// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Fri May  1 10:54:05 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[48];                    // Index:    0-47             Components:   192
//
// }
//
//
// 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                2   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                3   xyzw        1     NONE   float   xyzw
// ATTRIBUTE                0   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                2   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                3   xyzw        1     NONE   float   xyzw
// SV_Position              0   xyzw        2      POS   float   xyzw
// P                        0   x           3  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o3.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[48], 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_input v2.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output_siv o2.xyzw, position
dcl_temps 10
ld_indexable(buffer)(float,float,float,float) r9.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r9.z
ld_indexable(texture1d)(float,float,float,float) r0.x, l(3, 0, 0, 0), t120.wxyz
ld_indexable(texture1d)(float,float,float,float) r0.yz, l(11, 0, 0, 0), t120.yxzw
mad r1.xy, v1.zzzz, l(510.019989, 510.019989, 0.000000, 0.000000), l(0.100000, 1.100000, 0.000000, 0.000000)
round_z r1.xy, r1.xyxx
ftou r1.xy, r1.xyxx
dp4 r2.x, v2.xyzw, cb0[r1.x + 0].xyzw
dp4 r2.y, v2.xyzw, cb0[r1.y + 0].xyzw
lt r0.w, r2.y, l(-0.650000)
eq r0.y, r0.y, l(0.000000)
eq r1.xy, r0.xxxx, l(4.000000, 24.000000, 0.000000, 0.000000)
or r1.x, r1.y, r1.x
and r1.x, r0.y, r1.x
ieq r0.w, r0.w, l(0)
and r1.x, r0.w, r1.x
if_nz r1.x
  ld_indexable(buffer)(float,float,float,float) r1.xy, l(0, 0, 0, 0), t125.xyzw
  add r1.z, -r1.y, l(0.000010)
  mul r1.yz, r1.yyxy, r1.xxzx
  mul r1.w, r1.z, l(0.001000)
  mad r1.z, -r1.z, l(0.001000), r1.x
  mul r1.y, r0.z, r1.y
  resinfo_indexable(texture2darray)(float,float,float,float)_uint r3.xy, l(0), t110.xyzw
  iadd r3.zw, r3.xxxy, l(0, 0, -1, -1)
  mad r4.x, r2.y, l(-0.500000), l(0.500000)
  utof r3.xyzw, r3.xyzw
  mul r3.y, r3.y, r4.x
  max r3.y, r3.y, l(0.000000)
  min r3.y, r3.w, r3.y
  ftoi r4.y, r3.y
  mov r4.zw, l(0,0,0,0)
  mov r3.y, l(0)
  mov r3.w, r1.w
  mov r5.x, r1.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, r1.z, l(0.00333333341), r5.x
    add r5.w, r2.x, r5.x
    mad r5.w, r5.w, l(0.500000), l(0.500000)
    mul r5.w, r3.x, r5.w
    max r5.w, r5.w, l(0.000000)
    min r5.w, r3.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 r3.y, r1.x
      mov r5.z, l(-1)
      break
    endif
    add r6.x, r1.x, -r5.x
    div r6.x, r1.y, r6.x
    lt r4.x, r4.x, r6.x
    if_nz r4.x
      mov r3.y, l(0)
      mov r5.z, l(0)
      break
    endif
    mov r3.w, r5.x
    iadd r5.y, r5.y, l(1)
    mov r5.xyz, r5.xywx
    mov r3.y, l(0)
  endloop
  movc r1.x, r5.z, r3.y, r3.w
  add r2.x, r1.x, r2.x
else
  eq r1.xy, r0.xxxx, l(3.000000, 23.000000, 0.000000, 0.000000)
  or r0.x, r1.y, r1.x
  and r0.x, r0.x, r0.y
  and r0.x, r0.w, r0.x
  if_nz r0.x
    ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
    add r0.w, -r0.y, l(0.000010)
    mul r0.yw, r0.yyyx, r0.xxxw
    mul r1.x, r0.w, l(0.001000)
    mad r0.w, -r0.w, l(0.001000), r0.x
    mul r0.y, r0.z, r0.y
    resinfo_indexable(texture2darray)(float,float,float,float)_uint r1.yz, l(0), t110.zxyw
    iadd r3.xy, r1.yzyy, l(-1, -1, 0, 0)
    utof r1.yz, r1.yyzy
    mul r0.z, r1.z, l(0.500000)
    utof r1.zw, r3.xxxy
    min r0.z, r0.z, r1.w
    ftoi r3.y, r0.z
    mov r3.zw, l(0,0,0,0)
    mov r0.z, l(0)
    mov r1.w, r1.x
    mov r4.x, r1.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
      mad r4.w, r4.x, l(0.500000), l(0.500000)
      mul r4.w, r1.y, r4.w
      max r4.w, r4.w, l(0.000000)
      min r4.w, r1.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.x
        mov r4.z, l(-1)
        break
      endif
      add r5.x, r0.x, -r4.x
      div r5.x, r0.y, 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 r1.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, r1.w
    add r2.x, r0.x, r2.x
  endif
endif
mov o0.xyzw, v0.xyzw
mov o1.xyzw, v1.xyzw
mov r2.zw, l(0,0,0,1.000000)
mov r7.xyzw, r2.xyzw
add r8.x, -r9.y, r7.w
mul r8.y, r9.x, r9.w
mad r8.x, r8.x, r8.y, r7.x
