// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Fri Sep 11 17:23:01 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
// 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   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1     zw        2     NONE   float
//
//
// 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_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.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) r1.xyz, r0.xyxx, t1.xyzw, s1
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xyzw, s2
add r0.y, r1.y, r1.x
add r0.y, r1.z, r0.y
mul r0.y, r0.y, l(0.924000)
max r1.y, r0.y, l(0.000000)
mul r0.y, r0.x, cb0[0].x
max r1.x, r0.y, l(0.250000)
min r0.yz, r1.xxyx, l(0.000000, 1.000000, 0.400000, 0.000000)
ld_indexable(buffer)(float,float,float,float) r1.xy, l(0, 0, 0, 0), t125.xyzw
div r0.x, r1.y, r0.x
add r0.x, -r0.x, l(1.000000)
mul r0.x, r0.x, r1.x
mad r1.x, -r0.x, l(0.500000), v2.x
mov r1.y, v2.y
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t0.xyzw, s0
mul r0.x, r1.x, v1.w
mul o0.xyz, r1.xyzx, v1.xyzx
mul r0.x, r0.y, r0.x
mul r0.x, r0.z, r0.x
mul_sat o0.w, r0.x, l(1.300000)
ret
// Approximately 23 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Fri Sep 11 17:23:01 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[9] : 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,
//   float4 v1 : COLOR0,
//   float2 v2 : TEXCOORD0,
//   float2 w2 : TEXCOORD1,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = v0.xy / cb0[8].xy;
//   r1.xyz = t1.Sample(s1_s_s, r0.xy).xyz;
//   r0.x = t2.Sample(s2_s_s, r0.xy).x;
//   r0.y = r1.x + r1.y;
//   r0.y = r0.y + r1.z;
//   r0.y = 0.924000025 * r0.y;
//   r1.y = max(0, r0.y);
//   r0.y = cb0[0].x * r0.x;
//   r1.x = max(0.25, r0.y);
//   r0.yz = min(float2(1,0.400000006), r1.xy);
//   r1.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.x = r1.y / r0.x;
//   r0.x = 1 + -r0.x;
//   r0.x = r1.x * r0.x;
//   r1.x = -r0.x * 0.5 + v2.x;
//   r1.y = v2.y;
//   r1.xyz = t0.Sample(s0_s_s, r1.xy).xyz;
//   r0.x = v1.w * r1.x;
//   o0.xyz = v1.xyz * r1.xyz;
//   r0.x = r0.x * r0.y;
//   r0.x = r0.x * r0.z;
//   o0.w = saturate(1.29999995 * r0.x);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
