// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Fri Sep 11 19:37:09 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[7];                     // Offset:    0 Size:   112
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float     2darray  110        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   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
//
//
// 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                 1     zw        2     NONE   float     zw
// TEXCOORD                 2   xy          3     NONE   float   xy
// TEXCOORD                 3     zw        3     NONE   float     zw
// TEXCOORD                 4   xy          4     NONE   float   xy
// P                        0   x           5  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o5.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[7], immediateIndexed
dcl_resource_texture2darray (float,float,float,float) t110
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_input v3.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o2.zw
dcl_output o3.xy
dcl_output o3.zw
dcl_output o4.xy
dcl_temps 10
ld_indexable(buffer)(float,float,float,float) r9.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o5.x, r9.z
mad r0.xy, v1.xyxx, v2.zwzz, v2.xyxx
mad r0.yz, r0.xxyx, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
ld_indexable(buffer)(float,float,float,float) r1.xyz, l(0, 0, 0, 0), t125.xyzw
movc r1.z, r1.z, l(-1.000000), l(1.000000)
add r0.w, -r1.y, l(0.000010)
mul r0.w, r1.x, r0.w
mul r1.w, r0.w, l(0.001000)
mad r0.w, -r0.w, l(0.001000), r1.x
mul r1.y, r1.y, r1.x
mul r1.y, r1.y, l(0.020000)
resinfo_indexable(texture2darray)(float,float,float,float)_uint r2.xy, l(0), t110.xyzw
iadd r2.zw, r2.xxxy, l(0, 0, -1, -1)
mad r3.x, r0.z, l(-0.500000), l(0.500000)
utof r2.xyzw, r2.xyzw
mul r2.y, r2.y, r3.x
max r2.y, r2.y, l(0.000000)
min r2.y, r2.w, r2.y
ftoi r3.y, r2.y
mov r3.zw, l(0,0,0,0)
ftoi r4.y, r2.y
mov r4.zw, l(0,0,1,0)
mov r2.y, l(0)
mov r2.w, r1.w
mov r5.x, r1.w
mov r5.yz, l(0,0,0,0)
loop
  utof r5.w, r5.y
  ge r5.w, r5.w, l(300.000000)
  mov r5.z, l(0)
  breakc_nz r5.w
  mad r5.x, r0.w, l(0.00333333341), r5.x
  mad r5.w, r5.x, r1.z, r0.y
  min r5.w, r5.w, l(0.000000)
  mad r6.x, -r5.x, r1.z, r0.y
  max r6.x, r6.x, l(0.000000)
  mad r5.w, r5.w, l(0.500000), l(0.500000)
  mul r5.w, r2.x, r5.w
  max r5.w, r5.w, l(0.000000)
  min r5.w, r2.z, r5.w
  ftoi r3.x, r5.w
  ld_indexable(texture2darray)(float,float,float,float) r3.x, r3.xyzw, t110.xyzw
  ne r5.w, r3.x, l(0.000000)
  mul r6.y, r3.x, l(0.000010)
  div r6.y, l(0.000010), r6.y
  add r3.x, r3.x, r6.y
  and r3.x, r3.x, r5.w
  mad r5.w, r6.x, l(0.500000), l(0.500000)
  mul r5.w, r2.x, r5.w
  min r5.w, r2.z, r5.w
  ftoi r4.x, r5.w
  ld_indexable(texture2darray)(float,float,float,float) r4.x, r4.xyzw, t110.xyzw
  ne r5.w, r4.x, l(0.000000)
  mul r6.x, r4.x, l(0.000010)
  div r6.x, l(0.000010), r6.x
  add r4.x, r4.x, r6.x
  and r4.x, r4.x, r5.w
  max r3.x, r3.x, r4.x
  eq r4.x, r3.x, l(0.000000)
  if_nz r4.x
    mov r2.y, r1.x
    mov r5.z, l(-1)
    break
  endif
  add r5.w, r1.x, -r5.x
  div r5.w, r1.y, r5.w
  lt r3.x, r3.x, r5.w
  if_nz r3.x
    mov r2.y, l(0)
    mov r5.z, l(0)
    break
  endif
  mov r2.w, r5.x
  iadd r5.y, r5.y, l(1)
  mov r5.z, r4.x
  mov r2.y, l(0)
endloop
movc r0.w, r5.z, r2.y, r2.w
add r0.x, -r0.w, r0.y
mul r1.xyzw, r0.xxzz, cb0[0].zzww
mul r1.xyzw, r1.xyzw, cb0[6].xyzw
add r0.xw, r1.zzzw, r1.xxxy
add r0.xw, r0.xxxw, cb0[0].xxxy
mad o2.xy, v1.zwzz, v3.zwzz, v3.xyxx
mad r1.xyzw, v1.zzzz, cb0[2].xxyy, cb0[1].xxyy
mad r1.xyzw, v1.wwww, cb0[3].xxyy, r1.xyzw
mul r1.xyzw, r1.xyzw, cb0[6].xyzw
add r1.xy, r1.zwzz, r1.xyxx
mul r1.xy, r1.xyxx, cb0[5].zzzz
mad o3.xyzw, r1.xyxy, l(0.330000, 0.330000, 0.660000, 0.660000), r0.xwxw
mad o4.xy, r1.xyxx, l(0.990000, 0.990000, 0.000000, 0.000000), r0.xwxx
mov r7.xy, r0.yzyy
mov r7.zw, l(0,0,1.000000,1.000000)
mov o1.xyzw, v0.xyzw
mov o2.zw, r0.xxxw
