mov o3.xy, v1.xyxx
add r7.x, -r8.y, r6.w
mul r7.y, r8.x, r8.w
mad r7.x, r7.x, r7.y, r6.x
ne r7.y, l(1.000000), r6.w
movc r6.x, r7.y, r7.x, r6.x
mov o0.xyzw, r6.xyzw
ret
// Approximately 103 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sat Nov 15 20:22:25 2025
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[4] : packoffset(c0);
// }
//
// Texture2DArray<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : ATTRIBUTE0,
//   float2 v1 : ATTRIBUTE1,
//   float2 v2 : ATTRIBUTE2,
//   float4 v3 : ATTRIBUTE3,
//   uint2 v4 : ATTRIBUTE4,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : COLOR0,
//   out float4 o2 : ORIGINAL_POSITION0,
//   out float4 o3 : TEXCOORD0,
//   out float4 o4 : TEXCOORD1,
//   out float o5 : TEXCOORD2,
//   out uint o6 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r8.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o6.x = r8.z;
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.z = IniParams.Load(float4(3,0,0,0)).w;
//   r1.xy = IniParams.Load(float4(11,0,0,0)).xy;
//   r2.xyzw = cb0[1].xyzw * v2.yyyy;
//   r2.xyzw = v2.xxxx * cb0[0].xyzw + r2.xyzw;
//   r2.xyzw = cb0[3].xyzw + r2.xyzw;
//   r3.xyz = max(float3(6.10351999e-05,6.10351999e-05,6.10351999e-05), v3.xyz);
//   r4.xyz = r3.xyz * float3(0.947867274,0.947867274,0.947867274) + float3(0.0521326996,0.0521326996,0.0521326996);
//   r4.xyz = log2(r4.xyz);
//   r4.xyz = float3(2.4000001,2.4000001,2.4000001) * r4.xyz;
//   r4.xyz = exp2(r4.xyz);
//   r5.xyz = cmp(float3(0.0404499993,0.0404499993,0.0404499993) < r3.xyz);
//   r3.xyz = float3(0.0773993805,0.0773993805,0.0773993805) * r3.xyz;
//   o1.xyz = r5.xyz ? r4.xyz : r3.xyz;
//   r0.w = cmp(r2.w == 1.000000);
//   r1.x = cmp(r1.x == 0.000000);
//   r0.w = r0.w ? r1.x : 0;
//   r1.xz = cmp(r0.zz != float2(10,20));
//   r1.x = r0.w ? r1.x : 0;
//   r1.x = r1.z ? r1.x : 0;
//   r1.z = cmp(r0.z == 14.000000);
//   r1.w = cmp(r2.x < -0.999000013);
//   r3.x = cmp(0.999000013 < r2.x);
//   r1.w = (int)r1.w | (int)r3.x;
//   r1.z = r1.w ? r1.z : 0;
//   r1.z = ~(int)r1.z;
//   r1.x = r1.z ? r1.x : 0;
//   if (r1.x != 0) {
//     r1.x = 9.99999975e-06 + -r0.y;
//     r1.x = r1.x * r0.x;
//     r1.z = 0.00100000005 * r1.x;
//     r1.x = -r1.x * 0.00100000005 + r0.x;
//     r0.y = r0.x * r0.y;
//     r0.y = 0.100000001 * r0.y;
//     DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//     r3.xy = uiDest.xy;
//     r3.zw = (int2)r3.xy + int2(-1,-1);
//     r3.xy = (uint2)r3.xy;
//     r1.w = 0.807500005 * r3.y;
//     r3.yz = (uint2)r3.zw;
//     r1.w = min(r3.z, r1.w);
//     r4.y = (int)r1.w;
//     r4.zw = float2(0,0);
//     r1.w = 0;
//     r3.zw = r1.zz;
//     r5.xy = float2(0,0);
//     while (true) {
//       r5.z = (uint)r5.x;
//       r5.z = cmp(r5.z >= 300);
//       r5.y = 0;
//       if (r5.z != 0) break;
//       r3.w = r1.x * 0.00333333341 + r3.w;
//       r5.z = r3.w * 0.5 + 0.5;
//       r5.z = r5.z * r3.x;
//       r5.z = max(0, r5.z);
//       r5.z = min(r5.z, r3.y);
//       r4.x = (int)r5.z;
//       r4.x = DepthBuffer.Load(r4.xyzw).x;
//       r5.z = cmp(r4.x != 0.000000);
//       r5.w = 9.99999975e-06 * r4.x;
//       r5.w = 9.99999975e-06 / r5.w;
//       r4.x = r5.w + r4.x;
//       r4.x = r5.z ? r4.x : 0;
//       r5.z = cmp(r4.x == 0.000000);
//       if (r5.z != 0) {
//         r1.w = r0.x;
//         r5.y = -1;
//         break;
//       }
//       r5.w = -r3.w + r0.x;
//       r5.w = r0.y / r5.w;
//       r4.x = cmp(r4.x < r5.w);
//       if (r4.x != 0) {
//         r1.w = 0;
//         r5.y = 0;
//         break;
//       }
//       r3.z = r3.w;
//       r5.x = (int)r5.x + 1;
//       r5.xy = r5.xz;
//       r1.w = 0;
//     }
//     r0.y = r5.y ? r1.w : r3.z;
//     r2.x = r2.x + r0.y;
//     o5.x = r0.y;
//   } else {
//     r0.y = cmp(r0.z == 20.000000);
//     r0.y = r0.y ? r0.w : 0;
//     r0.x = r2.w * r0.x;
//     r3.y = r0.x * r1.y;
//     r3.x = r0.x * r1.y + r2.x;
//     r1.x = r2.x;
//     r1.y = 0;
//     r0.xy = r0.yy ? r3.xy : r1.xy;
//     r2.x = r0.x;
//     o5.x = r0.y;
//   }
//   r6.xyzw = r2.xyzw;
//   o1.w = v3.w;
//   o2.xy = v2.xy;
//   o2.zw = float2(0,1);
//   o4.xyzw = v0.xyzw;
//   o3.xy = v1.xy;
//   r7.x = r6.w + -r8.y;
//   r7.y = r8.w * r8.x;
//   r7.x = r7.x * r7.y + r6.x;
//   r7.y = cmp(1.000000 != r6.w);
//   r6.x = r7.y ? r7.x : r6.x;
//   o0.xyzw = r6.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
