// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Sun Sep 13 10:04:05 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[9];                     // Offset:    0 Size:   144
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s1_s                              sampler      NA          NA    1        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        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   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     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[9], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 2
div r0.xy, v0.xyxx, cb0[8].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1
add r0.y, r0.x, l(600.000000)
add r0.y, r0.y, -cb0[0].x
mul r0.y, r0.y, l(3.000000)
add r0.z, -cb0[0].x, cb0[0].y
div_sat r0.y, r0.y, r0.z
ld_indexable(buffer)(float,float,float,float) r0.zw, l(0, 0, 0, 0), t125.zwxy
div r0.x, r0.w, r0.x
add r0.x, -r0.x, l(1.000000)
mul r0.x, r0.x, r0.z
mad r1.x, -r0.x, l(0.500000), v2.x
mov r1.y, v2.y
sample_indexable(texture2d)(float,float,float,float) r0.xzw, r1.xyxx, t0.xwyz, s0
mul r1.x, r0.z, v1.w
add r0.xzw, -r0.zzzz, r0.xxww
mul r0.y, r0.y, r1.x
mul_sat o0.w, r0.y, cb0[0].z
mov r1.x, v1.x
mov r1.yz, l(0,2.000000,2.000000,0)
mul r0.xyz, r0.xzwx, r1.xyzx
mov r1.x, l(2.000000)
mov r1.yz, v1.yyzy
mul o0.xyz, r0.xyzx, r1.xyzx
ret
// Approximately 25 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Sun Sep 13 10:04:05 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[9] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : COLOR0,
//   float2 v2 : TEXCOORD0,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = v0.xy / cb0[8].xy;
//   r0.x = t1.Sample(s1_s_s, r0.xy).x;
//   r0.y = 600 + r0.x;
//   r0.y = -cb0[0].x + r0.y;
//   r0.y = 3 * r0.y;
//   r0.z = cb0[0].y + -cb0[0].x;
//   r0.y = saturate(r0.y / r0.z);
//   r0.zw = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.x = r0.w / r0.x;
//   r0.x = 1 + -r0.x;
//   r0.x = r0.z * r0.x;
//   r1.x = -r0.x * 0.5 + v2.x;
//   r1.y = v2.y;
//   r0.xzw = t0.Sample(s0_s_s, r1.xy).xyz;
//   r1.x = v1.w * r0.z;
//   r0.xzw = r0.xww + -r0.zzz;
//   r0.y = r1.x * r0.y;
//   o0.w = saturate(cb0[0].z * r0.y);
//   r1.x = v1.x;
//   r1.yz = float2(2,2);
//   r0.xyz = r1.xyz * r0.xzw;
//   r1.x = 2;
//   r1.yz = v1.yz;
//   o0.xyz = r1.xyz * r0.xyz;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
