// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Thu Apr 30 23:45:37 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[6];                     // Index:    0-5              Components:    24
//
// }
//
//
// 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                3   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                0   xyzw        1     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                3   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                4   xy          1     NONE   float   xy
// ATTRIBUTE                5     zw        1     NONE   float     zw
// SV_Position              0   xyzw        2      POS   float   xyzw
// P                        0   x           3  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o3.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[6], 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.xyzw
dcl_output o0.xyzw
dcl_output o1.xy
dcl_output o1.zw
dcl_output_siv o2.xyzw, position
dcl_temps 9
ld_indexable(buffer)(float,float,float,float) r8.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.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.xzyw
dp4 o1.x, v1.xyzw, cb0[2].xyzw
dp4 o1.y, v1.xyzw, cb0[3].xyzw
dp4 o1.z, v1.xyzw, cb0[4].xyzw
dp4 o1.w, v1.xyzw, cb0[5].xyzw
dp4 r0.w, v1.xyzw, cb0[0].xyzw
dp4 r2.y, v1.xyzw, cb0[1].xyzw
lt r1.zw, r0.wwww, l(0.000000, 0.000000, -0.600000, -0.500000)
lt r3.xy, r2.yyyy, l(-0.350000, -0.100000, 0.000000, 0.000000)
and r1.z, r1.z, r3.x
lt r3.xz, l(0.500000, 0.000000, 0.400000, 0.000000), r0.wwww
and r3.x, r3.y, r3.x
lt r3.yw, l(0.000000, 0.500000, 0.000000, 0.300000), r2.yyyy
and r1.w, r1.w, r3.y
and r3.y, r3.w, r3.z
eq r1.x, r1.x, l(0.000000)
eq r3.z, r0.z, l(26.000000)
and r3.z, r1.x, r3.z
ieq r1.zw, r1.zzzw, l(0, 0, 0, 0)
and r1.z, r1.z, r3.z
and r1.z, r1.w, r1.z
ieq r1.w, r3.y, l(0)
and r1.z, r1.w, r1.z
ieq r1.w, r3.x, l(0)
and r1.z, r1.w, r1.z
if_nz r1.z
  add r1.z, -r0.y, l(0.000010)
  mul r1.z, r0.x, r1.z
  mul r1.w, r1.z, l(0.001000)
  mad r1.z, -r1.z, l(0.001000), r0.x
  mul r0.y, r0.y, r0.x
  mul r0.y, r1.y, r0.y
  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.y, r3.y, l(0.500000)
  utof r3.yz, r3.zzwz
  min r1.y, r1.y, r3.z
  ftoi r4.y, r1.y
  mov r4.zw, l(0,0,0,0)
  mov r1.y, l(0)
  mov r3.zw, r1.wwww
  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.z, 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.y, 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.y, 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.y, l(0)
  endloop
  movc r0.y, r5.y, r1.y, r3.z
  add r2.x, r0.y, r0.w
else
  ld_indexable(texture1d)(float,float,float,float) r0.y, l(10, 0, 0, 0), t120.yxzw
  ne r0.z, r0.z, l(10.000000)
  and r0.z, r0.z, r1.x
  mad r0.x, r0.x, r0.y, r0.w
  movc r2.x, r0.z, r0.x, r0.w
endif
mov o0.xyzw, v0.xyzw
mov r2.zw, l(0,0,0,1.000000)
mov r6.xyzw, r2.xyzw
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 o2.xyzw, r6.xyzw
ret
// Approximately 94 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Thu Apr 30 23:45:37 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[6] : 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 : ATTRIBUTE3,
//   float4 v1 : ATTRIBUTE0,
//   out float4 o0 : ATTRIBUTE3,
//   out float2 o1 : ATTRIBUTE4,
//   out float2 p1 : ATTRIBUTE5,
//   out float4 o2 : SV_Position0,
//   out uint o3 : 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;
//   o3.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)).xz;
//   o1.x = dot(v1.xyzw, cb0[2].xyzw);
//   o1.y = dot(v1.xyzw, cb0[3].xyzw);
//   p1.x = dot(v1.xyzw, cb0[4].xyzw);
//   p1.y = dot(v1.xyzw, cb0[5].xyzw);
//   r0.w = dot(v1.xyzw, cb0[0].xyzw);
//   r2.y = dot(v1.xyzw, cb0[1].xyzw);
//   r1.zw = cmp(r0.ww < float2(-0.600000024,-0.5));
//   r3.xy = cmp(r2.yy < float2(-0.349999994,-0.100000001));
//   r1.z = r1.z ? r3.x : 0;
//   r3.xz = cmp(float2(0.5,0.400000006) < r0.ww);
//   r3.x = r3.y ? r3.x : 0;
//   r3.yw = cmp(float2(0.5,0.300000012) < r2.yy);
//   r1.w = r1.w ? r3.y : 0;
//   r3.y = r3.w ? r3.z : 0;
//   r1.x = cmp(r1.x == 0.000000);
//   r3.z = cmp(r0.z == 26.000000);
//   r3.z = r1.x ? r3.z : 0;
//   r1.zw = cmp((int2)r1.zw == int2(0,0));
//   r1.z = r1.z ? r3.z : 0;
//   r1.z = r1.w ? r1.z : 0;
//   r1.w = cmp((int)r3.y == 0);
//   r1.z = r1.w ? r1.z : 0;
//   r1.w = cmp((int)r3.x == 0);
//   r1.z = r1.w ? r1.z : 0;
//   if (r1.z != 0) {
//     r1.z = 9.99999975e-06 + -r0.y;
//     r1.z = r1.z * r0.x;
//     r1.w = 0.00100000005 * r1.z;
//     r1.z = -r1.z * 0.00100000005 + r0.x;
//     r0.y = r0.x * r0.y;
//     r0.y = r0.y * r1.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.y = 0.5 * r3.y;
//     r3.yz = (uint2)r3.zw;
//     r1.y = min(r3.z, r1.y);
//     r4.y = (int)r1.y;
//     r4.zw = float2(0,0);
//     r1.y = 0;
//     r3.zw = r1.ww;
//     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.z * 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.y = 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.y = 0;
//         r5.y = 0;
//         break;
//       }
//       r3.z = r3.w;
//       r5.x = (int)r5.x + 1;
//       r5.xy = r5.xz;
//       r1.y = 0;
//     }
//     r0.y = r5.y ? r1.y : r3.z;
//     r2.x = r0.w + r0.y;
//   } else {
//     r0.y = IniParams.Load(float4(10,0,0,0)).x;
//     r0.z = cmp(r0.z != 10.000000);
//     r0.z = r0.z ? r1.x : 0;
//     r0.x = r0.x * r0.y + r0.w;
//     r2.x = r0.z ? r0.x : r0.w;
//   }
//   o0.xyzw = v0.xyzw;
//   r2.zw = float2(0,1);
//   r6.xyzw = r2.xyzw;
//   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;
//   o2.xyzw = r6.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
