// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Tue Mar 24 22:45:00 2026
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2;                        // Index:    0.xyzw           Components:     4
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[130];                   // Index:    0-129            Components:   520
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[45];                    // Index:    0-44             Components:   180
//
// }
//
//
// 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
// s3_s                              sampler      NA          NA    3        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        1
// t3                                texture  float4          3d    3        1
// IniParams                         texture  float4          1d  120        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
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 3     zw        0     NONE   float
// TEXCOORD                 1   xyzw        1     NONE   float   xyz
// TEXCOORD                 2   xyzw        2     NONE   float     zw
// TEXCOORD                 4   xy          3     NONE   float
// SV_POSITION              0   xyzw        4      POS   float   xy
//
//
// 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[1], immediateIndexed
dcl_constantbuffer CB1[130], immediateIndexed
dcl_constantbuffer CB0[45], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, 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_texture3d (float,float,float,float) t3
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear noperspective v0.xy
dcl_input_ps linear noperspective v1.xyz
dcl_input_ps linear noperspective v2.zw
dcl_input_ps_siv linear noperspective v4.xy, position
dcl_output o0.xyzw
dcl_temps 2
utof r0.xy, cb0[23].xyxx
add r0.xy, -r0.xyxx, v4.xyxx
mul r0.xy, r0.xyxx, cb0[22].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
mad r0.xyz, r0.xyzx, cb2[0].xyzx, cb0[39].xyzx
max r1.xy, v0.xyxx, cb0[44].xyxx
min r1.xy, r1.xyxx, cb0[44].zwzz
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t2.xyzw, s2
mul r1.xyz, r1.xyzx, cb1[129].zzzz
mul r0.xyz, r0.xyzx, r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v0.xyxx, t1.xyzw, s1
mul r1.xyz, r1.xyzx, cb1[129].zzzz
mad r0.xyz, r1.xyzx, cb0[38].xyzx, r0.xyzx
mul r0.xyz, r0.xyzx, v1.xxxx
ld_indexable(buffer)(float,float,float,float) r0.w, l(0, 0, 0, 0), t125.yzwx
mul r1.yz, v1.yyzy, cb0[40].xxxx
mad r1.x, -r0.w, l(0.500000), r1.y
dp2 r0.w, r1.xzxx, r1.xzxx
add r0.w, r0.w, l(1.000000)
rcp r0.w, r0.w
ld_indexable(texture1d)(float,float,float,float) r1.x, l(10, 0, 0, 0), t120.zxyw
eq r1.x, r1.x, l(0.000000)
movc r0.w, r1.x, l(1.000000), r0.w
mul r0.w, r0.w, r0.w
mad r0.xyz, r0.xyzx, r0.wwww, l(0.00266771927, 0.00266771927, 0.00266771927, 0.000000)
log r0.xyz, r0.xyzx
mad_sat r0.xyz, r0.xyzx, l(0.0714285746, 0.0714285746, 0.0714285746, 0.000000), l(0.610726953, 0.610726953, 0.610726953, 0.000000)
mad r0.xyz, r0.xyzx, l(0.968750, 0.968750, 0.968750, 0.000000), l(0.015625, 0.015625, 0.015625, 0.000000)
sample_indexable(texture3d)(float,float,float,float) r0.xyz, r0.xyzx, t3.xyzw, s3
mad r0.w, v2.w, l(543.309998), v2.z
sincos r0.w, null, r0.w
mul r0.w, r0.w, l(493013.000000)
frc r0.w, r0.w
mad r0.w, r0.w, l(0.00390625000), l(-0.00195312500)
mad o0.xyz, r0.xyzx, l(1.050000, 1.050000, 1.050000, 0.000000), r0.wwww
mul r0.xyz, r0.xyzx, l(1.050000, 1.050000, 1.050000, 0.000000)
dp3_sat o0.w, r0.xyzx, l(0.299000, 0.587000, 0.114000, 0.000000)
ret
// Approximately 38 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Tue Mar 24 22:45:00 2026
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2 : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[130] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[45] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// SamplerState s2_s_s : register(s2);
// SamplerState s3_s_s : register(s3);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
// Texture3D<float4> t3 : register(t3);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   linear noperspective float2 v0 : TEXCOORD0,
//   linear noperspective float2 w0 : TEXCOORD3,
//   linear noperspective float4 v1 : TEXCOORD1,
//   linear noperspective float4 v2 : TEXCOORD2,
//   float2 v3 : TEXCOORD4,
//   float4 v4 : SV_POSITION0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = asuint(cb0[23].xy);
//   r0.xy = v4.xy + -r0.xy;
//   r0.xy = cb0[22].zw * r0.xy;
//   r0.xyz = t0.Sample(s0_s_s, r0.xy).xyz;
//   r0.xyz = r0.xyz * cb2.xyz + cb0[39].xyz;
//   r1.xy = max(cb0[44].xy, v0.xy);
//   r1.xy = min(cb0[44].zw, r1.xy);
//   r1.xyz = t2.Sample(s2_s_s, r1.xy).xyz;
//   r1.xyz = cb1[129].zzz * r1.xyz;
//   r0.xyz = r1.xyz * r0.xyz;
//   r1.xyz = t1.Sample(s1_s_s, v0.xy).xyz;
//   r1.xyz = cb1[129].zzz * r1.xyz;
//   r0.xyz = r1.xyz * cb0[38].xyz + r0.xyz;
//   r0.xyz = v1.xxx * r0.xyz;
//   r0.w = StereoParams.Load(float4(0,0,0,0)).x;
//   r1.yz = cb0[40].xx * v1.yz;
//   r1.x = -r0.w * 0.5 + r1.y;
//   r0.w = dot(r1.xz, r1.xz);
//   r0.w = 1 + r0.w;
//   r0.w = rcp(r0.w);
//   r1.x = IniParams.Load(float4(10,0,0,0)).z;
//   r1.x = cmp(r1.x == 0.000000);
//   r0.w = r1.x ? 1 : r0.w;
//   r0.w = r0.w * r0.w;
//   r0.xyz = r0.xyz * r0.www + float3(0.00266771927,0.00266771927,0.00266771927);
//   r0.xyz = log2(r0.xyz);
//   r0.xyz = saturate(r0.xyz * float3(0.0714285746,0.0714285746,0.0714285746) + float3(0.610726953,0.610726953,0.610726953));
//   r0.xyz = r0.xyz * float3(0.96875,0.96875,0.96875) + float3(0.015625,0.015625,0.015625);
//   r0.xyz = t3.Sample(s3_s_s, r0.xyz).xyz;
//   r0.w = v2.w * 543.309998 + v2.z;
//   r0.w = sin(r0.w);
//   r0.w = 493013 * r0.w;
//   r0.w = frac(r0.w);
//   r0.w = r0.w * 0.00390625 + -0.001953125;
//   o0.xyz = r0.xyz * float3(1.04999995,1.04999995,1.04999995) + r0.www;
//   r0.xyz = float3(1.04999995,1.04999995,1.04999995) * r0.xyz;
//   o0.w = saturate(dot(r0.xyz, float3(0.298999995,0.587000012,0.114)));
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
