// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Tue Apr 28 00:00:18 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[144];                   // Index:    0-143            Components:   576
//
// }
//
//
// 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   xyzw        1     NONE   float   xyzw
// ATTRIBUTE                5   xyzw        2     NONE   float   xyzw
// ATTRIBUTE                6   xy          3     NONE   float   xy
// SV_Position              0   xyzw        4      POS   float   xyzw
// P                        0   x           5  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o5.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[144], dynamicIndexed
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.xyzw
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output_siv o4.xyzw, position
dcl_temps 11
ld_indexable(buffer)(float,float,float,float) r10.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o5.x, r10.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
mad r1.zw, v0.zzzz, l(0.000000, 0.000000, 1530.059937, 1530.059937), l(0.000000, 0.000000, 0.100000, 1.100000)
round_z r1.zw, r1.zzzw
ftou r1.zw, r1.zzzw
mad r2.xyzw, v0.zzzz, l(1530.059937, 1530.059937, 1530.059937, 1530.059937), l(4.100000, 5.100000, 2.100000, 3.100000)
round_z r2.xyzw, r2.xyzw
ftou r2.xyzw, r2.xyzw
dp4 o3.x, v1.xyzw, cb0[r2.x + 0].xyzw
dp4 o3.y, v1.xyzw, cb0[r2.y + 0].xyzw
dp4 r0.w, v1.xyzw, cb0[r2.z + 0].xyzw
dp4 r2.y, v1.xyzw, cb0[r2.w + 0].xyzw
lt r3.xy, r0.wwww, l(-0.450000, -0.500000, 0.000000, 0.000000)
lt r3.z, r2.y, l(-0.350000)
and r3.x, r3.z, r3.x
lt r3.z, l(0.500000), r2.y
and r3.y, r3.z, r3.y
lt r3.w, l(0.400000), r0.w
and r3.z, r3.z, r3.w
eq r1.x, r1.x, l(0.000000)
eq r4.xy, r0.zzzz, l(4.000000, 14.000000, 0.000000, 0.000000)
or r3.w, r4.y, r4.x
and r3.w, r1.x, r3.w
ieq r3.xyz, r3.xyzx, l(0, 0, 0, 0)
and r3.y, r3.y, r3.x
and r3.y, r3.z, r3.y
and r3.y, r3.y, r3.w
if_nz r3.y
  add r3.y, -r0.y, l(0.000010)
  mul r3.y, r0.x, r3.y
  mul r3.w, r3.y, l(0.001000)
  mad r3.y, -r3.y, l(0.001000), r0.x
  mul r4.x, r0.y, r0.x
  mul r4.x, r1.y, r4.x
  resinfo_indexable(texture2darray)(float,float,float,float)_uint r4.yz, l(0), t110.zxyw
  iadd r5.xy, r4.yzyy, l(-1, -1, 0, 0)
  mad r4.w, r2.y, l(-0.500000), l(0.500000)
  utof r4.yz, r4.yyzy
  mul r4.z, r4.z, r4.w
  max r4.z, r4.z, l(0.000000)
  utof r5.xy, r5.xyxx
  min r4.z, r4.z, r5.y
  ftoi r6.y, r4.z
  mov r6.zw, l(0,0,0,0)
  mov r4.z, l(0)
  mov r4.w, r3.w
  mov r5.y, r3.w
  mov r5.zw, l(0,0,0,0)
  loop
    utof r7.x, r5.z
    ge r7.x, r7.x, l(300.000000)
    mov r5.w, l(0)
    breakc_nz r7.x
    mad r5.y, r3.y, l(0.00333333341), r5.y
    add r7.x, r0.w, r5.y
    mad r7.x, r7.x, l(0.500000), l(0.500000)
    mul r7.x, r4.y, r7.x
