// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Fri Sep  4 00:09:29 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[9];                     // Offset:    0 Size:   144
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// 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                 4   xyzw        5     NONE   float   xyz
// TEXCOORD                 5   xyzw        6     NONE   float   xyz
// TEXCOORD                 7   xyzw        7     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                 1     zw        2     NONE   float     zw
// TEXCOORD                 2   xy          3     NONE   float   xy
// P                        0   x           4  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o4.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[9], immediateIndexed
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.xyz
dcl_input v6.xyz
dcl_input v7.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o2.zw
dcl_output o3.xy
dcl_temps 5
ld_indexable(buffer)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o4.x, r4.z
itof r0.xy, v1.xyxx
mul r0.xy, r0.xyxx, v3.xyxx
mul r0.yzw, r0.yyyy, v6.xxyz
mad r0.xyz, r0.xxxx, v5.xyzx, r0.yzwy
add r0.xyz, r0.xyzx, v7.xyzx
mov r2.xyz, r0.xyzx
mul r0.yz, r0.xxyx, l(0.000000, 0.500000, 0.500000, 0.000000)
mov r2.w, l(1.000000)
mul o1.xyzw, v0.wzyx, v4.xyzw
itof r1.xy, v2.xyxx
mul r1.xy, r1.xyxx, v3.zwzz
mad o2.xy, r1.xyxx, cb0[8].xyxx, cb0[8].zwzz
ld_indexable(buffer)(float,float,float,float) r0.w, l(0, 0, 0, 0), t125.yzwx
mad r0.x, r0.w, l(-0.500000), r0.y
mad o2.zw, r0.xxxz, cb0[0].xxxy, cb0[0].zzzw
mad o3.xy, r0.xzxx, cb0[1].xyxx, cb0[1].zwzz
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 17 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Fri Sep  4 00:09:29 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[9] : 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 : TEXCOORD4,
//   float4 v6 : TEXCOORD5,
//   float4 v7 : TEXCOORD7,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : COLOR0,
//   out float2 o2 : TEXCOORD0,
//   out float2 p2 : TEXCOORD1,
//   out float2 o3 : TEXCOORD2,
//   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.xy = (int2)v1.xy;
//   r0.xy = v3.xy * r0.xy;
//   r0.yzw = v6.xyz * r0.yyy;
//   r0.xyz = r0.xxx * v5.xyz + r0.yzw;
//   r0.xyz = v7.xyz + r0.xyz;
//   r2.xyz = r0.xyz;
//   r0.yz = float2(0.5,0.5) * r0.xy;
//   r2.w = 1;
//   o1.xyzw = v4.xyzw * v0.wzyx;
//   r1.xy = (int2)v2.xy;
//   r1.xy = v3.zw * r1.xy;
//   o2.xy = r1.xy * cb0[8].xy + cb0[8].zw;
//   r0.w = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.x = r0.w * -0.5 + r0.y;
//   p2.xy = r0.xz * cb0[0].xy + cb0[0].zw;
//   o3.xy = r0.xz * cb0[1].xy + cb0[1].zw;
//   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;
// }
/////////////////////////////////////////////////////////////////////////////
