// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Sun Sep 13 12:57:08 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0;                        // Offset:    0 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float     2darray  110        1
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// POSITION                 0   xyzw        1     NONE     int   xy
// TEXCOORD                 0   xyzw        2     NONE     int   xy
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 2   xyzw        4     NONE   float   xyzw
// TEXCOORD                 3   xyzw        5     NONE   float   xyzw
// TEXCOORD                 4   xyzw        6     NONE   float   xyz
// TEXCOORD                 5   xyzw        7     NONE   float   xyz
// TEXCOORD                 7   xyzw        8     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xy
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// P                        0   x           4  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o4.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[1], immediateIndexed
dcl_resource_texture2darray (float,float,float,float) t110
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xyzw
dcl_input v4.xyzw
dcl_input v5.xyzw
dcl_input v6.xyz
dcl_input v7.xyz
dcl_input v8.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o3.xyzw
dcl_temps 12
ld_indexable(buffer)(float,float,float,float) r11.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o4.x, r11.z
ld_indexable(buffer)(float,float,float,float) r0.xyz, l(0, 0, 0, 0), t125.xyzw
movc r0.z, r0.z, l(-1.000000), l(1.000000)
ld_indexable(texture1d)(float,float,float,float) r0.w, l(3, 0, 0, 0), t120.xyzw
ld_indexable(texture1d)(float,float,float,float) r1.x, l(11, 0, 0, 0), t120.xyzw
itof r1.yz, v1.xxyx
mul r1.yz, r1.yyzy, v3.xxyx
mul r2.xyz, r1.zzzz, v7.xyzx
mad r1.yzw, r1.yyyy, v6.xxyz, r2.xxyz
add r2.xyz, r1.yzwy, v8.xyzx
mul o1.xyzw, v0.wzyx, v4.xyzw
itof r1.yz, v2.xxyx
mul r1.yz, r1.yyzy, v3.zzwz
mad o2.xy, r1.yzyy, cb0[0].xyxx, cb0[0].zwzz
eq r1.yzw, r0.wwww, l(0.000000, 3.000000, 13.000000, 14.000000)
or r1.y, r1.z, r1.y
eq r1.x, r1.x, l(1.000000)
and r1.x, r1.x, r1.w
or r1.x, r1.x, r1.y
if_nz r1.x
  add r1.x, -r0.y, l(0.000010)
  mul r1.x, r0.x, r1.x
  mul r1.y, r1.x, l(0.001000)
  mad r1.x, -r1.x, l(0.001000), r0.x
  mul r1.z, r0.y, r0.x
  mul r1.z, r1.z, l(0.020000)
  resinfo_indexable(texture2darray)(float,float,float,float)_uint r3.xy, l(0), t110.xyzw
  iadd r3.zw, r3.xxxy, l(0, 0, -1, -1)
  utof r3.xy, r3.xyxx
  mul r1.w, r3.y, l(0.500000)
  utof r3.yz, r3.zzwz
  min r1.w, r1.w, r3.z
  ftoi r4.y, r1.w
  mov r4.zw, l(0,0,0,0)
  ftoi r5.y, r1.w
  mov r5.zw, l(0,0,1,0)
  mov r1.w, l(0)
  mov r3.zw, r1.yyyy
  mov r6.xy, l(0,0,0,0)
  loop
