// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Thu Sep  3 23:35:24 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[5];                     // Offset:    0 Size:    80
//
// }
//
//
// 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
// COLOR                    0   xyzw        1     NONE   float
// 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[5], 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 v2.xy
dcl_output o0.xyzw
dcl_temps 3
ld_indexable(buffer)(float,float,float,float) r0.x, l(0, 0, 0, 0), t125.xyzw
mad r1.x, -r0.x, l(0.500000), v2.x
add r0.z, -r1.x, l(1.000000)
add r2.y, r0.z, -v2.y
add r2.x, -r1.x, v2.y
mul r0.zw, r2.xxxy, cb0[0].yyyy
mov r1.y, v2.y
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000), r1.xxxy
mad r1.xy, cb0[0].yyyy, r2.xyxx, r1.xyxx
mov r0.y, l(1.000000)
mad r2.xy, r0.zwzz, cb0[2].wzww, r0.xyxx
mad r0.xy, r1.xyxx, cb0[1].wzww, r0.xyxx
add r2.z, r2.x, l(1.000000)
mad r1.xy, r2.zyzz, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[2].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t0.xyzw, s0
mul r1.xyz, r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
add r0.z, r0.x, l(1.000000)
mad r0.xy, r0.zyzz, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[1].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r1.xyzx
mul r1.xyz, cb0[4].wwww, cb0[4].xyzx
mul r2.xyz, cb0[3].wwww, cb0[3].xyzx
mad o0.xyz, r0.xyzx, r1.xyzx, r2.xyzx
mov o0.w, cb0[0].x
ret
// Approximately 26 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Thu Sep  3 23:35:24 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[5] : 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.x = StereoParams.Load(float4(0,0,0,0)).x;
//   r1.x = -r0.x * 0.5 + v2.x;
//   r0.z = 1 + -r1.x;
//   r2.y = -v2.y + r0.z;
//   r2.x = v2.y + -r1.x;
//   r0.zw = cb0[0].yy * r2.xy;
//   r1.y = v2.y;
//   r1.xy = r1.xy * float2(2,2) + float2(-1,-1);
//   r0.zw = r0.zw * float2(0.5,0.5) + r1.xy;
//   r1.xy = cb0[0].yy * r2.xy + r1.xy;
//   r0.y = 1;
//   r2.xy = r0.zw * cb0[2].wz + r0.xy;
//   r0.xy = r1.xy * cb0[1].wz + r0.xy;
//   r2.z = 1 + r2.x;
//   r1.xy = r2.zy * float2(0.5,0.5) + cb0[2].xy;
//   r1.xyz = t0.Sample(s0_s_s, r1.xy).xyz;
//   r1.xyz = float3(0.5,0.5,0.5) * r1.xyz;
//   r0.z = 1 + r0.x;
//   r0.xy = r0.zy * float2(0.5,0.5) + cb0[1].xy;
//   r0.xyz = t0.Sample(s0_s_s, r0.xy).xyz;
//   r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + r1.xyz;
//   r1.xyz = cb0[4].xyz * cb0[4].www;
//   r2.xyz = cb0[3].xyz * cb0[3].www;
//   o0.xyz = r0.xyz * r1.xyz + r2.xyz;
//   o0.w = cb0[0].x;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