    max r7.x, r7.x, l(0.000000)
    min r7.x, r5.x, r7.x
    ftoi r6.x, r7.x
    ld_indexable(texture2darray)(float,float,float,float) r6.x, r6.xyzw, t110.xyzw
    ne r7.x, r6.x, l(0.000000)
    mul r7.y, r6.x, l(0.000010)
    div r7.y, l(0.000010), r7.y
    add r6.x, r6.x, r7.y
    and r6.x, r6.x, r7.x
    eq r7.x, r6.x, l(0.000000)
    if_nz r7.x
      mov r4.z, r0.x
      mov r5.w, l(-1)
      break
    endif
    add r7.y, r0.x, -r5.y
    div r7.y, r4.x, r7.y
    lt r6.x, r6.x, r7.y
    if_nz r6.x
      mov r4.z, l(0)
      mov r5.w, l(0)
      break
    endif
    mov r4.w, r5.y
    iadd r5.z, r5.z, l(1)
    mov r5.w, r7.x
    mov r4.z, l(0)
  endloop
  movc r3.y, r5.w, r4.z, r4.w
  add r2.x, r0.w, r3.y
else
  eq r3.yw, r0.zzzz, l(0.000000, 3.000000, 0.000000, 13.000000)
  or r3.y, r3.w, r3.y
  and r3.y, r1.x, r3.y
  and r3.y, r3.z, r3.y
  and r3.x, r3.x, r3.y
  if_nz r3.x
    add r3.x, -r0.y, l(0.000010)
    mul r3.x, r0.x, r3.x
    mul r3.y, r3.x, l(0.001000)
    mad r3.x, -r3.x, 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.zw, l(0), t110.zwxy
    iadd r4.xy, r3.zwzz, l(-1, -1, 0, 0)
    utof r3.zw, r3.zzzw
    mul r1.y, r3.w, l(0.500000)
    utof r4.xy, r4.xyxx
    min r1.y, r1.y, r4.y
    ftoi r5.y, r1.y
    mov r5.zw, l(0,0,0,0)
    mov r1.y, l(0)
    mov r3.w, r3.y
    mov r4.y, r3.y
    mov r4.zw, l(0,0,0,0)
    loop
      utof r6.x, r4.z
      ge r6.x, r6.x, l(300.000000)
      mov r4.w, l(0)
      breakc_nz r6.x
      mad r4.y, r3.x, l(0.00333333341), r4.y
      mad r6.x, r4.y, l(0.500000), l(0.500000)
      mul r6.x, r3.z, r6.x
      max r6.x, r6.x, l(0.000000)
      min r6.x, r4.x, r6.x
      ftoi r5.x, r6.x
      ld_indexable(texture2darray)(float,float,float,float) r5.x, r5.xyzw, t110.xyzw
      ne r6.x, r5.x, l(0.000000)
      mul r6.y, r5.x, l(0.000010)
      div r6.y, l(0.000010), r6.y
      add r5.x, r5.x, r6.y
      and r5.x, r5.x, r6.x
      eq r6.x, r5.x, l(0.000000)
      if_nz r6.x
        mov r1.y, r0.x
        mov r4.w, l(-1)
        break
      endif
      add r6.y, r0.x, -r4.y
      div r6.y, r0.y, r6.y
      lt r5.x, r5.x, r6.y
      if_nz r5.x
        mov r1.y, l(0)
        mov r4.w, l(0)
        break
      endif
      mov r3.w, r4.y
      iadd r4.z, r4.z, l(1)
      mov r4.w, r6.x
      mov r1.y, l(0)
    endloop
    movc r0.y, r4.w, r1.y, r3.w
    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
endif
mov o0.xyzw, v0.xyzw
mov o1.xyzw, cb0[r1.z + 0].xyzw
mov o2.xyzw, cb0[r1.w + 0].xyzw
mov r2.zw, l(0,0,0,1.000000)
mov r8.xyzw, r2.xyzw
add r9.x, -r10.y, r8.w
mul r9.y, r10.x, r10.w
mad r9.x, r9.x, r9.y, r8.x
ne r9.y, l(1.000000), r8.w
movc r8.x, r9.y, r9.x, r8.x
mov o4.xyzw, r8.xyzw
ret
