// AUTOMATICALLY CONVERTED FROM SHADER FIXES Double depth fixed.
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Mon Apr 27 00:37:33 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                0   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   x           1     NONE    uint   x
//
//
// 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[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.x
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output_siv o3.xyzw, position
dcl_temps 31
ld_indexable(buffer)(float,float,float,float) r10.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o4.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
ld_indexable(texture1d)(float,float,float,float) r0.w, l(12, 0, 0, 0), t120.yzwx
imul null, r1.z, v1.x, l(6)
imad r1.w, v1.x, l(6), l(1)
itof r1.zw, r1.zzzw
ftou r2.xy, r1.wzww
utof r1.zw, r2.xxxy
add r1.zw, r1.zzzw, l(0.000000, 0.000000, 0.100000, 0.100000)
round_z r1.zw, r1.zzzw
ftou r1.zw, r1.zzzw
imad r2.xyzw, v1.xxxx, l(6, 6, 6, 6), l(4, 4, 2, 2)
itof r2.xyzw, r2.xyzw
ftou r2.xyzw, r2.xyzw
utof r2.xyzw, r2.xyzw
add r2.xyzw, r2.xyzw, l(0.100000, 1.100000, 0.100000, 1.100000)
round_z r2.xyzw, r2.xyzw
ftou r2.xyzw, r2.xyzw
dp4 o2.x, v0.xyzw, cb0[r2.x + 0].xyzw
dp4 o2.y, v0.xyzw, cb0[r2.y + 0].xyzw
dp4 r2.x, v0.xyzw, cb0[r2.z + 0].xyzw
dp4 r3.y, v0.xyzw, cb0[r2.w + 0].xyzw
lt r2.yz, r2.xxxx, l(0.000000, -0.600000, -0.400000, 0.000000)
lt r2.w, r3.y, l(-0.100000)
and r2.y, r2.w, r2.y
lt r4.xyz, l(0.350000, 0.400000, -0.500000, 0.000000), r3.yyyy
lt r2.w, l(0.400000), r2.x
and r2.zw, r2.zzzw, r4.xxxy
eq r1.x, r1.x, l(0.000000)
eq r4.xyw, r0.zzzz, l(4.000000, 24.000000, 0.000000, 34.000000)
eq r0.w, r0.w, l(1.000000)
and r0.w, r0.w, r4.w
or r0.w, r0.w, r4.y
ieq r2.yzw, r2.yyzw, l(0, 0, 0, 0)
and r0.w, r0.w, r2.z
and r0.w, r2.y, r0.w
and r0.w, r2.w, r0.w
and r0.w, r4.z, r0.w
or r0.w, r0.w, r4.x
and r0.w, r0.w, r1.x

ne r22.x, r10.w, l(0.0)
and r0.w, r0.w, r22.x

if_nz r0.w
  add r0.w, -r0.y, l(0.000010)
  mul r0.w, r0.x, r0.w
  mul r4.x, r0.w, l(0.001000)
  mad r0.w, -r0.w, l(0.001000), r0.x
  mul r4.y, r0.y, r0.x
  mul r4.y, r1.y, r4.y
  resinfo_indexable(texture2darray)(float,float,float,float)_uint r4.zw, l(0), t110.zwxy
  iadd r5.xy, r4.zwzz, l(-1, -1, 0, 0)
  mad r5.z, r3.y, l(-0.500000), l(0.500000)
  utof r4.zw, r4.zzzw
  mul r4.w, r4.w, r5.z
  max r4.w, r4.w, l(0.000000)
  utof r5.xy, r5.xyxx
  min r4.w, r4.w, r5.y
  ftoi r6.y, r4.w
  mov r6.zw, l(0,0,0,0)
  mov r4.w, l(0)
  mov r5.yz, r4.xxxx
  mov r5.w, l(0)
  mov r7.x, l(0)
  loop
    utof r7.y, r5.w
    ge r7.y, r7.y, l(300.000000)
    mov r7.x, l(0)
    breakc_nz r7.y
    mad r5.z, r0.w, l(0.00333333341), r5.z
    add r7.y, r2.x, r5.z
    mad r7.y, r7.y, l(0.500000), l(0.500000)
    mul r7.y, r4.z, r7.y
    max r7.y, r7.y, l(0.000000)
    min r7.y, r5.x, r7.y
    ftoi r6.x, r7.y
