// 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[96];                    // Index:    0-95             Components:   384
//
// }
//
//
// 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
// ATTRIBUTE                4   xyzw        2     NONE   float   xyzw
// ATTRIBUTE                5   xyzw        3     NONE   float   xyzw
// 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[96], 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 o2.xyzw
dcl_output o3.xyzw
dcl_output_siv o4.xyzw, position
dcl_temps 10
ld_indexable(buffer)(float,float,float,float) r9.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o5.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.xyzw, v1.zzzz, l(1020.039978, 1020.039978, 1020.039978, 1020.039978), l(0.100000, 1.100000, 2.100000, 3.100000)
round_z r1.xyzw, r1.xyzw
ftou r1.xyzw, r1.xyzw
dp4 r2.x, v2.xyzw, cb0[r1.z + 0].xyzw
dp4 r2.y, v2.xyzw, cb0[r1.w + 0].xyzw
eq r0.yw, r0.yyyx, l(0.000000, 0.000000, 0.000000, 4.000000)
and r0.w, r0.w, r0.y
lt r1.z, l(-0.300000), r2.y
and r0.w, r0.w, r1.z
if_nz r0.w
  ld_indexable(buffer)(float,float,float,float) r3.xy, l(0, 0, 0, 0), t125.xyzw
  add r0.w, -r3.y, l(0.000010)
  mul r0.w, r3.x, r0.w
  mul r1.w, r0.w, l(0.001000)
  mad r0.w, -r0.w, l(0.001000), r3.x
  mul r3.y, r3.y, r3.x
  mul r3.y, r0.z, r3.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)
  mad r4.z, r2.y, l(-0.500000), l(0.500000)
  utof r3.zw, r3.zzzw
  mul r3.w, r3.w, r4.z
  max r3.w, r3.w, l(0.000000)
  utof r4.xy, r4.xyxx
  min r3.w, r3.w, r4.y
  ftoi r5.y, r3.w
  mov r5.zw, l(0,0,0,0)
  mov r3.w, l(0)
  mov r4.yz, r1.wwww
  mov r4.w, l(0)
  mov r6.x, l(0)
  loop
    utof r6.y, r4.w
    ge r6.y, r6.y, l(300.000000)
    mov r6.x, l(0)
    breakc_nz r6.y
    mad r4.z, r0.w, l(0.00333333341), r4.z
    add r6.y, r2.x, r4.z
    mad r6.y, r6.y, l(0.500000), l(0.500000)
    mul r6.y, r3.z, r6.y
    max r6.y, r6.y, l(0.000000)
    min r6.y, r4.x, r6.y
    ftoi r5.x, r6.y
    ld_indexable(texture2darray)(float,float,float,float) r5.x, r5.xyzw, t110.xyzw
    ne r6.y, r5.x, l(0.000000)
    mul r6.z, r5.x, l(0.000010)
    div r6.z, l(0.000010), r6.z
    add r5.x, r5.x, r6.z
    and r5.x, r5.x, r6.y
    eq r6.y, r5.x, l(0.000000)
    if_nz r6.y
      mov r3.w, r3.x
      mov r6.x, l(-1)
      break
    endif
    add r6.z, r3.x, -r4.z
    div r6.z, r3.y, r6.z
    lt r5.x, r5.x, r6.z
    if_nz r5.x
      mov r3.w, l(0)
      mov r6.x, l(0)
      break
    endif
    mov r4.y, r4.z
    iadd r4.w, r4.w, l(1)
    mov r6.x, r6.y
    mov r3.w, l(0)
  endloop
  movc r0.w, r6.x, r3.w, r4.y
  add r2.x, r0.w, r2.x
else
  eq r0.x, r0.x, l(3.000000)
  and r0.x, r0.x, r0.y
  and r0.x, r1.z, 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.z, 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 r3.xy, l(0), t110.xyzw
    iadd r3.zw, r3.xxxy, l(0, 0, -1, -1)
    utof r3.xy, r3.xyxx
    mul r0.z, r3.y, l(0.500000)
    utof r3.yz, r3.zzwz
    min r0.z, r0.z, r3.z
