// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sat Apr 25 11:07:30 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
//
// 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                4   xy          0     NONE   float   xy
// ATTRIBUTE                0   xyzw        1     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                4   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                5   xyzw        1     NONE   float   xyzw
// ATTRIBUTE                6   xy          2     NONE   float   xy
// SV_Position              0   xyzw        3      POS   float   xyzw
// P                        0   x           4  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o4.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[4], 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.xy
dcl_input v1.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output_siv o3.xyzw, position
dcl_temps 9
ld_indexable(buffer)(float,float,float,float) r8.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o4.x, r8.z
ld_indexable(texture1d)(float,float,float,float) r0.x, l(3, 0, 0, 0), t120.wxyz
dp4 r1.x, v1.xyzw, cb0[2].xyzw
dp4 r1.y, v1.xyzw, cb0[3].xyzw
eq r0.x, r0.x, l(16.000000)
if_nz r0.x
  ld_indexable(texture1d)(float,float,float,float) r0.x, l(11, 0, 0, 0), t120.zxyw
  ld_indexable(buffer)(float,float,float,float) r0.yz, l(0, 0, 0, 0), t125.zxyw
  add r0.w, -r0.z, l(0.000010)
  mul r0.zw, r0.zzzy, r0.yyyw
  mul r2.x, r0.w, l(0.001000)
  mad r0.w, -r0.w, l(0.001000), r0.y
  mul r0.x, r0.x, r0.z
  resinfo_indexable(texture2darray)(float,float,float,float)_uint r2.yz, l(0), t110.zxyw
  iadd r3.xy, r2.yzyy, l(-1, -1, 0, 0)
  mad r0.z, r1.y, l(-0.500000), l(0.500000)
  utof r2.yz, r2.yyzy
  mul r0.z, r0.z, r2.z
  max r0.z, r0.z, l(0.000000)
  utof r2.zw, r3.xxxy
  min r0.z, r0.z, r2.w
  ftoi r3.y, r0.z
  mov r3.zw, l(0,0,0,0)
  mov r0.z, l(0)
  mov r2.w, r2.x
  mov r4.x, r2.x
  mov r4.yz, l(0,0,0,0)
  loop
    utof r4.w, r4.y
    ge r4.w, r4.w, l(300.000000)
    mov r4.z, l(0)
    breakc_nz r4.w
    mad r4.x, r0.w, l(0.00333333341), r4.x
    add r4.w, r1.x, r4.x
    mad r4.w, r4.w, l(0.500000), l(0.500000)
    mul r4.w, r2.y, r4.w
    max r4.w, r4.w, l(0.000000)
    min r4.w, r2.z, r4.w
    ftoi r3.x, r4.w
    ld_indexable(texture2darray)(float,float,float,float) r3.x, r3.xyzw, t110.xyzw
    ne r4.w, r3.x, l(0.000000)
    mul r5.x, r3.x, l(0.000010)
    div r5.x, l(0.000010), r5.x
    add r3.x, r3.x, r5.x
    and r3.x, r3.x, r4.w
    eq r4.w, r3.x, l(0.000000)
    if_nz r4.w
      mov r0.z, r0.y
      mov r4.z, l(-1)
      break
    endif
    add r5.x, r0.y, -r4.x
    div r5.x, r0.x, r5.x
    lt r3.x, r3.x, r5.x
    if_nz r3.x
      mov r0.z, l(0)
      mov r4.z, l(0)
      break
    endif
    mov r2.w, r4.x
    iadd r4.y, r4.y, l(1)
    mov r4.xyz, r4.xywx
    mov r0.z, l(0)
  endloop
  movc r0.x, r4.z, r0.z, r2.w
  add r1.x, r0.x, r1.x
endif
mov o0.xyzw, cb0[0].xyzw