    ld_indexable(texture2darray)(float,float,float,float) r6.x, r6.xyzw, t110.xyzw
    ne r7.y, r6.x, l(0.000000)
    mul r7.z, r6.x, l(0.000010)
    div r7.z, l(0.000010), r7.z
    add r6.x, r6.x, r7.z
    and r6.x, r6.x, r7.y
    eq r7.y, r6.x, l(0.000000)
    if_nz r7.y
      mov r4.w, r0.x
      mov r7.x, l(-1)
      break
    endif
    add r7.z, r0.x, -r5.z
    div r7.z, r4.y, r7.z
    lt r6.x, r6.x, r7.z
    if_nz r6.x
      mov r4.w, l(0)
      mov r7.x, l(0)
      break
    endif
    mov r5.y, r5.z
    iadd r5.w, r5.w, l(1)
    mov r7.x, r7.y
    mov r4.w, l(0)
  endloop
  movc r0.w, r7.x, r4.w, r5.y
  add r3.x, r0.w, r2.x
else
  eq r0.zw, r0.zzzz, l(0.000000, 0.000000, 3.000000, 23.000000)
  and r0.w, r2.z, r0.w
  and r0.w, r2.y, r0.w
  and r0.w, r2.w, r0.w
  or r0.z, r0.w, r0.z
  and r0.z, r0.z, r1.x
  if_nz r0.z
    add r0.z, -r0.y, l(0.000010)
    mul r0.z, r0.x, r0.z
    mul r0.w, r0.z, l(0.001000)
    mad r0.z, -r0.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 r2.yz, l(0), t110.zxyw
    iadd r4.xy, r2.yzyy, l(-1, -1, 0, 0)
    utof r2.yz, r2.yyzy
    mul r1.y, r2.z, l(0.500000)
    utof r2.zw, r4.xxxy
    min r1.y, r1.y, r2.w
    ftoi r4.y, r1.y
    mov r4.zw, l(0,0,0,0)
    mov r1.y, l(0)
    mov r2.w, r0.w
    mov r5.x, r0.w
    mov r5.yz, l(0,0,0,0)
    loop
      utof r5.w, r5.y
      ge r5.w, r5.w, l(300.000000)
      mov r5.z, l(0)
      breakc_nz r5.w
      mad r5.x, r0.z, l(0.00333333341), r5.x
      mad r5.w, r5.x, l(0.500000), l(0.500000)
      mul r5.w, r2.y, r5.w
      max r5.w, r5.w, l(0.000000)
      min r5.w, r2.z, r5.w
      ftoi r4.x, r5.w
      ld_indexable(texture2darray)(float,float,float,float) r4.x, r4.xyzw, t110.xyzw
      ne r5.w, r4.x, l(0.000000)
      mul r6.x, r4.x, l(0.000010)
      div r6.x, l(0.000010), r6.x
      add r4.x, r4.x, r6.x
      and r4.x, r4.x, r5.w
      eq r5.w, r4.x, l(0.000000)
      if_nz r5.w
        mov r1.y, r0.x
        mov r5.z, l(-1)
        break
      endif
      add r6.x, r0.x, -r5.x
      div r6.x, r0.y, r6.x
      lt r4.x, r4.x, r6.x
      if_nz r4.x
        mov r1.y, l(0)
        mov r5.z, l(0)
        break
      endif
      mov r2.w, r5.x
      iadd r5.y, r5.y, l(1)
      mov r5.xyz, r5.xywx
      mov r1.y, l(0)
    endloop
    movc r0.y, r5.z, r1.y, r2.w
    add r3.x, r0.y, r2.x
  else
    ld_indexable(texture1d)(float,float,float,float) r0.y, l(10, 0, 0, 0), t120.yxzw
	ne r11.x, r10.w, l(0.0)
	if_nz r11.x
    mad r0.x, r0.x, r0.y, r2.x
    movc r3.x, r1.x, r0.x, r2.x
	else
	mov r3.x, r2.x
	endif
  endif
endif
mov o0.xyzw, cb0[r1.w + 0].xyzw
mov o1.xyzw, cb0[r1.z + 0].xyzw
mov r3.zw, l(0,0,0,1.000000)
mov r8.xyzw, r3.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 o3.xyzw, r8.xyzw
ret
// Approximately 176 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Mon Apr 27 00:37:33 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 : ATTRIBUTE0,
