// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Fri Sep 11 22:01:12 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[9];                     // Offset:    0 Size:   144
//
// }
//
//
// 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
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
//
//
// 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 CB0[9], 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_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 2
discard_nz l(-1)
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
div r0.zw, v0.xxxy, cb0[8].xxxy
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t1.yzxw, s1
div r0.y, r0.y, r0.z
add r0.y, -r0.y, l(1.000000)
mul r0.x, r0.y, r0.x
mad r0.x, -r0.x, l(0.500000), v2.x
add r0.z, r0.z, -cb0[0].w
mul_sat r0.z, r0.z, l(0.010000)
mov r0.y, v2.y
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.xyxx, t0.xyzw, s0
mul r1.xyzw, r1.xyzw, v1.xyzw
mul o0.w, r0.z, r1.w
mov o0.xyz, r1.xyzx
ret
// Approximately 16 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Fri Sep 11 22:01:12 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[9] : 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 : SV_POSITION0,
//   float4 v1 : COLOR0,
//   float2 v2 : TEXCOORD0,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   if (-1 != 0) discard;
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.zw = v0.xy / cb0[8].xy;
//   r0.z = t1.Sample(s1_s_s, r0.zw).x;
//   r0.y = r0.y / r0.z;
//   r0.y = 1 + -r0.y;
//   r0.x = r0.x * r0.y;
//   r0.x = -r0.x * 0.5 + v2.x;
//   r0.z = -cb0[0].w + r0.z;
//   r0.z = saturate(0.00999999978 * r0.z);
//   r0.y = v2.y;
//   r1.xyzw = t0.Sample(s0_s_s, r0.xy).xyzw;
//   r1.xyzw = v1.xyzw * r1.xyzw;
//   o0.w = r1.w * r0.z;
//   o0.xyz = r1.xyz;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