// Approximately 165 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Tue Apr 28 00:00:18 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[144] : 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 float4 o1 : ATTRIBUTE4,
//   out float4 o2 : ATTRIBUTE5,
//   out float2 o3 : ATTRIBUTE6,
//   out float4 o4 : SV_Position0,
//   out uint o5 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r10.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o5.x = r10.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;
//   r1.zw = v0.zz * float2(1530.05994,1530.05994) + float2(0.100000001,1.10000002);
//   r1.zw = trunc(r1.zw);
//   r1.zw = (uint2)r1.zw;
//   r2.xyzw = v0.zzzz * float4(1530.05994,1530.05994,1530.05994,1530.05994) + float4(4.0999999,5.0999999,2.0999999,3.0999999);
//   r2.xyzw = trunc(r2.xyzw);
//   r2.xyzw = (uint4)r2.xyzw;
//   o3.x = dot(v1.xyzw, cb0[r2.x+0].xyzw);
//   o3.y = dot(v1.xyzw, cb0[r2.y+0].xyzw);
//   r0.w = dot(v1.xyzw, cb0[r2.z+0].xyzw);
//   r2.y = dot(v1.xyzw, cb0[r2.w+0].xyzw);
//   r3.xy = cmp(r0.ww < float2(-0.449999988,-0.5));
//   r3.z = cmp(r2.y < -0.349999994);
//   r3.x = r3.z ? r3.x : 0;
//   r3.z = cmp(0.5 < r2.y);
//   r3.y = r3.z ? r3.y : 0;
//   r3.w = cmp(0.400000006 < r0.w);
//   r3.z = r3.z ? r3.w : 0;
//   r1.x = cmp(r1.x == 0.000000);
//   r4.xy = cmp(r0.zz == float2(4,14));
//   r3.w = (int)r4.y | (int)r4.x;
//   r3.w = r1.x ? r3.w : 0;
//   r3.xyz = cmp((int3)r3.xyz == int3(0,0,0));
//   r3.y = r3.y ? r3.x : 0;
//   r3.y = r3.z ? r3.y : 0;
//   r3.y = r3.y ? r3.w : 0;
//   if (r3.y != 0) {
//     r3.y = 9.99999975e-06 + -r0.y;
//     r3.y = r3.y * r0.x;
//     r3.w = 0.00100000005 * r3.y;
//     r3.y = -r3.y * 0.00100000005 + r0.x;
//     r4.x = r0.x * r0.y;
//     r4.x = r4.x * r1.y;
//     DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//     r4.yz = uiDest.xy;
//     r5.xy = (int2)r4.yz + int2(-1,-1);
//     r4.w = r2.y * -0.5 + 0.5;
//     r4.yz = (uint2)r4.yz;
//     r4.z = r4.w * r4.z;
//     r4.z = max(0, r4.z);
//     r5.xy = (uint2)r5.xy;
//     r4.z = min(r5.y, r4.z);
//     r6.y = (int)r4.z;
//     r6.zw = float2(0,0);
//     r4.z = 0;
//     r4.w = r3.w;
//     r5.y = r3.w;
//     r5.zw = float2(0,0);
//     while (true) {
//       r7.x = (uint)r5.z;
//       r7.x = cmp(r7.x >= 300);
//       r5.w = 0;
//       if (r7.x != 0) break;
//       r5.y = r3.y * 0.00333333341 + r5.y;
//       r7.x = r5.y + r0.w;
//       r7.x = r7.x * 0.5 + 0.5;
//       r7.x = r7.x * r4.y;
//       r7.x = max(0, r7.x);
//       r7.x = min(r7.x, r5.x);
//       r6.x = (int)r7.x;
//       r6.x = DepthBuffer.Load(r6.xyzw).x;
//       r7.x = cmp(r6.x != 0.000000);
//       r7.y = 9.99999975e-06 * r6.x;
//       r7.y = 9.99999975e-06 / r7.y;
//       r6.x = r7.y + r6.x;
//       r6.x = r7.x ? r6.x : 0;
