// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Mon Jul 27 17:26:46 2026
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[12];                    // Index:    0-11             Components:    48
//
// }
//
// 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
// s2_s                              sampler      NA          NA    2        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        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 w
// 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[12], immediateIndexed
dcl_constantbuffer CB1[143], immediateIndexed
dcl_constantbuffer CB0[39], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_output o0.xyzw
dcl_temps 3
utof r0.xy, cb0[37].xyxx
add r0.yz, -r0.xxyx, v0.xxyx
mad r1.xy, r0.yzyy, cb0[38].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
dp2 r0.w, r1.xyxx, cb2[3].xyxx
add r0.w, r0.w, l(0.500000)
div r0.w, r0.w, cb2[9].y
add r0.w, r0.w, l(0.500000)
add r0.w, r0.w, -cb2[9].z
add r1.x, -r0.w, l(1.000000)
add r0.w, r0.w, cb2[9].w
add r1.x, r1.x, -cb2[9].w
min r1.x, r0.w, r1.x
add_sat r1.x, r1.x, r1.x
add r1.x, -r1.x, l(1.000000)
ge r1.y, cb2[10].x, l(0.000000)
movc r1.x, r1.y, r1.x, r0.w
lt r1.y, l(0.000010), |cb2[10].x|
movc r0.w, r1.y, r1.x, r0.w
log r1.x, r0.w
ge r0.w, l(0.000000), r0.w
mul r1.x, r1.x, cb2[10].y
exp r1.x, r1.x
movc r0.w, r0.w, l(0), r1.x
add r1.xy, v0.xyxx, -cb1[129].xyxx
mad r1.xy, r1.xyxx, cb1[130].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r1.xy, r1.xyxx, v0.wwww
mov r1.z, v0.w
mul r1.xyz, r1.xyzx, l(2.000000, -2.000000, 1.000000, 0.000000)
div r1.xy, r1.xyxx, r1.zzzz
mad r1.xy, r1.xyxx, cb1[66].xyxx, cb1[66].wzww
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t0.xyzw, s0, l(0.000000)
mad r1.y, r1.x, cb1[65].z, -cb1[65].w
mad r1.x, r1.x, cb1[65].x, cb1[65].y
ld_indexable(buffer)(float,float,float,float) r1.zw, l(0, 0, 0, 0), t125.zwxy
mad r1.w, -r1.w, r1.y, l(1.000000)
div r1.y, l(1.000000, 1.000000, 1.000000, 1.000000), r1.y
add r1.x, r1.x, r1.y
div r1.x, r1.x, cb2[10].z
max r1.x, r1.x, l(0.000000)
min r1.x, r1.x, cb2[10].w
mul r1.y, r1.w, r1.z
mul r1.z, r1.y, l(0.500000)
div r1.z, r1.z, cb0[38].z
add r0.x, r0.y, -r1.z
mul r0.xy, r0.xzxx, cb0[38].zwzz
mul r1.zw, r0.xxxy, cb2[6].xxxx
mul r2.xy, cb2[5].zwzz, cb1[142].zzzz
mad r2.xy, r1.zwzz, l(2.000000, 2.000000, 0.000000, 0.000000), r2.xyxx
mad r1.zw, cb2[5].zzzw, cb1[142].zzzz, r1.zzzw
sample_indexable(texture2d)(float,float,float,float) r0.z, r1.zwzz, t1.yzxw, s1
sample_indexable(texture2d)(float,float,float,float) r1.z, r2.xyxx, t1.yzxw, s1
mul r0.z, r0.z, r1.z
mul r0.z, r0.w, r0.z
mad r0.xy, r0.zzzz, r1.xxxx, r0.xyxx
mad r0.yz, r0.xxyx, cb0[5].xxyx, cb0[4].xxyx
mad r0.x, r1.y, l(0.500000), r0.y
max r0.xy, r0.xzxx, cb0[6].xyxx
min r0.xy, r0.xyxx, cb0[6].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t2.xyzw, s2
