// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Sun Sep 13 01:55:06 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[10];                    // Offset:    0 Size:   160
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// 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
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// POSITION                 0   xyzw        1     NONE     int   xy
// TEXCOORD                 0   xyzw        2     NONE     int   xy
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 2   xyzw        4     NONE   float   xyzw
// TEXCOORD                 3   xyzw        5     NONE   float   xyzw
// TEXCOORD                 4   xyzw        6     NONE   float   xyz
// TEXCOORD                 5   xyzw        7     NONE   float   xyz
// TEXCOORD                 7   xyzw        8     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 2     zw        2     NONE   float     zw
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// P                        0   x           4  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o4.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[10], immediateIndexed
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xyzw
dcl_input v4.xyzw
dcl_input v5.xyzw
dcl_input v6.xyz
dcl_input v7.xyz
dcl_input v8.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o2.zw
dcl_output o3.xyzw
dcl_temps 5
ld_indexable(buffer)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o4.x, r4.z
ld_indexable(texture1d)(float,float,float,float) r0.x, l(9, 0, 0, 0), t120.yxzw
eq r0.x, r0.x, l(0.000000)
ld_indexable(buffer)(float,float,float,float) r0.y, l(0, 0, 0, 0), t125.yxzw
ld_indexable(texture1d)(float,float,float,float) r0.z, l(10, 0, 0, 0), t120.yzxw
itof r1.xy, v1.xyxx
mul r1.xy, r1.xyxx, v3.xyxx
mul r1.yzw, r1.yyyy, v7.xxyz
mad r1.xyz, r1.xxxx, v6.xyzx, r1.yzwy
add r1.xyz, r1.xyzx, v8.xyzx
mad r0.y, r0.y, r0.z, r1.x
movc r2.x, r0.x, r0.y, r1.x
mov r2.yz, r1.yyzy
mov r2.w, l(1.000000)
mul o1.xyzw, v0.wzyx, v4.xyzw
itof r0.xy, v2.xyxx
mul r0.xy, r0.xyxx, v3.zwzz
mul r0.zw, r0.xxxy, cb0[0].xxxx
mad o2.zw, r0.xxxy, cb0[8].xxxy, cb0[8].zzzw
mad o2.xy, r0.zwzz, cb0[9].xyxx, cb0[9].zwzz
mov o3.xyzw, v5.xyzw
add r3.x, -r4.y, r2.w
mul r3.y, r4.x, r4.w
mad r3.x, r3.x, r3.y, r2.x
ne r3.y, l(1.000000), r2.w
movc r2.x, r3.y, r3.x, r2.x
mov o0.xyzw, r2.xyzw
ret
// Approximately 21 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Sun Sep 13 01:55:06 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[10] : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : COLOR0,
//   int4 v1 : POSITION0,
//   int4 v2 : TEXCOORD0,
//   float4 v3 : TEXCOORD1,
//   float4 v4 : TEXCOORD2,
//   float4 v5 : TEXCOORD3,
//   float4 v6 : TEXCOORD4,
//   float4 v7 : TEXCOORD5,
//   float4 v8 : TEXCOORD7,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : COLOR0,
//   out float2 o2 : TEXCOORD0,
//   out float2 p2 : TEXCOORD2,
//   out float4 o3 : TEXCOORD1,
//   out uint o4 : P0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r4.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o4.x = r4.z;
//   r0.x = IniParams.Load(float4(9,0,0,0)).y;
//   r0.x = cmp(r0.x == 0.000000);
//   r0.y = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.z = IniParams.Load(float4(10,0,0,0)).x;
//   r1.xy = (int2)v1.xy;
//   r1.xy = v3.xy * r1.xy;
//   r1.yzw = v7.xyz * r1.yyy;
//   r1.xyz = r1.xxx * v6.xyz + r1.yzw;
//   r1.xyz = v8.xyz + r1.xyz;
//   r0.y = r0.y * r0.z + r1.x;
//   r2.x = r0.x ? r0.y : r1.x;
//   r2.yz = r1.yz;
//   r2.w = 1;
//   o1.xyzw = v4.xyzw * v0.wzyx;
//   r0.xy = (int2)v2.xy;
//   r0.xy = v3.zw * r0.xy;
//   r0.zw = cb0[0].xx * r0.xy;
//   p2.xy = r0.xy * cb0[8].xy + cb0[8].zw;
//   o2.xy = r0.zw * cb0[9].xy + cb0[9].zw;
//   o3.xyzw = v5.xyzw;
//   r3.x = r2.w + -r4.y;
//   r3.y = r4.w * r4.x;
//   r3.x = r3.x * r3.y + r2.x;
//   r3.y = cmp(1.000000 != r2.w);
//   r2.x = r3.y ? r3.x : r2.x;
//   o0.xyzw = r2.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
