// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Sun Sep 13 00:21:22 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[2];                     // Offset:    0 Size:    32
//
// }
//
//
// 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
// 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      w
// COLOR                    2   x           1     NONE   float
// TEXCOORD                 0    yz         1     NONE   float    yz
// TEXCOORD                 1   xyzw        2     NONE   float   xy
// TEXCOORD                 2   xyzw        3     NONE   float   xy
// TEXCOORD                 4   xyzw        4     NONE     int
// TEXCOORD                 5   xyzw        5     NONE   float
// TEXCOORD                 7   xyzw        6     NONE   float   xyzw
//
//
// 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[2], 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_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.w, position
dcl_input_ps linear v1.yz
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xy
dcl_input_ps linear v6.xyzw
dcl_output o0.xyzw
dcl_temps 1
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
div r0.y, r0.y, v0.w
add r0.y, -r0.y, l(1.000000)
mul r0.x, r0.y, r0.x
mad r0.x, r0.x, l(0.500000), v3.x
sample_indexable(texture2d)(float,float,float,float) r0.zw, v2.xyxx, t1.xzyw, s1
add r0.zw, r0.wwwz, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r0.zw, r0.zzzw, cb0[1].xxxy
mov r0.y, v3.y
mad r0.xy, r0.zwzz, l(2.000000, 2.000000, 0.000000, 0.000000), r0.xyxx
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, r0.xyxx, t2.xyzw, s2
div r0.xyz, r0.xyzx, r0.wwww
mul r0.xyz, r0.xyzx, cb0[0].xyzx
mul r0.xyz, r0.xyzx, v6.xyzx
mul_sat o0.xyz, r0.xyzx, l(0.250000, 0.250000, 0.250000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.xy, v1.yzyy, t0.xwyz, s0
mul r0.y, r0.y, cb0[0].w
mul r0.x, r0.x, r0.y
mul_sat o0.w, r0.x, v6.w
ret
// Approximately 20 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Sun Sep 13 00:21:22 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[2] : 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,
//   float v1 : COLOR2,
//   float2 w1 : TEXCOORD0,
//   float4 v2 : TEXCOORD1,
//   float4 v3 : TEXCOORD2,
//   int4 v4 : TEXCOORD4,
//   float4 v5 : TEXCOORD5,
//   float4 v6 : TEXCOORD7,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.y = r0.y / v0.w;
//   r0.y = 1 + -r0.y;
//   r0.x = r0.x * r0.y;
//   r0.x = r0.x * 0.5 + v3.x;
//   r0.zw = t1.Sample(s1_s_s, v2.xy).yw;
//   r0.zw = float2(-0.5,-0.5) + r0.wz;
//   r0.zw = cb0[1].xy * r0.zw;
//   r0.y = v3.y;
//   r0.xy = r0.zw * float2(2,2) + r0.xy;
//   r0.xyzw = t2.Sample(s2_s_s, r0.xy).xyzw;
//   r0.xyz = r0.xyz / r0.www;
//   r0.xyz = cb0[0].xyz * r0.xyz;
//   r0.xyz = v6.xyz * r0.xyz;
//   o0.xyz = saturate(float3(0.25,0.25,0.25) * r0.xyz);
//   r0.xy = t0.Sample(s0_s_s, w1.xy).xw;
//   r0.y = cb0[0].w * r0.y;
//   r0.x = r0.y * r0.x;
//   o0.w = saturate(v6.w * r0.x);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
