// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Sun Aug 30 16:32:41 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[10];                    // Offset:    0 Size:   160
//
// }
//
//
// 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
// t3                                texture   uint4          2d    3        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
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1     zw        2     NONE   float     zw
// TEXCOORD                 2   xyzw        3     NONE   float   xy w
// TEXCOORD                 4   xyzw        4     NONE   float   xyz
// TEXCOORD                 5   xyzw        5     NONE   float   xyz
// TEXCOORD                 6   xyzw        6     NONE   float   xyz
// TEXCOORD                 7   xyzw        7     NONE   float   xyz
//
//
// 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[10], 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_texture2d (uint,uint,uint,uint) t3
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v2.xy
dcl_input_ps linear v2.zw
dcl_input_ps linear v3.xyw
dcl_input_ps linear v4.xyz
dcl_input_ps linear v5.xyz
dcl_input_ps linear v6.xyz
dcl_input_ps linear v7.xyz
dcl_output o0.xyzw
dcl_temps 3
sample_indexable(texture2d)(float,float,float,float) r0.x, v2.xyxx, t0.wxyz, s0
lt r0.x, r0.x, l(0.498039216)
discard_nz r0.x
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
dp3 r0.z, v7.xyzx, v7.xyzx
rsq r0.z, r0.z
mul r1.xyz, r0.zzzz, v7.xyzx
sample_indexable(texture2d)(float,float,float,float) r0.zw, v2.zwzz, t1.xzyw, s1
add r0.zw, r0.wwwz, l(0.000000, 0.000000, -0.500000, -0.500000)
add r0.zw, r0.zzzw, r0.zzzw
mad r1.w, -r0.z, r0.z, l(1.000000)
mad r1.w, -r0.w, r0.w, r1.w
max r1.w, r1.w, l(0.000000)
lt r2.x, l(0.000000), r1.w
rsq r2.y, r1.w
mul r1.w, r1.w, r2.y
and r1.w, r1.w, r2.x
mul r2.xyz, r0.wwww, v5.xyzx
mad r2.xyz, v4.xyzx, r0.zzzz, r2.xyzx
mad r2.xyz, v6.xyzx, r1.wwww, r2.xyzx
dp3 r0.z, r2.xyzx, r2.xyzx
rsq r0.z, r0.z
mul r2.xyz, r0.zzzz, r2.xyzx
dp3_sat r0.z, r2.xyzx, -r1.xyzx
add r1.xyz, -cb0[7].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r1.xyz, r0.zzzz, r1.xyzx, cb0[7].xyzx
mul r0.zw, r2.xxxy, cb0[4].xxxy
mul r0.zw, r0.zzzw, cb0[8].xxxy
add r0.y, -r0.y, v3.w
mad r0.x, r0.x, r0.y, v3.x
mov r0.y, v3.y
div r0.xy, r0.xyxx, v3.wwww
mad r0.xy, r0.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), r0.zwzz
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, r0.xyxx, t2.xyzw, s2
div r0.xyz, r0.xyzx, r0.wwww
mul r0.xyz, r1.xyzx, r0.xyzx
mul r0.xyz, r0.xyzx, l(0.250000, 0.250000, 0.250000, 0.000000)
lt r0.w, l(0.000000), cb0[9].x
if_nz r0.w
  round_ni r1.xy, v0.xyxx
  ftou r1.xy, r1.xyxx
  utof r1.xy, r1.xyxx
  ftoi r1.xy, r1.xyxx
  and r2.x, r1.x, l(31)
  round_z r1.x, cb0[9].y
  ftoi r2.y, r1.x
  mov r2.zw, l(0,0,0,0)
  ld_indexable(texture2d)(uint,uint,uint,uint) r1.x, r2.xyzw, t3.xyzw
  utof r1.x, r1.x
  ishl r1.y, l(1), r1.y
  ftoi r1.x, r1.x
  and r1.x, r1.x, r1.y
  itof r1.x, r1.x
  ftou r1.x, r1.x
  umin r1.x, r1.x, l(1)
  utof r1.x, r1.x
  ftoi r1.x, -r1.x
  iadd r1.x, r1.x, l(1)