ne r8.y, l(1.000000), r7.w
movc r7.x, r8.y, r8.x, r7.x
mov o2.xyzw, r7.xyzw
ret
// Approximately 142 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Fri May  1 10:54:05 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[48] : 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 : ATTRIBUTE2,
//   float4 v1 : ATTRIBUTE3,
//   float4 v2 : ATTRIBUTE0,
//   out float4 o0 : ATTRIBUTE2,
//   out float4 o1 : ATTRIBUTE3,
//   out float4 o2 : SV_Position0,
//   out uint o3 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r9.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r9.z;
//   r0.x = IniParams.Load(float4(3,0,0,0)).w;
//   r0.yz = IniParams.Load(float4(11,0,0,0)).xz;
//   r1.xy = v1.zz * float2(510.019989,510.019989) + float2(0.100000001,1.10000002);
//   r1.xy = trunc(r1.xy);
//   r1.xy = (uint2)r1.xy;
//   r2.x = dot(v2.xyzw, cb0[r1.x+0].xyzw);
//   r2.y = dot(v2.xyzw, cb0[r1.y+0].xyzw);
//   r0.w = cmp(r2.y < -0.649999976);
//   r0.y = cmp(r0.y == 0.000000);
//   r1.xy = cmp(r0.xx == float2(4,24));
//   r1.x = (int)r1.y | (int)r1.x;
//   r1.x = r0.y ? r1.x : 0;
//   r0.w = cmp((int)r0.w == 0);
//   r1.x = r0.w ? r1.x : 0;
//   if (r1.x != 0) {
//     r1.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//     r1.z = 9.99999975e-06 + -r1.y;
//     r1.yz = r1.xz * r1.yx;
//     r1.w = 0.00100000005 * r1.z;
//     r1.z = -r1.z * 0.00100000005 + r1.x;
//     r1.y = r1.y * r0.z;
//     DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//     r3.xy = uiDest.xy;
//     r3.zw = (int2)r3.xy + int2(-1,-1);
//     r4.x = r2.y * -0.5 + 0.5;
//     r3.xyzw = (uint4)r3.xyzw;
//     r3.y = r4.x * r3.y;
//     r3.y = max(0, r3.y);
//     r3.y = min(r3.y, r3.w);
//     r4.y = (int)r3.y;
//     r4.zw = float2(0,0);
//     r3.y = 0;
//     r3.w = r1.w;
//     r5.x = r1.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 = r1.z * 0.00333333341 + r5.x;
//       r5.w = r5.x + r2.x;
//       r5.w = r5.w * 0.5 + 0.5;
//       r5.w = r5.w * r3.x;
//       r5.w = max(0, r5.w);
//       r5.w = min(r5.w, r3.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) {
//         r3.y = r1.x;
//         r5.z = -1;
//         break;
//       }
//       r6.x = -r5.x + r1.x;
//       r6.x = r1.y / r6.x;
//       r4.x = cmp(r4.x < r6.x);
//       if (r4.x != 0) {
//         r3.y = 0;
//         r5.z = 0;
//         break;
//       }
//       r3.w = r5.x;
//       r5.y = (int)r5.y + 1;
//       r5.xyz = r5.xyw;
//       r3.y = 0;
//     }
//     r1.x = r5.z ? r3.y : r3.w;
//     r2.x = r2.x + r1.x;
//   } else {
//     r1.xy = cmp(r0.xx == float2(3,23));
//     r0.x = (int)r1.y | (int)r1.x;
//     r0.x = r0.y ? r0.x : 0;
//     r0.x = r0.w ? r0.x : 0;
//     if (r0.x != 0) {
//       r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//       r0.w = 9.99999975e-06 + -r0.y;
//       r0.yw = r0.xw * r0.yx;
//       r1.x = 0.00100000005 * r0.w;
//       r0.w = -r0.w * 0.00100000005 + r0.x;
//       r0.y = r0.y * r0.z;
//       DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//       r1.yz = uiDest.xy;
//       r3.xy = (int2)r1.yz + int2(-1,-1);
//       r1.yz = (uint2)r1.yz;
//       r0.z = 0.5 * r1.z;
//       r1.zw = (uint2)r3.xy;
//       r0.z = min(r1.w, r0.z);
//       r3.y = (int)r0.z;
//       r3.zw = float2(0,0);
//       r0.z = 0;
//       r1.w = r1.x;
//       r4.x = r1.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 * 0.5 + 0.5;
//         r4.w = r4.w * r1.y;
//         r4.w = max(0, r4.w);
//         r4.w = min(r4.w, r1.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.x;
//           r4.z = -1;
//           break;
//         }
//         r5.x = -r4.x + r0.x;
//         r5.x = r0.y / r5.x;
//         r3.x = cmp(r3.x < r5.x);
//         if (r3.x != 0) {
//           r0.z = 0;
//           r4.z = 0;
//           break;
//         }
//         r1.w = r4.x;
//         r4.y = (int)r4.y + 1;
//         r4.xyz = r4.xyw;
//         r0.z = 0;
//       }
//       r0.x = r4.z ? r0.z : r1.w;
//       r2.x = r2.x + r0.x;
//     }
//   }
//   o0.xyzw = v0.xyzw;
//   o1.xyzw = v1.xyzw;
//   r2.zw = float2(0,1);
//   r7.xyzw = r2.xyzw;
//   r8.x = r7.w + -r9.y;
//   r8.y = r9.w * r9.x;
//   r8.x = r8.x * r8.y + r7.x;
//   r8.y = cmp(1.000000 != r7.w);
//   r7.x = r8.y ? r8.x : r7.x;
//   o2.xyzw = r7.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