    utof r6.z, r6.x
    ge r6.z, r6.z, l(600.000000)
    mov r6.y, l(0)
    breakc_nz r6.z
    mad r3.w, r1.x, l(0.00166666671), r3.w
    mul r6.z, r0.z, r3.w
    min r6.w, r6.z, l(0.000000)
    max r6.z, -r6.z, l(0.000000)
    mad r6.w, r6.w, l(0.500000), l(0.500000)
    mul r6.w, r3.x, r6.w
    max r6.w, r6.w, l(0.000000)
    min r6.w, r3.y, r6.w
    ftoi r4.x, r6.w
    ld_indexable(texture2darray)(float,float,float,float) r4.x, r4.xyzw, t110.xyzw
    ne r6.w, r4.x, l(0.000000)
    mul r7.x, r4.x, l(0.000010)
    div r7.x, l(0.000010), r7.x
    add r4.x, r4.x, r7.x
    and r4.x, r4.x, r6.w
    mad r6.z, r6.z, l(0.500000), l(0.500000)
    mul r6.z, r3.x, r6.z
    min r6.z, r3.y, r6.z
    ftoi r5.x, r6.z
    ld_indexable(texture2darray)(float,float,float,float) r5.x, r5.xyzw, t110.xyzw
    ne r6.z, r5.x, l(0.000000)
    mul r6.w, r5.x, l(0.000010)
    div r6.w, l(0.000010), r6.w
    add r5.x, r5.x, r6.w
    and r5.x, r5.x, r6.z
    max r4.x, r4.x, r5.x
    eq r5.x, r4.x, l(0.000000)
    if_nz r5.x
      mov r1.w, r0.x
      mov r6.y, l(-1)
      break
    endif
    add r6.z, r0.x, -r3.w
    div r6.z, r1.z, r6.z
    lt r4.x, r4.x, r6.z
    if_nz r4.x
      mov r1.w, l(0)
      mov r6.y, l(0)
      break
    endif
    mov r3.z, r3.w
    iadd r6.x, r6.x, l(1)
    mov r6.y, r5.x
    mov r1.w, l(0)
  endloop
  movc r1.x, r6.y, r1.w, r3.z
  add r2.x, r1.x, r2.x
else
  eq r1.xy, r0.wwww, l(4.000000, 23.000000, 0.000000, 0.000000)
  lt r3.xyz, r2.xyxx, l(0.500000, 0.500000, 0.400000, 0.000000)
  lt r1.zw, l(0.000000, 0.000000, -0.650000, -0.400000), r2.yyyy
  and r1.z, r1.z, r3.x
  ge r3.xw, r2.xxxx, l(-0.425000, 0.000000, 0.000000, -0.500000)
  or r4.x, r3.y, r3.x
  and r4.x, r1.z, r4.x
  or r1.w, r1.w, r3.w
  and r3.w, r1.w, r4.x
  or r3.y, r3.y, r3.z
  and r3.z, r3.y, r3.w
  and r3.z, r1.y, r3.z
  or r1.x, r1.x, r3.z
  if_nz r1.x
    add r1.x, -r0.y, l(0.000010)
    mul r1.x, r0.x, r1.x
    mul r3.z, r1.x, l(0.001000)
    mad r1.x, -r1.x, l(0.001000), r0.x
    mul r3.w, r0.y, r0.x
    mul r3.w, r3.w, l(0.020000)
    resinfo_indexable(texture2darray)(float,float,float,float)_uint r4.xy, l(0), t110.xyzw
    iadd r4.zw, r4.xxxy, l(0, 0, -1, -1)
    mad r5.x, r2.y, l(-0.500000), l(0.500000)
    utof r4.xyzw, r4.xyzw
    mul r4.y, r4.y, r5.x
    max r4.y, r4.y, l(0.000000)
    min r4.y, r4.w, r4.y
    ftoi r5.y, r4.y
    mov r5.zw, l(0,0,0,0)
    ftoi r6.y, r4.y
    mov r6.zw, l(0,0,1,0)
    mov r4.y, l(0)
    mov r4.w, r3.z
    mov r7.x, r3.z
    mov r7.yz, l(0,0,0,0)
    loop
      utof r7.w, r7.y
      ge r7.w, r7.w, l(600.000000)
      mov r7.z, l(0)
      breakc_nz r7.w
      mad r7.x, r1.x, l(0.00166666671), r7.x
      mad r7.w, r7.x, r0.z, r2.x
      min r7.w, r7.w, l(0.000000)
      mad r8.x, -r7.x, r0.z, r2.x
