// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Mon Apr 13 20:09:12 2026
//
//
// Buffer Definitions:
//
// cbuffer cb1
// {
//
//   float4 cb1[120];                   // Index:    0-119            Components:   480
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[22];                    // Index:    0-21             Components:    88
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s1_s                              sampler      NA          NA    1        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
// cb1                               cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyz
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB1[120], immediateIndexed
dcl_constantbuffer CB0[22], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear v0.xyzw
dcl_output o0.xyz
dcl_temps 2
div r0.x, cb1[119].z, cb1[119].w
add r0.yz, -v0.xxyx, cb0[19].zzwz
mul r1.y, r0.x, r0.z
ld_indexable(buffer)(float,float,float,float) r0.x, l(0, 0, 0, 0), t125.xyzw
mad r1.x, r0.x, l(0.500000), r0.y
dp2 r0.x, r1.xyxx, r1.xyxx
sqrt r0.x, r0.x
add r0.xy, r0.xxxx, -cb0[21].zxzz
add r0.zw, cb0[21].wwwy, l(0.000000, 0.000000, 0.000010, 0.000010)
div_sat r0.xy, r0.xyxx, r0.zwzz
add r0.xy, -r0.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
add r0.x, -r0.y, r0.x
max r0.x, r0.x, l(0.000000)
mul r0.x, r0.x, cb0[20].y
max r0.yz, v0.xxyx, cb0[18].xxyx
min r0.yz, r0.yyzy, cb0[18].zzwz
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.yzyy, t1.xyzw, s1
add r0.y, r1.w, l(0.000100)
div r0.yzw, r1.xxyz, r0.yyyy
mad r1.xy, v0.zwzz, cb0[16].xyxx, cb0[16].zwzz
add r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mul r1.xy, r1.xyxx, cb0[0].zwzz
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t0.xyzw, s0
add r0.yzw, r0.yyzw, -r1.xxyz
mad r0.xyz, r0.xxxx, r0.yzwy, r1.xyzx
min o0.xyz, r0.xyzx, l(65535.000000, 65535.000000, 65535.000000, 0.000000)
ret
// Approximately 27 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Mon Apr 13 20:09:12 2026
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[120] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[22] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : TEXCOORD0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = cb1[119].z / cb1[119].w;
//   r0.yz = cb0[19].zw + -v0.xy;
//   r1.y = r0.z * r0.x;
//   r0.x = StereoParams.Load(float4(0,0,0,0)).x;
//   r1.x = r0.x * 0.5 + r0.y;
//   r0.x = dot(r1.xy, r1.xy);
//   r0.x = sqrt(r0.x);
//   r0.xy = -cb0[21].zx + r0.xx;
//   r0.zw = float2(9.99999975e-06,9.99999975e-06) + cb0[21].wy;
//   r0.xy = saturate(r0.xy / r0.zw);
//   r0.xy = float2(1,1) + -r0.xy;
//   r0.x = r0.x + -r0.y;
//   r0.x = max(0, r0.x);
//   r0.x = cb0[20].y * r0.x;
//   r0.yz = max(cb0[18].xy, v0.xy);
//   r0.yz = min(cb0[18].zw, r0.yz);
//   r1.xyzw = t1.Sample(s1_s_s, r0.yz).xyzw;
//   r0.y = 9.99999975e-05 + r1.w;
//   r0.yzw = r1.xyz / r0.yyy;
//   r1.xy = v0.zw * cb0[16].xy + cb0[16].zw;
//   r1.xy = float2(0.5,0.5) + r1.xy;
//   r1.xy = cb0[0].zw * r1.xy;
//   r1.xyz = t0.Sample(s0_s_s, r1.xy).xyz;
//   r0.yzw = -r1.xyz + r0.yzw;
//   r0.xyz = r0.xxx * r0.yzw + r1.xyz;
//   o0.xyz = min(float3(65535,65535,65535), r0.xyz);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
