// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sat Apr 25 21:24:42 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[11];                    // Offset:    0 Size:   176
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s1_s                              sampler      NA          NA    1        1
// s2_s                              sampler      NA          NA    2        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        1
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   x           2     NONE   float   x
// TEXCOORD                 1    yz         2     NONE   float    yz
// TEXCOORD                 3   xyzw        3     NONE   float     z
// TEXCOORD                 4   xyzw        4     NONE   float   xy w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB0[11], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.x
dcl_input_ps linear v2.yz
dcl_input_ps linear v3.z
dcl_input_ps linear v4.xyw
dcl_output o0.xyzw
dcl_temps 3
ld r0.xyzw, l(0, 0, 0, 0), t125.xyzw
add r0.y, -r0.y, v4.w
mul r0.x, r0.y, r0.x
mad r0.x, r0.x, l(0.500000), v4.x
mov r0.y, v4.y
div r0.xy, r0.xyxx, v4.wwww
sample r0.xyzw, r0.xyxx, t2.xyzw, s2
sample r1.xyzw, v2.yzyy, t0.xyzw, s0
mul r1.xyzw, r1.xyzw, cb0[5].xyzw
mad r1.xyz, r1.xyzx, v1.xyzx, -r0.xyzx
mul r0.w, r1.w, v1.w
add r1.w, v3.z, -cb0[9].x
mul_sat r1.w, r1.w, cb0[9].y
mad_sat r2.x, r0.w, r1.w, -cb0[10].z
mul r0.w, r0.w, r1.w
mov o0.w, r0.w
mad r0.xyz, r2.xxxx, r1.xyzx, r0.xyzx
sample r2.xyzw, v2.yzyy, t1.xyzw, s1
mul r1.xyz, r2.xyzx, cb0[6].yzwy
mad r0.xyz, r1.xyzx, r1.wwww, r0.xyzx
mov_sat r0.w, v2.x
mul o0.xyz, r0.xyzx, r0.wwww
ret
// Approximately 23 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sat Apr 25 21:24:42 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[11] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// SamplerState s2_s_s : register(s2);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : COLOR0,
//   float v2 : TEXCOORD0,
//   float2 w2 : TEXCOORD1,
//   float4 v3 : TEXCOORD3,
//   float4 v4 : TEXCOORD4,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r0.y = v4.w + -r0.y;
//   r0.x = r0.x * r0.y;
//   r0.x = r0.x * 0.5 + v4.x;
//   r0.y = v4.y;
//   r0.xy = r0.xy / v4.ww;
//   r0.xyzw = t2.Sample(s2_s_s, r0.xy).xyzw;
//   r1.xyzw = t0.Sample(s0_s_s, w2.xy).xyzw;
//   r1.xyzw = cb0[5].xyzw * r1.xyzw;
//   r1.xyz = r1.xyz * v1.xyz + -r0.xyz;
//   r0.w = v1.w * r1.w;
//   r1.w = -cb0[9].x + v3.z;
//   r1.w = saturate(cb0[9].y * r1.w);
//   r2.x = saturate(r0.w * r1.w + -cb0[10].z);
//   r0.w = r1.w * r0.w;
//   o0.w = r0.w;
//   r0.xyz = r2.xxx * r1.xyz + r0.xyz;
//   r2.xyzw = t1.Sample(s1_s_s, w2.xy).xyzw;
//   r1.xyz = cb0[6].yzw * r2.xyz;
//   r0.xyz = r1.xyz * r1.www + r0.xyz;
//   r0.w = saturate(v2.x);
//   o0.xyz = r0.www * r0.xyz;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