      max r8.x, r8.x, l(0.000000)
      mad r7.w, r7.w, l(0.500000), l(0.500000)
      mul r7.w, r4.x, r7.w
      max r7.w, r7.w, l(0.000000)
      min r7.w, r4.z, r7.w
      ftoi r5.x, r7.w
      ld_indexable(texture2darray)(float,float,float,float) r5.x, r5.xyzw, t110.xyzw
      ne r7.w, r5.x, l(0.000000)
      mul r8.y, r5.x, l(0.000010)
      div r8.y, l(0.000010), r8.y
      add r5.x, r5.x, r8.y
      and r5.x, r5.x, r7.w
      mad r7.w, r8.x, l(0.500000), l(0.500000)
      mul r7.w, r4.x, r7.w
      min r7.w, r4.z, r7.w
      ftoi r6.x, r7.w
      ld_indexable(texture2darray)(float,float,float,float) r6.x, r6.xyzw, t110.xyzw
      ne r7.w, r6.x, l(0.000000)
      mul r8.x, r6.x, l(0.000010)
      div r8.x, l(0.000010), r8.x
      add r6.x, r6.x, r8.x
      and r6.x, r6.x, r7.w
      max r5.x, r5.x, r6.x
      eq r6.x, r5.x, l(0.000000)
      if_nz r6.x
        mov r4.y, r0.x
        mov r7.z, l(-1)
        break
      endif
      add r7.w, r0.x, -r7.x
      div r7.w, r3.w, r7.w
      lt r5.x, r5.x, r7.w
      if_nz r5.x
        mov r4.y, l(0)
        mov r7.z, l(0)
        break
      endif
      mov r4.w, r7.x
      iadd r7.y, r7.y, l(1)
      mov r7.z, r6.x
      mov r4.y, l(0)
    endloop
    movc r1.x, r7.z, r4.y, r4.w
    add r2.x, r1.x, r2.x
  else
    eq r1.x, r0.w, l(5.000000)
    and r1.z, r1.z, r1.x
    lt r3.z, r2.y, l(0.450000)
    or r3.x, r3.z, r3.x
    and r1.z, r1.z, r3.x
    and r1.z, r1.w, r1.z
    and r1.z, r3.y, r1.z
    if_nz r1.z
      add r1.z, -r0.y, l(0.000010)
      mul r1.z, r0.x, r1.z
      mul r1.w, r1.z, l(0.001000)
      mad r1.z, -r1.z, l(0.001000), r0.x
      mul r0.y, r0.y, r0.x
      mul r0.y, r0.y, l(0.020000)
      resinfo_indexable(texture2darray)(float,float,float,float)_uint r3.xy, l(0), t110.xyzw
      iadd r3.zw, r3.xxxy, l(0, 0, -1, -1)
      mad r4.x, r2.y, l(-0.500000), l(0.500000)
      utof r3.xyzw, r3.xyzw
      mul r3.y, r3.y, r4.x
      max r3.y, r3.y, l(0.000000)
      min r3.y, r3.w, r3.y
      ftoi r4.y, r3.y
      mov r4.zw, l(0,0,0,0)
      ftoi r5.y, r3.y
      mov r5.zw, l(0,0,1,0)
      mov r3.y, l(0)
      mov r3.w, r1.w
      mov r6.x, r1.w
      mov r6.yz, l(0,0,0,0)
      loop
        utof r6.w, r6.y
        ge r6.w, r6.w, l(600.000000)
        mov r6.z, l(0)
        breakc_nz r6.w
        mad r6.x, r1.z, l(0.00166666671), r6.x
        mad r6.w, r6.x, r0.z, r2.x
        min r6.w, r6.w, l(0.000000)
        mad r7.x, -r6.x, r0.z, r2.x
        max r7.x, r7.x, l(0.000000)
        mad r6.w, r6.w, l(0.500000), l(0.500000)
        mul r6.w, r3.x, r6.w
        max r6.w, r6.w, l(0.000000)
        min r6.w, r3.z, r6.w
        ftoi r4.x, r6.w
        ld_indexable(texture2darray)(float,float,float,float) r4.x, r4.xyzw, t110.xyzw
