// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Fri Apr 24 17:26:54 2026
//
//
// Buffer Definitions:
//
// cbuffer cb1
// {
//
//   float4 cb1[120];                   // Index:    0-119            Components:   480
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[21];                    // Index:    0-20             Components:    84
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        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   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB1[120], immediateIndexed
dcl_constantbuffer CB0[21], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear v0.xyzw
dcl_output o0.xyzw
dcl_temps 2
div r0.x, cb1[119].z, cb1[119].w
add r1.zw, -v0.xxxy, cb0[18].xxxy
mul r0.x, r0.x, r1.w
mul r1.y, r0.x, cb0[20].y
ld_indexable(buffer)(float,float,float,float) r0.x, l(0, 0, 0, 0), t125.xyzw
mad r1.x, r0.x, l(0.500000), r1.z
mul r0.xy, r1.xwxx, cb0[20].xxxx
dp2 r0.z, r1.xyxx, r1.xyxx
sqrt r0.z, r0.z
div_sat r0.z, r0.z, cb0[18].w
add r0.z, -r0.z, l(1.000000)
mul r0.xy, r0.zzzz, r0.xyxx
mad r0.zw, v0.zzzw, cb0[16].xxxy, cb0[16].zzzw
add r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
mad r0.xy, r0.zwzz, cb0[0].zwzz, r0.xyxx
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
mov o0.xyz, r0.xyzx
mov o0.w, l(0)
ret
// Approximately 19 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Fri Apr 24 17:26:54 2026
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[120] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[21] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// Texture2D<float4> t0 : register(t0);
//
//
// // 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;
//   r1.zw = cb0[18].xy + -v0.xy;
//   r0.x = r1.w * r0.x;
//   r1.y = cb0[20].y * r0.x;
//   r0.x = StereoParams.Load(float4(0,0,0,0)).x;
//   r1.x = r0.x * 0.5 + r1.z;
//   r0.xy = cb0[20].xx * r1.xw;
//   r0.z = dot(r1.xy, r1.xy);
//   r0.z = sqrt(r0.z);
//   r0.z = saturate(r0.z / cb0[18].w);
//   r0.z = 1 + -r0.z;
//   r0.xy = r0.xy * r0.zz;
//   r0.zw = v0.zw * cb0[16].xy + cb0[16].zw;
//   r0.zw = float2(0.5,0.5) + r0.zw;
//   r0.xy = r0.zw * cb0[0].zw + r0.xy;
//   r0.xyz = t0.Sample(s0_s_s, r0.xy).xyz;
//   o0.xyz = r0.xyz;
//   o0.w = 0;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
