// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Wed Sep  9 22:15:26 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
// t0                                texture  float4          2d    0        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_resource_texture2d (float,float,float,float) t0
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 3
lt r0.xy, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[0].xyxx
and r0.xy, r0.xyxx, l(1, 1, 0, 0)
lt r0.zw, cb0[0].xxxy, l(0.000000, 0.000000, 0.000000, 0.000000)
iadd r0.xy, r0.zwzz, r0.xyxx
itof r0.xy, r0.xyxx
mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
add r0.zw, -r0.xxxy, l(0.000000, 0.000000, 1.000000, 1.000000)
ld_indexable(buffer)(float,float,float,float) r1.x, l(0, 0, 0, 0), t125.xyzw
div r2.yz, v0.xxyx, cb0[0].zzwz
mad r2.x, -r1.x, l(0.500000), r2.y
mad r1.xy, r2.xzxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r1.zw, r1.yyyx, cb0[0].xxxy
mul r1.zw, r1.zzzw, l(0.000000, 0.000000, 0.502654850, 0.628318548)
sincos null, r1.zw, r1.zzzw
add r2.xy, -r1.zwzz, l(1.000000, 1.000000, 0.000000, 0.000000)
mul r2.xy, r1.xyxx, r2.xyxx
mad r2.xy, -r2.xyxx, cb0[8].xxxx, v2.xyxx
mul r0.zw, r0.zzzw, r2.xxxy
mul r2.xy, cb0[0].xyxx, l(0.502654850, 0.628318548, 0.000000, 0.000000)
sincos null, r2.xy, r2.xyxx
add r1.zw, r1.zzzw, -r2.xxxy
mul r1.xy, r1.xyxx, r1.zwzz
mad r1.xy, -r1.xyxx, cb0[8].xxxx, v2.xyxx
mad r0.xy, r0.xyxx, r1.xyxx, r0.zwzz
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
mov r0.w, l(1.000000)
mul o0.xyzw, r0.xyzw, v1.xyzw
ret
// Approximately 28 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Wed Sep  9 22:15:26 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[9] : 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 : SV_POSITION0,
//   float4 v1 : COLOR0,
//   float2 v2 : TEXCOORD0,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = cmp(float2(0,0) < cb0[0].xy);
//   r0.xy = r0.xy ? float2(0,0) : 0;
//   r0.zw = cmp(cb0[0].xy < float2(0,0));
//   r0.xy = (int2)r0.zw + (int2)r0.xy;
//   r0.xy = (int2)r0.xy;
//   r0.xy = r0.xy * float2(0.5,0.5) + float2(0.5,0.5);
//   r0.zw = float2(1,1) + -r0.xy;
//   r1.x = StereoParams.Load(float4(0,0,0,0)).x;
//   r2.yz = v0.xy / cb0[0].zw;
//   r2.x = -r1.x * 0.5 + r2.y;
//   r1.xy = r2.xz * float2(2,2) + float2(-1,-1);
//   r1.zw = cb0[0].xy * r1.yx;
//   r1.zw = float2(0.50265485,0.628318548) * r1.zw;
//   r1.zw = cos(r1.zw);
//   r2.xy = float2(1,1) + -r1.zw;
//   r2.xy = r2.xy * r1.xy;
//   r2.xy = -r2.xy * cb0[8].xx + v2.xy;
//   r0.zw = r2.xy * r0.zw;
//   r2.xy = float2(0.50265485,0.628318548) * cb0[0].xy;
//   r2.xy = cos(r2.xy);
//   r1.zw = -r2.xy + r1.zw;
//   r1.xy = r1.zw * r1.xy;
//   r1.xy = -r1.xy * cb0[8].xx + v2.xy;
//   r0.xy = r0.xy * r1.xy + r0.zw;
//   r0.xyz = t0.Sample(s0_s_s, r0.xy).xyz;
//   r0.w = 1;
//   o0.xyzw = v1.xyzw * r0.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