        ne r6.w, r4.x, l(0.000000)
        mul r7.y, r4.x, l(0.000010)
        div r7.y, l(0.000010), r7.y
        add r4.x, r4.x, r7.y
        and r4.x, r4.x, r6.w
        mad r6.w, r7.x, l(0.500000), l(0.500000)
        mul r6.w, r3.x, r6.w
        min r6.w, r3.z, r6.w
        ftoi r5.x, r6.w
        ld_indexable(texture2darray)(float,float,float,float) r5.x, r5.xyzw, t110.xyzw
        ne r6.w, r5.x, l(0.000000)
        mul r7.x, r5.x, l(0.000010)
        div r7.x, l(0.000010), r7.x
        add r5.x, r5.x, r7.x
        and r5.x, r5.x, r6.w
        max r4.x, r4.x, r5.x
        eq r5.x, r4.x, l(0.000000)
        if_nz r5.x
          mov r3.y, r0.x
          mov r6.z, l(-1)
          break
        endif
        add r6.w, r0.x, -r6.x
        div r6.w, r0.y, r6.w
        lt r4.x, r4.x, r6.w
        if_nz r4.x
          mov r3.y, l(0)
          mov r6.z, l(0)
          break
        endif
        mov r3.w, r6.x
        iadd r6.y, r6.y, l(1)
        mov r6.z, r5.x
        mov r3.y, l(0)
      endloop
      movc r0.y, r6.z, r3.y, r3.w
      add r2.x, r0.y, r2.x
    else
      ld_indexable(texture1d)(float,float,float,float) r0.y, l(9, 0, 0, 0), t120.xyzw
      ld_indexable(texture1d)(float,float,float,float) r0.z, l(10, 0, 0, 0), t120.yzxw
      eq r0.y, r0.y, l(0.000000)
      eq r3.xyz, r0.wwww, l(333.000000, 33.000000, 30.000000, 0.000000)
      or r0.w, r1.x, r3.x
      or r0.w, r1.y, r0.w
      or r0.w, r3.y, r0.w
      and r0.y, r0.w, r0.y
      mad r0.z, r0.x, r0.z, r2.x
      add r0.x, r0.x, r2.x
      movc r0.x, r3.z, r0.x, r2.x
      movc r2.x, r0.y, r0.z, r0.x
    endif
  endif
endif
mov r2.w, l(1.000000)
mov r9.xyzw, r2.xyzw
mov o3.xyzw, v5.xyzw
add r10.x, -r11.y, r9.w
mul r10.y, r11.x, r11.w
mad r10.x, r10.x, r10.y, r9.x
ne r10.y, l(1.000000), r9.w
movc r9.x, r10.y, r10.x, r9.x
mov o0.xyzw, r9.xyzw
ret
// Approximately 281 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Sun Sep 13 12:57:08 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0 : packoffset(c0);
// }
//
// Texture2DArray<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : COLOR0,
//   int4 v1 : POSITION0,
//   int4 v2 : TEXCOORD0,
//   float4 v3 : TEXCOORD1,
//   float4 v4 : TEXCOORD2,
//   float4 v5 : TEXCOORD3,
//   float4 v6 : TEXCOORD4,
//   float4 v7 : TEXCOORD5,
//   float4 v8 : TEXCOORD7,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : COLOR0,
//   out float4 o2 : TEXCOORD0,
//   out float4 o3 : TEXCOORD1,
//   out uint o4 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r11.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o4.x = r11.z;
//   r0.xyz = StereoParams.Load(float4(0,0,0,0)).xyz;
//   r0.z = r0.z ? -1 : 1;
//   r0.w = IniParams.Load(float4(3,0,0,0)).w;
//   r1.x = IniParams.Load(float4(11,0,0,0)).x;