    ftoi r4.y, r0.z
    mov r4.zw, l(0,0,0,0)
    mov r0.z, l(0)
    mov r1.w, r1.z
    mov r3.z, r1.z
    mov r3.w, l(0)
    mov r5.x, l(0)
    loop
      utof r5.y, r3.w
      ge r5.y, r5.y, l(300.000000)
      mov r5.x, l(0)
      breakc_nz r5.y
      mad r3.z, r0.w, l(0.00333333341), r3.z
      mad r5.y, r3.z, l(0.500000), l(0.500000)
      mul r5.y, r3.x, r5.y
      max r5.y, r5.y, l(0.000000)
      min r5.y, r3.y, r5.y
      ftoi r4.x, r5.y
      ld_indexable(texture2darray)(float,float,float,float) r4.x, r4.xyzw, t110.xyzw
      ne r5.y, r4.x, l(0.000000)
      mul r5.z, r4.x, l(0.000010)
      div r5.z, l(0.000010), r5.z
      add r4.x, r4.x, r5.z
      and r4.x, r4.x, r5.y
      eq r5.y, r4.x, l(0.000000)
      if_nz r5.y
        mov r0.z, r0.x
        mov r5.x, l(-1)
        break
      endif
      add r5.z, r0.x, -r3.z
      div r5.z, r0.y, r5.z
      lt r4.x, r4.x, r5.z
      if_nz r4.x
        mov r0.z, l(0)
        mov r5.x, l(0)
        break
      endif
      mov r1.w, r3.z
      iadd r3.w, r3.w, l(1)
      mov r5.x, r5.y
      mov r0.z, l(0)
    endloop
    movc r0.x, r5.x, r0.z, r1.w
    add r2.x, r0.x, r2.x
  endif
endif
mov o0.xyzw, v0.xyzw
mov o1.xyzw, v1.xyzw
mov o2.xyzw, cb0[r1.x + 0].xyzw
mov o3.xyzw, cb0[r1.y + 0].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 o4.xyzw, r7.xyzw
ret
// Approximately 143 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[96] : 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 : ATTRIBUTE4,
//   out float4 o3 : ATTRIBUTE5,
//   out float4 o4 : SV_Position0,
//   out uint o5 : 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;
//   o5.x = r9.z;
//   r0.x = IniParams.Load(float4(3,0,0,0)).w;
//   r0.yz = IniParams.Load(float4(11,0,0,0)).xz;
//   r1.xyzw = v1.zzzz * float4(1020.03998,1020.03998,1020.03998,1020.03998) + float4(0.100000001,1.10000002,2.0999999,3.0999999);
//   r1.xyzw = trunc(r1.xyzw);
//   r1.xyzw = (uint4)r1.xyzw;
//   r2.x = dot(v2.xyzw, cb0[r1.z+0].xyzw);
//   r2.y = dot(v2.xyzw, cb0[r1.w+0].xyzw);
//   r0.yw = cmp(r0.yx == float2(0,4));
//   r0.w = r0.w ? r0.y : 0;
//   r1.z = cmp(-0.300000012 < r2.y);
//   r0.w = r0.w ? r1.z : 0;
//   if (r0.w != 0) {
//     r3.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//     r0.w = 9.99999975e-06 + -r3.y;
//     r0.w = r0.w * r3.x;
//     r1.w = 0.00100000005 * r0.w;
//     r0.w = -r0.w * 0.00100000005 + r3.x;
//     r3.y = r3.x * r3.y;
//     r3.y = r3.y * r0.z;
//     DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//     r3.zw = uiDest.xy;
//     r4.xy = (int2)r3.zw + int2(-1,-1);
//     r4.z = r2.y * -0.5 + 0.5;
//     r3.zw = (uint2)r3.zw;
//     r3.w = r4.z * r3.w;
//     r3.w = max(0, r3.w);
//     r4.xy = (uint2)r4.xy;
//     r3.w = min(r4.y, r3.w);
//     r5.y = (int)r3.w;
//     r5.zw = float2(0,0);
//     r3.w = 0;
//     r4.yz = r1.ww;
//     r4.w = 0;
//     r6.x = 0;
//     while (true) {
//       r6.y = (uint)r4.w;
//       r6.y = cmp(r6.y >= 300);