  itof r1.x, r1.x
else
  mov r1.x, r0.y
endif
and r0.w, r0.w, r1.x
ne r0.w, r0.w, l(0.000000)
discard_nz r0.w
max r0.w, r0.y, r0.x
max r1.x, r0.z, l(0.250000)
max r0.w, r0.w, r1.x
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul_sat o0.xyz, r0.wwww, r0.xyzx
mul o0.w, r0.w, l(0.250000)
ret
// Approximately 73 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Sun Aug 30 16:32:41 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[10] : 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);
// Texture2D<uint4> t3 : register(t3);
//
//
// // 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,
//   float4 v3 : TEXCOORD2,
//   float4 v4 : TEXCOORD4,
//   float4 v5 : TEXCOORD5,
//   float4 v6 : TEXCOORD6,
//   float4 v7 : TEXCOORD7,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = t0.Sample(s0_s_s, v2.xy).w;
//   r0.x = cmp(r0.x < 0.498039216);
//   if (r0.x != 0) discard;
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.z = dot(v7.xyz, v7.xyz);
//   r0.z = rsqrt(r0.z);
//   r1.xyz = v7.xyz * r0.zzz;
//   r0.zw = t1.Sample(s1_s_s, w2.xy).yw;
//   r0.zw = float2(-0.5,-0.5) + r0.wz;
//   r0.zw = r0.zw + r0.zw;
//   r1.w = -r0.z * r0.z + 1;
//   r1.w = -r0.w * r0.w + r1.w;
//   r1.w = max(0, r1.w);
//   r2.x = cmp(0 < r1.w);
//   r2.y = rsqrt(r1.w);
//   r1.w = r2.y * r1.w;
//   r1.w = r2.x ? r1.w : 0;
//   r2.xyz = v5.xyz * r0.www;
//   r2.xyz = v4.xyz * r0.zzz + r2.xyz;
//   r2.xyz = v6.xyz * r1.www + r2.xyz;
//   r0.z = dot(r2.xyz, r2.xyz);
//   r0.z = rsqrt(r0.z);
//   r2.xyz = r2.xyz * r0.zzz;
//   r0.z = saturate(dot(r2.xyz, -r1.xyz));
//   r1.xyz = float3(1,1,1) + -cb0[7].xyz;
//   r1.xyz = r0.zzz * r1.xyz + cb0[7].xyz;
//   r0.zw = cb0[4].xy * r2.xy;
//   r0.zw = cb0[8].xy * r0.zw;
//   r0.y = v3.w + -r0.y;
//   r0.x = r0.x * r0.y + v3.x;
//   r0.y = v3.y;
//   r0.xy = r0.xy / v3.ww;
//   r0.xy = r0.xy * float2(0.5,-0.5) + r0.zw;
//   r0.xy = float2(0.5,0.5) + r0.xy;
//   r0.xyzw = t2.Sample(s2_s_s, r0.xy).xyzw;
//   r0.xyz = r0.xyz / r0.www;
//   r0.xyz = r0.xyz * r1.xyz;
//   r0.xyz = float3(0.25,0.25,0.25) * r0.xyz;
//   r0.w = cmp(0 < cb0[9].x);
//   if (r0.w != 0) {
//     r1.xy = floor(v0.xy);
//     r1.xy = (uint2)r1.xy;
//     r1.xy = (uint2)r1.xy;
//     r1.xy = (int2)r1.xy;
//     r2.x = (int)r1.x & 31;
//     r1.x = trunc(cb0[9].y);
//     r2.y = (int)r1.x;
//     r2.zw = float2(0,0);
//     r1.x = t3.Load(r2.xyz).x;
//     r1.x = (uint)r1.x;
//     r1.y = 1 << (int)r1.y;
//     r1.x = (int)r1.x;
//     r1.x = (int)r1.x & (int)r1.y;
//     r1.x = (int)r1.x;
//     r1.x = (uint)r1.x;
//     r1.x = min(1, (uint)r1.x);
//     r1.x = (uint)r1.x;
//     r1.x = (int)-r1.x;
//     r1.x = (int)r1.x + 1;
//     r1.x = (int)r1.x;
//   } else {
//     r1.x = r0.y;
//   }
//   r0.w = r0.w ? r1.x : 0;
//   r0.w = cmp(r0.w != 0.000000);
//   if (r0.w != 0) discard;
//   r0.w = max(r0.x, r0.y);
//   r1.x = max(0.25, r0.z);
//   r0.w = max(r1.x, r0.w);
//   r0.w = 1 / r0.w;
//   o0.xyz = saturate(r0.xyz * r0.www);
//   o0.w = 0.25 * r0.w;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