//   r1.yz = (int2)v1.xy;
//   r1.yz = v3.xy * r1.yz;
//   r2.xyz = v7.xyz * r1.zzz;
//   r1.yzw = r1.yyy * v6.xyz + r2.xyz;
//   r2.xyz = v8.xyz + r1.yzw;
//   o1.xyzw = v4.xyzw * v0.wzyx;
//   r1.yz = (int2)v2.xy;
//   r1.yz = v3.zw * r1.yz;
//   o2.xy = r1.yz * cb0.xy + cb0.zw;
//   r1.yzw = cmp(r0.www == float3(3,13,14));
//   r1.y = (int)r1.z | (int)r1.y;
//   r1.x = cmp(r1.x == 1.000000);
//   r1.x = r1.x ? r1.w : 0;
//   r1.x = (int)r1.x | (int)r1.y;
//   if (r1.x != 0) {
//     r1.x = 9.99999975e-06 + -r0.y;
//     r1.x = r1.x * r0.x;
//     r1.y = 0.00100000005 * r1.x;
//     r1.x = -r1.x * 0.00100000005 + r0.x;
//     r1.z = r0.x * r0.y;
//     r1.z = 0.0199999996 * r1.z;
//     DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//     r3.xy = uiDest.xy;
//     r3.zw = (int2)r3.xy + int2(-1,-1);
//     r3.xy = (uint2)r3.xy;
//     r1.w = 0.5 * r3.y;
//     r3.yz = (uint2)r3.zw;
//     r1.w = min(r3.z, r1.w);
//     r4.y = (int)r1.w;
//     r4.zw = float2(0,0);
//     r5.y = (int)r1.w;
//     r5.zw = float2(1.40129846e-45,0);
//     r1.w = 0;
//     r3.zw = r1.yy;
//     r6.xy = float2(0,0);
//     while (true) {
//       r6.z = (uint)r6.x;
//       r6.z = cmp(r6.z >= 600);
//       r6.y = 0;
//       if (r6.z != 0) break;
//       r3.w = r1.x * 0.00166666671 + r3.w;
//       r6.z = r3.w * r0.z;
//       r6.w = min(0, r6.z);
//       r6.z = max(0, -r6.z);
//       r6.w = r6.w * 0.5 + 0.5;
//       r6.w = r6.w * r3.x;
//       r6.w = max(0, r6.w);
//       r6.w = min(r6.w, r3.y);
//       r4.x = (int)r6.w;
//       r4.x = DepthBuffer.Load(r4.xyzw).x;
//       r6.w = cmp(r4.x != 0.000000);
//       r7.x = 9.99999975e-06 * r4.x;
//       r7.x = 9.99999975e-06 / r7.x;
//       r4.x = r7.x + r4.x;
//       r4.x = r6.w ? r4.x : 0;
//       r6.z = r6.z * 0.5 + 0.5;
//       r6.z = r6.z * r3.x;
//       r6.z = min(r6.z, r3.y);
//       r5.x = (int)r6.z;
//       r5.x = DepthBuffer.Load(r5.xyzw).x;
//       r6.z = cmp(r5.x != 0.000000);
//       r6.w = 9.99999975e-06 * r5.x;
//       r6.w = 9.99999975e-06 / r6.w;
//       r5.x = r6.w + r5.x;
//       r5.x = r6.z ? r5.x : 0;
//       r4.x = max(r5.x, r4.x);
//       r5.x = cmp(r4.x == 0.000000);
//       if (r5.x != 0) {
//         r1.w = r0.x;
//         r6.y = -1;
//         break;
//       }
//       r6.z = -r3.w + r0.x;
//       r6.z = r1.z / r6.z;
//       r4.x = cmp(r4.x < r6.z);
//       if (r4.x != 0) {
//         r1.w = 0;
//         r6.y = 0;
//         break;
//       }
//       r3.z = r3.w;
//       r6.x = (int)r6.x + 1;
//       r6.y = r5.x;
//       r1.w = 0;
//     }
//     r1.x = r6.y ? r1.w : r3.z;
//     r2.x = r2.x + r1.x;
//   } else {
//     r1.xy = cmp(r0.ww == float2(4,23));