//       r7.x = cmp(r6.x == 0.000000);
//       if (r7.x != 0) {
//         r4.z = r0.x;
//         r5.w = -1;
//         break;
//       }
//       r7.y = -r5.y + r0.x;
//       r7.y = r4.x / r7.y;
//       r6.x = cmp(r6.x < r7.y);
//       if (r6.x != 0) {
//         r4.z = 0;
//         r5.w = 0;
//         break;
//       }
//       r4.w = r5.y;
//       r5.z = (int)r5.z + 1;
//       r5.w = r7.x;
//       r4.z = 0;
//     }
//     r3.y = r5.w ? r4.z : r4.w;
//     r2.x = r3.y + r0.w;
//   } else {
//     r3.yw = cmp(r0.zz == float2(3,13));
//     r3.y = (int)r3.w | (int)r3.y;
//     r3.y = r1.x ? r3.y : 0;
//     r3.y = r3.z ? r3.y : 0;
//     r3.x = r3.x ? r3.y : 0;
//     if (r3.x != 0) {
//       r3.x = 9.99999975e-06 + -r0.y;
//       r3.x = r3.x * r0.x;
//       r3.y = 0.00100000005 * r3.x;
//       r3.x = -r3.x * 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.zw = uiDest.xy;
//       r4.xy = (int2)r3.zw + int2(-1,-1);
//       r3.zw = (uint2)r3.zw;
//       r1.y = 0.5 * r3.w;
//       r4.xy = (uint2)r4.xy;
//       r1.y = min(r4.y, r1.y);
//       r5.y = (int)r1.y;
//       r5.zw = float2(0,0);
//       r1.y = 0;
//       r3.w = r3.y;
//       r4.y = r3.y;
//       r4.zw = float2(0,0);
//       while (true) {
//         r6.x = (uint)r4.z;
//         r6.x = cmp(r6.x >= 300);
//         r4.w = 0;
//         if (r6.x != 0) break;
//         r4.y = r3.x * 0.00333333341 + r4.y;
//         r6.x = r4.y * 0.5 + 0.5;
//         r6.x = r6.x * r3.z;
//         r6.x = max(0, r6.x);
//         r6.x = min(r6.x, r4.x);
//         r5.x = (int)r6.x;
//         r5.x = DepthBuffer.Load(r5.xyzw).x;
//         r6.x = cmp(r5.x != 0.000000);
//         r6.y = 9.99999975e-06 * r5.x;
//         r6.y = 9.99999975e-06 / r6.y;
//         r5.x = r6.y + r5.x;
//         r5.x = r6.x ? r5.x : 0;
//         r6.x = cmp(r5.x == 0.000000);
//         if (r6.x != 0) {
//           r1.y = r0.x;
//           r4.w = -1;
//           break;
//         }
//         r6.y = -r4.y + r0.x;
//         r6.y = r0.y / r6.y;
//         r5.x = cmp(r5.x < r6.y);
//         if (r5.x != 0) {
//           r1.y = 0;
//           r4.w = 0;
//           break;
//         }
//         r3.w = r4.y;
//         r4.z = (int)r4.z + 1;
//         r4.w = r6.x;
//         r1.y = 0;
//       }
//       r0.y = r4.w ? r1.y : r3.w;
//       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;
//   o1.xyzw = cb0[r1.z+0].xyzw;
//   o2.xyzw = cb0[r1.w+0].xyzw;
//   r2.zw = float2(0,1);
//   r8.xyzw = r2.xyzw;
//   r9.x = r8.w + -r10.y;
//   r9.y = r10.w * r10.x;
//   r9.x = r9.x * r9.y + r8.x;
//   r9.y = cmp(1.000000 != r8.w);
//   r8.x = r9.y ? r9.x : r8.x;
//   o4.xyzw = r8.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
