// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Sun Aug 30 13:27:43 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[3];                     // Offset:    0 Size:    48
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        1
// IniParams                         texture  float4          1d  120        1
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     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[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture1d (float,float,float,float) t120
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 1
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
div r0.xy, l(1.000000, 1.000000, 1.000000, 1.000000), cb0[0].xyxx
add r0.xy, -r0.xyxx, cb0[2].xxxx
add r0.zw, v1.xxxy, -cb0[1].xxxy
mad r0.xy, r0.zwzz, r0.xyxx, cb0[1].xyxx
sample_indexable(texture2d)(float,float,float,float) o0.xyzw, r0.xyxx, t0.xyzw, s0
ret
// Approximately 9 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Sun Aug 30 13:27:43 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[3] : 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,
//   float2 v1 : TEXCOORD0,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0;
//   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.xy = float2(1,1) / cb0[0].xy;
//   r0.xy = cb0[2].xx + -r0.xy;
//   r0.zw = -cb0[1].xy + v1.xy;
//   r0.xy = r0.zw * r0.xy + cb0[1].xy;
//   o0.xyzw = t0.Sample(s0_s_s, r0.xy).xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