//     r3.xyz = cmp(r2.xyx < float3(0.5,0.5,0.400000006));
//     r1.zw = cmp(float2(-0.649999976,-0.400000006) < r2.yy);
//     r1.z = r1.z ? r3.x : 0;
//     r3.xw = cmp(r2.xx >= float2(-0.425000012,-0.5));
//     r4.x = (int)r3.y | (int)r3.x;
//     r4.x = r1.z ? r4.x : 0;
//     r1.w = (int)r1.w | (int)r3.w;
//     r3.w = r1.w ? r4.x : 0;
//     r3.y = (int)r3.y | (int)r3.z;
//     r3.z = r3.y ? r3.w : 0;
//     r3.z = r1.y ? r3.z : 0;
//     r1.x = (int)r1.x | (int)r3.z;
//     if (r1.x != 0) {
//       r1.x = 9.99999975e-06 + -r0.y;
//       r1.x = r1.x * r0.x;
//       r3.z = 0.00100000005 * r1.x;
//       r1.x = -r1.x * 0.00100000005 + r0.x;
//       r3.w = r0.x * r0.y;
//       r3.w = 0.0199999996 * r3.w;
//       DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//       r4.xy = uiDest.xy;
//       r4.zw = (int2)r4.xy + int2(-1,-1);
//       r5.x = r2.y * -0.5 + 0.5;
//       r4.xyzw = (uint4)r4.xyzw;
//       r4.y = r5.x * r4.y;
//       r4.y = max(0, r4.y);
//       r4.y = min(r4.y, r4.w);
//       r5.y = (int)r4.y;
//       r5.zw = float2(0,0);
//       r6.y = (int)r4.y;
//       r6.zw = float2(1.40129846e-45,0);
//       r4.y = 0;
//       r4.w = r3.z;
//       r7.x = r3.z;
//       r7.yz = float2(0,0);
//       while (true) {
//         r7.w = (uint)r7.y;
//         r7.w = cmp(r7.w >= 600);
//         r7.z = 0;
//         if (r7.w != 0) break;
//         r7.x = r1.x * 0.00166666671 + r7.x;
//         r7.w = r7.x * r0.z + r2.x;
//         r7.w = min(0, r7.w);
//         r8.x = -r7.x * r0.z + r2.x;
//         r8.x = max(0, r8.x);
//         r7.w = r7.w * 0.5 + 0.5;
//         r7.w = r7.w * r4.x;
//         r7.w = max(0, r7.w);
//         r7.w = min(r7.w, r4.z);
//         r5.x = (int)r7.w;
//         r5.x = DepthBuffer.Load(r5.xyzw).x;
//         r7.w = cmp(r5.x != 0.000000);
//         r8.y = 9.99999975e-06 * r5.x;
//         r8.y = 9.99999975e-06 / r8.y;
//         r5.x = r8.y + r5.x;
//         r5.x = r7.w ? r5.x : 0;
//         r7.w = r8.x * 0.5 + 0.5;
//         r7.w = r7.w * r4.x;
//         r7.w = min(r7.w, r4.z);
//         r6.x = (int)r7.w;
//         r6.x = DepthBuffer.Load(r6.xyzw).x;
//         r7.w = cmp(r6.x != 0.000000);
//         r8.x = 9.99999975e-06 * r6.x;
//         r8.x = 9.99999975e-06 / r8.x;
//         r6.x = r8.x + r6.x;
//         r6.x = r7.w ? r6.x : 0;
//         r5.x = max(r6.x, r5.x);
//         r6.x = cmp(r5.x == 0.000000);
//         if (r6.x != 0) {
//           r4.y = r0.x;
//           r7.z = -1;
//           break;
//         }
//         r7.w = -r7.x + r0.x;
//         r7.w = r3.w / r7.w;
//         r5.x = cmp(r5.x < r7.w);
//         if (r5.x != 0) {
//           r4.y = 0;
//           r7.z = 0;
//           break;
//         }
//         r4.w = r7.x;