mov o1.xyzw, cb0[1].xyzw
mov r1.zw, l(0,0,0,1.000000)
mov r6.xyzw, r1.xyzw
mov o2.xy, v0.xyxx
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 o3.xyzw, r6.xyzw
ret
// Approximately 72 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sat Apr 25 11:07:30 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[4] : packoffset(c0);
// }
//
// Texture2DArray<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float2 v0 : ATTRIBUTE4,
//   float4 v1 : ATTRIBUTE0,
//   out float4 o0 : ATTRIBUTE4,
//   out float4 o1 : ATTRIBUTE5,
//   out float2 o2 : ATTRIBUTE6,
//   out float4 o3 : SV_Position0,
//   out uint o4 : 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;
//   o4.x = r8.z;
//   r0.x = IniParams.Load(float4(3,0,0,0)).w;
//   r1.x = dot(v1.xyzw, cb0[2].xyzw);
//   r1.y = dot(v1.xyzw, cb0[3].xyzw);
//   r0.x = cmp(r0.x == 16.000000);
//   if (r0.x != 0) {
//     r0.x = IniParams.Load(float4(11,0,0,0)).z;
//     r0.yz = StereoParams.Load(float4(0,0,0,0)).xy;
//     r0.w = 9.99999975e-06 + -r0.z;
//     r0.zw = r0.yw * r0.zy;
//     r2.x = 0.00100000005 * r0.w;
//     r0.w = -r0.w * 0.00100000005 + r0.y;
//     r0.x = r0.z * r0.x;
//     DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//     r2.yz = uiDest.xy;
//     r3.xy = (int2)r2.yz + int2(-1,-1);
//     r0.z = r1.y * -0.5 + 0.5;
//     r2.yz = (uint2)r2.yz;
//     r0.z = r2.z * r0.z;
//     r0.z = max(0, r0.z);
//     r2.zw = (uint2)r3.xy;
//     r0.z = min(r2.w, r0.z);
//     r3.y = (int)r0.z;
//     r3.zw = float2(0,0);
//     r0.z = 0;
//     r2.w = r2.x;
//     r4.x = r2.x;
//     r4.yz = float2(0,0);
//     while (true) {
//       r4.w = (uint)r4.y;
//       r4.w = cmp(r4.w >= 300);
//       r4.z = 0;
//       if (r4.w != 0) break;
//       r4.x = r0.w * 0.00333333341 + r4.x;
//       r4.w = r4.x + r1.x;
//       r4.w = r4.w * 0.5 + 0.5;
//       r4.w = r4.w * r2.y;
//       r4.w = max(0, r4.w);
//       r4.w = min(r4.w, r2.z);
//       r3.x = (int)r4.w;
//       r3.x = DepthBuffer.Load(r3.xyzw).x;
//       r4.w = cmp(r3.x != 0.000000);
//       r5.x = 9.99999975e-06 * r3.x;
//       r5.x = 9.99999975e-06 / r5.x;
//       r3.x = r5.x + r3.x;
//       r3.x = r4.w ? r3.x : 0;
//       r4.w = cmp(r3.x == 0.000000);
//       if (r4.w != 0) {
//         r0.z = r0.y;
//         r4.z = -1;
//         break;
//       }
//       r5.x = -r4.x + r0.y;
//       r5.x = r0.x / r5.x;
//       r3.x = cmp(r3.x < r5.x);
//       if (r3.x != 0) {
//         r0.z = 0;
//         r4.z = 0;
//         break;
//       }
//       r2.w = r4.x;
//       r4.y = (int)r4.y + 1;
//       r4.xyz = r4.xyw;
//       r0.z = 0;
//     }
//     r0.x = r4.z ? r0.z : r2.w;
//     r1.x = r1.x + r0.x;
//   }
//   o0.xyzw = cb0[0].xyzw;
//   o1.xyzw = cb0[1].xyzw;
//   r1.zw = float2(0,1);
//   r6.xyzw = r1.xyzw;
//   o2.xy = v0.xy;
//   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;
//   o3.xyzw = r6.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
