// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Tue Apr 21 22:38:39 2026
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[6];                     // Index:    0-5              Components:    24
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[120];                   // Index:    0-119            Components:   480
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[10];                    // Index:    0-9              Components:    40
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        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
//
//
// 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[6], immediateIndexed
dcl_constantbuffer CB1[120], immediateIndexed
dcl_constantbuffer CB0[10], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 4
ld_indexable(buffer)(float,float,float,float) r0.x, l(0, 0, 0, 0), t125.xyzw
mad r1.xy, v0.xyxx, cb1[119].zwzz, -cb2[3].xyxx
mad r1.z, -r0.x, l(0.500000), r1.x
mul r0.yz, |r1.yyzy|, cb2[5].xxyx
max r1.xw, |r0.yyyz|, l(1.000000, 0.000000, 0.000000, 1.000000)
div r1.xw, l(1.000000, 1.000000, 1.000000, 1.000000), r1.xxxw
min r2.xy, |r0.yzyy|, l(1.000000, 1.000000, 0.000000, 0.000000)
mul r1.xw, r1.xxxw, r2.xxxy
mul r2.xy, r1.xwxx, r1.xwxx
mad r2.zw, r2.xxxy, l(0.000000, 0.000000, 0.0208350997, 0.0208350997), l(0.000000, 0.000000, -0.085133, -0.085133)
mad r2.zw, r2.xxxy, r2.zzzw, l(0.000000, 0.000000, 0.180141, 0.180141)
mad r2.zw, r2.xxxy, r2.zzzw, l(0.000000, 0.000000, -0.330299497, -0.330299497)
mad r2.xy, r2.xyxx, r2.zwzz, l(0.999866, 0.999866, 0.000000, 0.000000)
mul r2.zw, r1.xxxw, r2.xxxy
mad r2.zw, r2.zzzw, l(0.000000, 0.000000, -2.000000, -2.000000), l(0.000000, 0.000000, 1.57079637, 1.57079637)
lt r3.xy, l(1.000000, 1.000000, 0.000000, 0.000000), |r0.yzyy|
min r0.yz, r0.yyzy, l(0.000000, 1.000000, 1.000000, 0.000000)
lt r0.yz, r0.yyzy, -r0.yyzy
and r2.zw, r2.zzzw, r3.xxxy
mad r1.xw, r1.xxxw, r2.xxxy, r2.zzzw
movc r0.yz, r0.yyzy, -r1.xxwx, r1.xxwx
mul r0.yz, r0.yyzy, l(0.000000, 6.28318548, 6.28318548, 0.000000)
sincos null, r0.yz, r0.yyzy
div r1.yz, r1.zzyz, r0.yyzy
mad r1.x, r0.x, l(0.500000), r1.y
mad_sat r0.xy, cb2[5].zzzz, r1.xzxx, cb2[3].xyxx
max r0.xy, r0.xyxx, cb0[9].xyxx
min r0.xy, r0.xyxx, cb0[9].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
add o0.xyz, r0.xyzx, cb2[4].xyzx
mov o0.w, l(1.000000)
ret
// Approximately 32 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Tue Apr 21 22:38:39 2026
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[6] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[120] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[10] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// Texture2D<float4> t0 : register(t0);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = StereoParams.Load(float4(0,0,0,0)).x;
//   r1.xy = v0.xy * cb1[119].zw + -cb2[3].xy;
//   r1.z = -r0.x * 0.5 + r1.x;
//   r0.yz = cb2[5].xy * abs(r1.yz);
//   r1.xw = max(float2(1,1), abs(r0.yz));
//   r1.xw = float2(1,1) / r1.xw;
//   r2.xy = min(float2(1,1), abs(r0.yz));
//   r1.xw = r2.xy * r1.xw;
//   r2.xy = r1.xw * r1.xw;
//   r2.zw = r2.xy * float2(0.0208350997,0.0208350997) + float2(-0.0851330012,-0.0851330012);
//   r2.zw = r2.xy * r2.zw + float2(0.180141002,0.180141002);
//   r2.zw = r2.xy * r2.zw + float2(-0.330299497,-0.330299497);
//   r2.xy = r2.xy * r2.zw + float2(0.999866009,0.999866009);
//   r2.zw = r2.xy * r1.xw;
//   r2.zw = r2.zw * float2(-2,-2) + float2(1.57079637,1.57079637);
//   r3.xy = cmp(float2(1,1) < abs(r0.yz));
//   r0.yz = min(float2(1,1), r0.yz);
//   r0.yz = cmp(r0.yz < -r0.yz);
//   r2.zw = r3.xy ? r2.zw : 0;
//   r1.xw = r1.xw * r2.xy + r2.zw;
//   r0.yz = r0.yz ? -r1.xw : r1.xw;
//   r0.yz = float2(6.28318548,6.28318548) * r0.yz;
//   r0.yz = cos(r0.yz);
//   r1.yz = r1.zy / r0.yz;
//   r1.x = r0.x * 0.5 + r1.y;
//   r0.xy = saturate(cb2[5].zz * r1.xz + cb2[3].xy);
//   r0.xy = max(cb0[9].xy, r0.xy);
//   r0.xy = min(cb0[9].zw, r0.xy);
//   r0.xyz = t0.Sample(s0_s_s, r0.xy).xyz;
//   o0.xyz = cb2[4].xyz + r0.xyz;
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