//   uint v1 : ATTRIBUTE1,
//   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,r9,r10;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r10.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o4.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;
//   r0.w = IniParams.Load(float4(12,0,0,0)).x;
//   r1.z = (int)v1.x * 6;
//   r1.w = mad((int)v1.x, 6, 1);
//   r1.zw = (int2)r1.zw;
//   r2.xy = (uint2)r1.wz;
//   r1.zw = (uint2)r2.xy;
//   r1.zw = float2(0.100000001,0.100000001) + r1.zw;
//   r1.zw = trunc(r1.zw);
//   r1.zw = (uint2)r1.zw;
//   r2.xyzw = mad((int4)v1.xxxx, int4(6,6,6,6), int4(4,4,2,2));
//   r2.xyzw = (int4)r2.xyzw;
//   r2.xyzw = (uint4)r2.xyzw;
//   r2.xyzw = (uint4)r2.xyzw;
//   r2.xyzw = float4(0.100000001,1.10000002,0.100000001,1.10000002) + r2.xyzw;
//   r2.xyzw = trunc(r2.xyzw);
//   r2.xyzw = (uint4)r2.xyzw;
//   o2.x = dot(v0.xyzw, cb0[r2.x+0].xyzw);
//   o2.y = dot(v0.xyzw, cb0[r2.y+0].xyzw);
//   r2.x = dot(v0.xyzw, cb0[r2.z+0].xyzw);
//   r3.y = dot(v0.xyzw, cb0[r2.w+0].xyzw);
//   r2.yz = cmp(r2.xx < float2(-0.600000024,-0.400000006));
//   r2.w = cmp(r3.y < -0.100000001);
//   r2.y = r2.w ? r2.y : 0;
//   r4.xyz = cmp(float3(0.349999994,0.400000006,-0.5) < r3.yyy);
//   r2.w = cmp(0.400000006 < r2.x);
//   r2.zw = r2.zw ? r4.xy : 0;
//   r1.x = cmp(r1.x == 0.000000);
//   r4.xyw = cmp(r0.zzz == float3(4,24,34));
//   r0.w = cmp(r0.w == 1.000000);
//   r0.w = r0.w ? r4.w : 0;
//   r0.w = (int)r0.w | (int)r4.y;
//   r2.yzw = cmp((int3)r2.yzw == int3(0,0,0));
//   r0.w = r0.w ? r2.z : 0;
//   r0.w = r2.y ? r0.w : 0;
//   r0.w = r2.w ? r0.w : 0;
//   r0.w = r4.z ? r0.w : 0;
//   r0.w = (int)r0.w | (int)r4.x;
//   r0.w = r0.w ? r1.x : 0;
//   if (r0.w != 0) {
//     r0.w = 9.99999975e-06 + -r0.y;
//     r0.w = r0.w * r0.x;
//     r4.x = 0.00100000005 * r0.w;
//     r0.w = -r0.w * 0.00100000005 + r0.x;
//     r4.y = r0.x * r0.y;
//     r4.y = r4.y * r1.y;
//     DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//     r4.zw = uiDest.xy;
//     r5.xy = (int2)r4.zw + int2(-1,-1);
//     r5.z = r3.y * -0.5 + 0.5;
//     r4.zw = (uint2)r4.zw;
//     r4.w = r5.z * r4.w;
//     r4.w = max(0, r4.w);
//     r5.xy = (uint2)r5.xy;
//     r4.w = min(r5.y, r4.w);
//     r6.y = (int)r4.w;
//     r6.zw = float2(0,0);
//     r4.w = 0;
//     r5.yz = r4.xx;
//     r5.w = 0;
//     r7.x = 0;
//     while (true) {
//       r7.y = (uint)r5.w;
//       r7.y = cmp(r7.y >= 300);
//       r7.x = 0;
//       if (r7.y != 0) break;
//       r5.z = r0.w * 0.00333333341 + r5.z;
//       r7.y = r5.z + r2.x;
//       r7.y = r7.y * 0.5 + 0.5;
//       r7.y = r7.y * r4.z;
//       r7.y = max(0, r7.y);
//       r7.y = min(r7.y, r5.x);
//       r6.x = (int)r7.y;
//       r6.x = DepthBuffer.Load(r6.xyzw).x;
//       r7.y = cmp(r6.x != 0.000000);
//       r7.z = 9.99999975e-06 * r6.x;
//       r7.z = 9.99999975e-06 / r7.z;
