// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Mon Apr 27 00:45:16 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[48];                    // Index:    0-47             Components:   192
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// 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   x           1     NONE    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// P                        0   x           1  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o1.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[48], dynamicIndexed
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_input v1.x
dcl_output_siv o0.xyzw, position
dcl_temps 4
ld_indexable(buffer)(float,float,float,float) r3.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o1.x, r3.z
ishl r0.x, v1.x, l(1)
utof r0.x, r0.x
add r0.xy, r0.xxxx, l(0.100000, 1.100000, 0.000000, 0.000000)
round_z r0.xy, r0.xyxx
ftou r0.xy, r0.xyxx
dp4 r0.x, v0.xyzw, cb0[r0.x + 0].xyzw
dp4 r1.y, v0.xyzw, cb0[r0.y + 0].xyzw
ld_indexable(buffer)(float,float,float,float) r0.y, l(0, 0, 0, 0), t125.yxzw
ld_indexable(texture1d)(float,float,float,float) r0.z, l(10, 0, 0, 0), t120.yzxw
mad r0.y, r0.y, r0.z, r0.x
ld_indexable(texture1d)(float,float,float,float) r0.z, l(11, 0, 0, 0), t120.yzxw
eq r0.z, r0.z, l(0.000000)
movc r1.x, r0.z, r0.y, r0.x
mov r1.zw, l(0,0,0,1.000000)
add r2.x, -r3.y, r1.w
mul r2.y, r3.x, r3.w
mad r2.x, r2.x, r2.y, r1.x
ne r2.y, l(1.000000), r1.w
movc r1.x, r2.y, r2.x, r1.x
mov o0.xyzw, r1.xyzw
ret
// Approximately 15 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Mon Apr 27 00:45:16 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[48] : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : ATTRIBUTE0,
//   uint v1 : ATTRIBUTE1,
//   out float4 o0 : SV_Position0,
//   out uint o1 : P0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r3.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o1.x = r3.z;
//   r0.x = (uint)v1.x << 1;
//   r0.x = (uint)r0.x;
//   r0.xy = float2(0.100000001,1.10000002) + r0.xx;
//   r0.xy = trunc(r0.xy);
//   r0.xy = (uint2)r0.xy;
//   r0.x = dot(v0.xyzw, cb0[r0.x+0].xyzw);
//   r1.y = dot(v0.xyzw, cb0[r0.y+0].xyzw);
//   r0.y = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.z = IniParams.Load(float4(10,0,0,0)).x;
//   r0.y = r0.y * r0.z + r0.x;
//   r0.z = IniParams.Load(float4(11,0,0,0)).x;
//   r0.z = cmp(r0.z == 0.000000);
//   r1.x = r0.z ? r0.y : r0.x;
//   r1.zw = float2(0,1);
//   r2.x = r1.w + -r3.y;
//   r2.y = r3.w * r3.x;
//   r2.x = r2.x * r2.y + r1.x;
//   r2.y = cmp(1.000000 != r1.w);
//   r1.x = r2.y ? r2.x : r1.x;
//   o0.xyzw = r1.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
