// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Sun Sep 13 13:48:26 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
// 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
// IniParams                         texture  float4          1d  120        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
// TEXCOORD                 0   xyzw        2     NONE   float   xy
// TEXCOORD                 1   xyzw        3     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_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_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xy
dcl_output o0.xyzw
dcl_temps 6
ld_indexable(texture1d)(float,float,float,float) r0.x, l(10, 0, 0, 0), t120.wxyz
eq r0.x, r0.x, l(1.000000)
discard_nz r0.x
ld_indexable(buffer)(float,float,float,float) r0.x, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture1d)(float,float,float,float) r0.yz, l(11, 0, 0, 0), t120.xzwy
div r1.xy, l(16.000000, 9.000000, 0.000000, 0.000000), cb0[8].xyxx
mul r1.xy, r1.xyxx, v0.xyxx
mad r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), cb0[4].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t1.yzwx, s1
mul r1.x, r0.w, cb0[4].w
sample_indexable(texture2d)(float,float,float,float) r1.yzw, v2.xyxx, t0.wxyz, s0
sample_indexable(texture2d)(float,float,float,float) r2.x, r1.yxyy, t2.xyzw, s2
sample_indexable(texture2d)(float,float,float,float) r2.y, r1.zxzz, t2.yxzw, s2
sample_indexable(texture2d)(float,float,float,float) r2.z, r1.wxww, t2.yzxw, s2
dp3 r0.w, r2.xyzx, l(0.590000, 0.300000, 0.110000, 0.000000)
add r1.xyz, -r2.xyzx, r0.wwww
mul r3.xy, cb0[0].wwww, l(0.500000, 0.333333, 0.000000, 0.000000)
mad r3.xzw, r3.xxxx, r1.xxyz, r2.xxyz
mad r4.xyz, r3.yyyy, r1.xyzx, r2.xyzx
eq r5.xyzw, r0.zzzy, l(1.000000, 2.000000, 3.000000, 1.000000)
mad r0.yzw, cb0[0].wwww, r1.xxyz, r2.xxyz
movc r0.yzw, r5.zzzz, r2.xxyz, r0.yyzw
movc r0.yzw, r5.yyyy, r4.xxyz, r0.yyzw
movc r0.yzw, r5.xxxx, r3.xxzw, r0.yyzw
mad r0.yzw, r0.yyzw, cb0[0].xxyz, l(0.000000, -0.500000, -0.500000, -0.500000)
add r1.x, cb0[1].y, l(0.500000)
mad r0.yzw, r0.yyzw, cb0[1].xxxx, r1.xxxx
max r0.yzw, r0.yyzw, cb0[2].xxyz
min r0.yzw, r0.yyzw, cb0[3].xxyz
add r1.x, -r0.x, v3.x
mov r1.y, v3.y
dp2 r0.x, r1.xyxx, r1.xyxx
rsq r1.x, r0.x
mul r0.x, r0.x, r1.x
mul r0.x, r0.x, cb0[6].x
movc r0.x, r5.w, l(0), r0.x
add_sat r0.x, r0.x, cb0[6].y
log r0.x, r0.x
mul r0.x, r0.x, l(1.400000)
exp r0.x, r0.x
add r0.x, -r0.x, l(1.000000)
mul r1.xyz, r0.xxxx, r0.yzwy
mad r0.xyz, -r0.yzwy, r0.xxxx, cb0[5].xyzx
mad o0.xyz, cb0[5].wwww, r0.xyzx, r1.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 46 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Sun Sep 13 13:48:26 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[9] : 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,
//   float4 v2 : TEXCOORD0,
//   float4 v3 : TEXCOORD1,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1,r2,r3,r4,r5;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = IniParams.Load(float4(10,0,0,0)).w;
//   r0.x = cmp(r0.x == 1.000000);
//   if (r0.x != 0) discard;
//   r0.x = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.yz = IniParams.Load(float4(11,0,0,0)).zw;
//   r1.xy = float2(16,9) / cb0[8].xy;
//   r1.xy = v0.xy * r1.xy;
//   r1.xy = r1.xy * float2(0.5,0.5) + cb0[4].xy;
//   r0.w = t1.Sample(s1_s_s, r1.xy).x;
//   r1.x = cb0[4].w * r0.w;
//   r1.yzw = t0.Sample(s0_s_s, v2.xy).xyz;
//   r2.x = t2.Sample(s2_s_s, r1.yx).x;
//   r2.y = t2.Sample(s2_s_s, r1.zx).x;
//   r2.z = t2.Sample(s2_s_s, r1.wx).x;
//   r0.w = dot(r2.xyz, float3(0.589999974,0.300000012,0.109999999));
//   r1.xyz = r0.www + -r2.xyz;
//   r3.xy = float2(0.5,0.333332986) * cb0[0].ww;
//   r3.xzw = r3.xxx * r1.xyz + r2.xyz;
//   r4.xyz = r3.yyy * r1.xyz + r2.xyz;
//   r5.xyzw = cmp(r0.zzzy == float4(1,2,3,1));
//   r0.yzw = cb0[0].www * r1.xyz + r2.xyz;
//   r0.yzw = r5.zzz ? r2.xyz : r0.yzw;
//   r0.yzw = r5.yyy ? r4.xyz : r0.yzw;
//   r0.yzw = r5.xxx ? r3.xzw : r0.yzw;
//   r0.yzw = r0.yzw * cb0[0].xyz + float3(-0.5,-0.5,-0.5);
//   r1.x = 0.5 + cb0[1].y;
//   r0.yzw = r0.yzw * cb0[1].xxx + r1.xxx;
//   r0.yzw = max(cb0[2].xyz, r0.yzw);
//   r0.yzw = min(cb0[3].xyz, r0.yzw);
//   r1.x = v3.x + -r0.x;
//   r1.y = v3.y;
//   r0.x = dot(r1.xy, r1.xy);
//   r1.x = rsqrt(r0.x);
//   r0.x = r1.x * r0.x;
//   r0.x = cb0[6].x * r0.x;
//   r0.x = r5.w ? 0 : r0.x;
//   r0.x = saturate(cb0[6].y + r0.x);
//   r0.x = log2(r0.x);
//   r0.x = 1.39999998 * r0.x;
//   r0.x = exp2(r0.x);
//   r0.x = 1 + -r0.x;
//   r1.xyz = r0.yzw * r0.xxx;
//   r0.xyz = -r0.yzw * r0.xxx + cb0[5].xyz;
//   o0.xyz = cb0[5].www * r0.xyz + r1.xyz;
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