//       r6.x = r7.z + r6.x;
//       r6.x = r7.y ? r6.x : 0;
//       r7.y = cmp(r6.x == 0.000000);
//       if (r7.y != 0) {
//         r4.w = r0.x;
//         r7.x = -1;
//         break;
//       }
//       r7.z = -r5.z + r0.x;
//       r7.z = r4.y / r7.z;
//       r6.x = cmp(r6.x < r7.z);
//       if (r6.x != 0) {
//         r4.w = 0;
//         r7.x = 0;
//         break;
//       }
//       r5.y = r5.z;
//       r5.w = (int)r5.w + 1;
//       r7.x = r7.y;
//       r4.w = 0;
//     }
//     r0.w = r7.x ? r4.w : r5.y;
//     r3.x = r2.x + r0.w;
//   } else {
//     r0.zw = cmp(r0.zz == float2(3,23));
//     r0.w = r2.z ? r0.w : 0;
//     r0.w = r2.y ? r0.w : 0;
//     r0.w = r2.w ? r0.w : 0;
//     r0.z = (int)r0.w | (int)r0.z;
//     r0.z = r0.z ? r1.x : 0;
//     if (r0.z != 0) {
//       r0.z = 9.99999975e-06 + -r0.y;
//       r0.z = r0.z * r0.x;
//       r0.w = 0.00100000005 * r0.z;
//       r0.z = -r0.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);
//       r2.yz = uiDest.xy;
//       r4.xy = (int2)r2.yz + int2(-1,-1);
//       r2.yz = (uint2)r2.yz;
//       r1.y = 0.5 * r2.z;
//       r2.zw = (uint2)r4.xy;
//       r1.y = min(r2.w, r1.y);
//       r4.y = (int)r1.y;
//       r4.zw = float2(0,0);
//       r1.y = 0;
//       r2.w = r0.w;
//       r5.x = r0.w;
//       r5.yz = float2(0,0);
//       while (true) {
//         r5.w = (uint)r5.y;
//         r5.w = cmp(r5.w >= 300);
//         r5.z = 0;
//         if (r5.w != 0) break;
//         r5.x = r0.z * 0.00333333341 + r5.x;
//         r5.w = r5.x * 0.5 + 0.5;
//         r5.w = r5.w * r2.y;
//         r5.w = max(0, r5.w);
//         r5.w = min(r5.w, r2.z);
//         r4.x = (int)r5.w;
//         r4.x = DepthBuffer.Load(r4.xyzw).x;
//         r5.w = cmp(r4.x != 0.000000);
//         r6.x = 9.99999975e-06 * r4.x;
//         r6.x = 9.99999975e-06 / r6.x;
//         r4.x = r6.x + r4.x;
//         r4.x = r5.w ? r4.x : 0;
//         r5.w = cmp(r4.x == 0.000000);
//         if (r5.w != 0) {
//           r1.y = r0.x;
//           r5.z = -1;
//           break;
//         }
//         r6.x = -r5.x + r0.x;
//         r6.x = r0.y / r6.x;
//         r4.x = cmp(r4.x < r6.x);
//         if (r4.x != 0) {
//           r1.y = 0;
//           r5.z = 0;
//           break;
//         }
//         r2.w = r5.x;
//         r5.y = (int)r5.y + 1;
//         r5.xyz = r5.xyw;
//         r1.y = 0;
//       }
//       r0.y = r5.z ? r1.y : r2.w;
//       r3.x = r2.x + r0.y;
//     } else {
//       r0.y = IniParams.Load(float4(10,0,0,0)).x;
//       r0.x = r0.x * r0.y + r2.x;
//       r3.x = r1.x ? r0.x : r2.x;
//     }
//   }
//   o0.xyzw = cb0[r1.w+0].xyzw;
//   o1.xyzw = cb0[r1.z+0].xyzw;
//   r3.zw = float2(0,1);
//   r8.xyzw = r3.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;
//   o3.xyzw = r8.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