//       r6.x = 0;
//       if (r6.y != 0) break;
//       r4.z = r0.w * 0.00333333341 + r4.z;
//       r6.y = r4.z + r2.x;
//       r6.y = r6.y * 0.5 + 0.5;
//       r6.y = r6.y * r3.z;
//       r6.y = max(0, r6.y);
//       r6.y = min(r6.y, r4.x);
//       r5.x = (int)r6.y;
//       r5.x = DepthBuffer.Load(r5.xyzw).x;
//       r6.y = cmp(r5.x != 0.000000);
//       r6.z = 9.99999975e-06 * r5.x;
//       r6.z = 9.99999975e-06 / r6.z;
//       r5.x = r6.z + r5.x;
//       r5.x = r6.y ? r5.x : 0;
//       r6.y = cmp(r5.x == 0.000000);
//       if (r6.y != 0) {
//         r3.w = r3.x;
//         r6.x = -1;
//         break;
//       }
//       r6.z = -r4.z + r3.x;
//       r6.z = r3.y / r6.z;
//       r5.x = cmp(r5.x < r6.z);
//       if (r5.x != 0) {
//         r3.w = 0;
//         r6.x = 0;
//         break;
//       }
//       r4.y = r4.z;
//       r4.w = (int)r4.w + 1;
//       r6.x = r6.y;
//       r3.w = 0;
//     }
//     r0.w = r6.x ? r3.w : r4.y;
//     r2.x = r2.x + r0.w;
//   } else {
//     r0.x = cmp(r0.x == 3.000000);
//     r0.x = r0.x ? r0.y : 0;
//     r0.x = r1.z ? 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.z = 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);
//       r3.xy = uiDest.xy;
//       r3.zw = (int2)r3.xy + int2(-1,-1);
//       r3.xy = (uint2)r3.xy;
//       r0.z = 0.5 * r3.y;
//       r3.yz = (uint2)r3.zw;
//       r0.z = min(r3.z, r0.z);
//       r4.y = (int)r0.z;
//       r4.zw = float2(0,0);
//       r0.z = 0;
//       r1.w = r1.z;
//       r3.z = r1.z;
//       r3.w = 0;
//       r5.x = 0;
//       while (true) {
//         r5.y = (uint)r3.w;
//         r5.y = cmp(r5.y >= 300);
//         r5.x = 0;
//         if (r5.y != 0) break;
//         r3.z = r0.w * 0.00333333341 + r3.z;
//         r5.y = r3.z * 0.5 + 0.5;
//         r5.y = r5.y * r3.x;
//         r5.y = max(0, r5.y);
//         r5.y = min(r5.y, r3.y);
//         r4.x = (int)r5.y;
//         r4.x = DepthBuffer.Load(r4.xyzw).x;
//         r5.y = cmp(r4.x != 0.000000);
//         r5.z = 9.99999975e-06 * r4.x;
//         r5.z = 9.99999975e-06 / r5.z;
//         r4.x = r5.z + r4.x;
//         r4.x = r5.y ? r4.x : 0;
//         r5.y = cmp(r4.x == 0.000000);
//         if (r5.y != 0) {
//           r0.z = r0.x;
//           r5.x = -1;
//           break;
//         }
//         r5.z = -r3.z + r0.x;
//         r5.z = r0.y / r5.z;
//         r4.x = cmp(r4.x < r5.z);
//         if (r4.x != 0) {
//           r0.z = 0;
//           r5.x = 0;
//           break;
//         }
//         r1.w = r3.z;
//         r3.w = (int)r3.w + 1;
//         r5.x = r5.y;
//         r0.z = 0;
//       }
//       r0.x = r5.x ? r0.z : r1.w;
//       r2.x = r2.x + r0.x;
//     }
//   }
//   o0.xyzw = v0.xyzw;
//   o1.xyzw = v1.xyzw;
//   o2.xyzw = cb0[r1.x+0].xyzw;
//   o3.xyzw = cb0[r1.y+0].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;
//   o4.xyzw = r7.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