add r8.x, -r9.y, r7.w
mul r8.y, r9.x, r9.w
mad r8.x, r8.x, r8.y, r7.x
ne r8.y, l(1.000000), r7.w
movc r7.x, r8.y, r8.x, r7.x
mov o0.xyzw, r7.xyzw
ret
// Approximately 94 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Fri Sep 11 19:37:09 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[7] : packoffset(c0);
// }
//
// Texture2DArray<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : COLOR0,
//   float4 v1 : POSITION0,
//   float4 v2 : TEXCOORD1,
//   float4 v3 : TEXCOORD2,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : COLOR0,
//   out float2 o2 : TEXCOORD0,
//   out float2 p2 : TEXCOORD1,
//   out float2 o3 : TEXCOORD2,
//   out float2 p3 : TEXCOORD3,
//   out float2 o4 : TEXCOORD4,
//   out uint o5 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r9.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o5.x = r9.z;
//   r0.xy = v1.xy * v2.zw + v2.xy;
//   r0.yz = r0.xy * float2(2,2) + float2(-1,-1);
//   r1.xyz = StereoParams.Load(float4(0,0,0,0)).xyz;
//   r1.z = r1.z ? -1 : 1;
//   r0.w = 9.99999975e-06 + -r1.y;
//   r0.w = r0.w * r1.x;
//   r1.w = 0.00100000005 * r0.w;
//   r0.w = -r0.w * 0.00100000005 + r1.x;
//   r1.y = r1.x * r1.y;
//   r1.y = 0.0199999996 * r1.y;
//   DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//   r2.xy = uiDest.xy;
//   r2.zw = (int2)r2.xy + int2(-1,-1);
//   r3.x = r0.z * -0.5 + 0.5;
//   r2.xyzw = (uint4)r2.xyzw;
//   r2.y = r3.x * r2.y;
//   r2.y = max(0, r2.y);
//   r2.y = min(r2.y, r2.w);
//   r3.y = (int)r2.y;
//   r3.zw = float2(0,0);
//   r4.y = (int)r2.y;
//   r4.zw = float2(1.40129846e-45,0);
//   r2.y = 0;
//   r2.w = r1.w;
//   r5.x = r1.w;
//   r5.yz = float2(0,0);
//   while (true) {
//     r5.w = (uint)r5.y;
//     r5.w = cmp(r5.w >= 300);
//     r5.z = 0;
//     if (r5.w != 0) break;
//     r5.x = r0.w * 0.00333333341 + r5.x;
//     r5.w = r5.x * r1.z + r0.y;
//     r5.w = min(0, r5.w);
//     r6.x = -r5.x * r1.z + r0.y;
//     r6.x = max(0, r6.x);
//     r5.w = r5.w * 0.5 + 0.5;
//     r5.w = r5.w * r2.x;
//     r5.w = max(0, r5.w);
//     r5.w = min(r5.w, r2.z);
//     r3.x = (int)r5.w;
//     r3.x = DepthBuffer.Load(r3.xyzw).x;
//     r5.w = cmp(r3.x != 0.000000);
//     r6.y = 9.99999975e-06 * r3.x;
//     r6.y = 9.99999975e-06 / r6.y;
//     r3.x = r6.y + r3.x;
//     r3.x = r5.w ? r3.x : 0;
//     r5.w = r6.x * 0.5 + 0.5;
//     r5.w = r5.w * r2.x;
//     r5.w = min(r5.w, r2.z);
//     r4.x = (int)r5.w;
//     r4.x = DepthBuffer.Load(r4.xyzw).x;
//     r5.w = cmp(r4.x != 0.000000);
//     r6.x = 9.99999975e-06 * r4.x;
//     r6.x = 9.99999975e-06 / r6.x;
//     r4.x = r6.x + r4.x;
//     r4.x = r5.w ? r4.x : 0;
//     r3.x = max(r4.x, r3.x);
//     r4.x = cmp(r3.x == 0.000000);
//     if (r4.x != 0) {
//       r2.y = r1.x;
//       r5.z = -1;
//       break;
//     }
//     r5.w = -r5.x + r1.x;
//     r5.w = r1.y / r5.w;
//     r3.x = cmp(r3.x < r5.w);
//     if (r3.x != 0) {
//       r2.y = 0;
//       r5.z = 0;
//       break;
//     }
//     r2.w = r5.x;
//     r5.y = (int)r5.y + 1;
//     r5.z = r4.x;
//     r2.y = 0;
//   }
//   r0.w = r5.z ? r2.y : r2.w;
//   r0.x = r0.y + -r0.w;
//   r1.xyzw = cb0[0].zzww * r0.xxzz;
//   r1.xyzw = cb0[6].xyzw * r1.xyzw;
//   r0.xw = r1.xy + r1.zw;
//   r0.xw = cb0[0].xy + r0.xw;
//   o2.xy = v1.zw * v3.zw + v3.xy;
//   r1.xyzw = v1.zzzz * cb0[2].xxyy + cb0[1].xxyy;
//   r1.xyzw = v1.wwww * cb0[3].xxyy + r1.xyzw;
//   r1.xyzw = cb0[6].xyzw * r1.xyzw;
//   r1.xy = r1.xy + r1.zw;
//   r1.xy = cb0[5].zz * r1.xy;
//   o3.xyzw = r1.xyxy * float4(0.330000013,0.330000013,0.660000026,0.660000026) + r0.xwxw;
//   o4.xy = r1.xy * float2(0.99000001,0.99000001) + r0.xw;
//   r7.xy = r0.yz;
//   r7.zw = float2(1,1);
//   o1.xyzw = v0.xyzw;
//   p2.xy = r0.xw;
//   r8.x = r7.w + -r9.y;
//   r8.y = r9.w * r9.x;
//   r8.x = r8.x * r8.y + r7.x;
//   r8.y = cmp(1.000000 != r7.w);
//   r7.x = r8.y ? r8.x : r7.x;
//   o0.xyzw = r7.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