mul r1.xyz, r0.xyzx, cb1[135].zzzz
mad r0.xyz, -cb1[135].zzzz, r0.xyzx, cb2[4].xyzx
mad r0.xyz, cb2[11].xxxx, r0.xyzx, r1.xyzx
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul o0.xyz, r0.xyzx, cb1[135].yyyy
mov o0.w, l(1.000000)
ret
// Approximately 66 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Mon Jul 27 17:26:46 2026
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[12] : 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);
// SamplerState s2_s_s : register(s2);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
//
//
// // 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.yz = v0.xy + -r0.xy;
//   r1.xy = r0.yz * cb0[38].zw + float2(-0.5,-0.5);
//   r0.w = dot(r1.xy, cb2[3].xy);
//   r0.w = 0.5 + r0.w;
//   r0.w = r0.w / cb2[9].y;
//   r0.w = 0.5 + r0.w;
//   r0.w = -cb2[9].z + r0.w;
//   r1.x = 1 + -r0.w;
//   r0.w = cb2[9].w + r0.w;
//   r1.x = -cb2[9].w + r1.x;
//   r1.x = min(r1.x, r0.w);
//   r1.x = saturate(r1.x + r1.x);
//   r1.x = 1 + -r1.x;
//   r1.y = cmp(cb2[10].x >= 0);
//   r1.x = r1.y ? r1.x : r0.w;
//   r1.y = cmp(9.99999975e-06 < abs(cb2[10].x));
//   r0.w = r1.y ? r1.x : r0.w;
//   r1.x = log2(r0.w);
//   r0.w = cmp(0 >= r0.w);
//   r1.x = cb2[10].y * r1.x;
//   r1.x = exp2(r1.x);
//   r0.w = r0.w ? 0 : r1.x;
//   r1.xy = -cb1[129].xy + v0.xy;
//   r1.xy = r1.xy * cb1[130].zw + float2(-0.5,-0.5);
//   r1.xy = v0.ww * r1.xy;
//   r1.z = v0.w;
//   r1.xyz = float3(2,-2,1) * r1.xyz;
//   r1.xy = r1.xy / r1.zz;
//   r1.xy = r1.xy * cb1[66].xy + cb1[66].wz;
//   r1.x = t0.SampleLevel(s0_s_s, r1.xy, 0).x;
//   r1.y = r1.x * cb1[65].z + -cb1[65].w;
//   r1.x = r1.x * cb1[65].x + cb1[65].y;
//   r1.zw = StereoParams.Load(float4(0,0,0,0)).xy;
//   r1.w = -r1.w * r1.y + 1;
//   r1.y = 1 / r1.y;
//   r1.x = r1.y + r1.x;
//   r1.x = r1.x / cb2[10].z;
//   r1.x = max(0, r1.x);
//   r1.x = min(cb2[10].w, r1.x);
//   r1.y = r1.z * r1.w;
//   r1.z = 0.5 * r1.y;
//   r1.z = r1.z / cb0[38].z;
//   r0.x = -r1.z + r0.y;
//   r0.xy = cb0[38].zw * r0.xz;
//   r1.zw = cb2[6].xx * r0.xy;
//   r2.xy = cb1[142].zz * cb2[5].zw;
//   r2.xy = r1.zw * float2(2,2) + r2.xy;
//   r1.zw = cb2[5].zw * cb1[142].zz + r1.zw;
//   r0.z = t1.Sample(s1_s_s, r1.zw).x;
//   r1.z = t1.Sample(s1_s_s, r2.xy).x;
//   r0.z = r1.z * r0.z;
//   r0.z = r0.z * r0.w;
//   r0.xy = r0.zz * r1.xx + r0.xy;
//   r0.yz = r0.xy * cb0[5].xy + cb0[4].xy;
//   r0.x = r1.y * 0.5 + r0.y;
//   r0.xy = max(cb0[6].xy, r0.xz);
//   r0.xy = min(cb0[6].zw, r0.xy);
//   r0.xyz = t2.Sample(s2_s_s, r0.xy).xyz;
//   r1.xyz = cb1[135].zzz * r0.xyz;
//   r0.xyz = -cb1[135].zzz * r0.xyz + cb2[4].xyz;
//   r0.xyz = cb2[11].xxx * r0.xyz + r1.xyz;
//   r0.xyz = max(float3(0,0,0), r0.xyz);
//   o0.xyz = cb1[135].yyy * r0.xyz;
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
