// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Tue Apr 14 21:53:22 2026
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        1
// stereo2mono                       texture  float4          2d  100        1
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// SV_POSITION              0   xyzw        1      POS   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_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t100
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear noperspective v0.xy
dcl_output o0.xyzw
dcl_temps 1
ld_indexable(texture1d)(float,float,float,float) r0.x, l(11, 0, 0, 0), t120.wxyz
eq r0.x, r0.x, l(1.000000)
if_nz r0.x
  ld_indexable(buffer)(float,float,float,float) r0.x, l(0, 0, 0, 0), t125.zxyw
  movc r0.x, r0.x, l(-1.000000), l(1.000000)
  mul r0.y, v0.x, l(0.500000)
  eq r0.x, r0.x, l(1.000000)
  mad r0.z, v0.x, l(0.500000), l(0.500000)
  movc r0.x, r0.x, r0.z, r0.y
  mov r0.y, v0.y
  sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t100.xyzw, s0
else
  sample_l_indexable(texture2d)(float,float,float,float) r0.xyz, v0.xyxx, t0.xyzw, s0, l(0.000000)
endif
mov o0.xyz, r0.xyzx
mov o0.w, l(0)
ret
// Approximately 16 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Tue Apr 14 21:53:22 2026
//
// SamplerState s0_s_s : register(s0);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> stereo2mono : register(t100);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   linear noperspective float2 v0 : TEXCOORD0,
//   float4 v1 : SV_POSITION0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = IniParams.Load(float4(11,0,0,0)).w;
//   r0.x = cmp(r0.x == 1.000000);
//   if (r0.x != 0) {
//     r0.x = StereoParams.Load(float4(0,0,0,0)).z;
//     r0.x = r0.x ? -1 : 1;
//     r0.y = 0.5 * v0.x;
//     r0.x = cmp(r0.x == 1.000000);
//     r0.z = v0.x * 0.5 + 0.5;
//     r0.x = r0.x ? r0.z : r0.y;
//     r0.y = v0.y;
//     r0.xyz = stereo2mono.Sample(s0_s_s, r0.xy).xyz;
//   } else {
//     r0.xyz = t0.SampleLevel(s0_s_s, v0.xy, 0).xyz;
//   }
//   o0.xyz = r0.xyz;
//   o0.w = 0;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