//         r7.y = (int)r7.y + 1;
//         r7.z = r6.x;
//         r4.y = 0;
//       }
//       r1.x = r7.z ? r4.y : r4.w;
//       r2.x = r2.x + r1.x;
//     } else {
//       r1.x = cmp(r0.w == 5.000000);
//       r1.z = r1.z ? r1.x : 0;
//       r3.z = cmp(r2.y < 0.449999988);
//       r3.x = (int)r3.z | (int)r3.x;
//       r1.z = r1.z ? r3.x : 0;
//       r1.z = r1.w ? r1.z : 0;
//       r1.z = r3.y ? r1.z : 0;
//       if (r1.z != 0) {
//         r1.z = 9.99999975e-06 + -r0.y;
//         r1.z = r1.z * r0.x;
//         r1.w = 0.00100000005 * r1.z;
//         r1.z = -r1.z * 0.00100000005 + r0.x;
//         r0.y = r0.x * r0.y;
//         r0.y = 0.0199999996 * r0.y;
//         DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//         r3.xy = uiDest.xy;
//         r3.zw = (int2)r3.xy + int2(-1,-1);
//         r4.x = r2.y * -0.5 + 0.5;
//         r3.xyzw = (uint4)r3.xyzw;
//         r3.y = r4.x * r3.y;
//         r3.y = max(0, r3.y);
//         r3.y = min(r3.y, r3.w);
//         r4.y = (int)r3.y;
//         r4.zw = float2(0,0);
//         r5.y = (int)r3.y;
//         r5.zw = float2(1.40129846e-45,0);
//         r3.y = 0;
//         r3.w = r1.w;
//         r6.x = r1.w;
//         r6.yz = float2(0,0);
//         while (true) {
//           r6.w = (uint)r6.y;
//           r6.w = cmp(r6.w >= 600);
//           r6.z = 0;
//           if (r6.w != 0) break;
//           r6.x = r1.z * 0.00166666671 + r6.x;
//           r6.w = r6.x * r0.z + r2.x;
//           r6.w = min(0, r6.w);
//           r7.x = -r6.x * r0.z + r2.x;
//           r7.x = max(0, r7.x);
//           r6.w = r6.w * 0.5 + 0.5;
//           r6.w = r6.w * r3.x;
//           r6.w = max(0, r6.w);
//           r6.w = min(r6.w, r3.z);
//           r4.x = (int)r6.w;
//           r4.x = DepthBuffer.Load(r4.xyzw).x;
//           r6.w = cmp(r4.x != 0.000000);
//           r7.y = 9.99999975e-06 * r4.x;
//           r7.y = 9.99999975e-06 / r7.y;
//           r4.x = r7.y + r4.x;
//           r4.x = r6.w ? r4.x : 0;
//           r6.w = r7.x * 0.5 + 0.5;
//           r6.w = r6.w * r3.x;
//           r6.w = min(r6.w, r3.z);
//           r5.x = (int)r6.w;
//           r5.x = DepthBuffer.Load(r5.xyzw).x;
//           r6.w = cmp(r5.x != 0.000000);
//           r7.x = 9.99999975e-06 * r5.x;
//           r7.x = 9.99999975e-06 / r7.x;
//           r5.x = r7.x + r5.x;
//           r5.x = r6.w ? r5.x : 0;
//           r4.x = max(r5.x, r4.x);
//           r5.x = cmp(r4.x == 0.000000);
//           if (r5.x != 0) {
//             r3.y = r0.x;
//             r6.z = -1;
//             break;
//           }
//           r6.w = -r6.x + r0.x;
//           r6.w = r0.y / r6.w;
//           r4.x = cmp(r4.x < r6.w);
//           if (r4.x != 0) {
//             r3.y = 0;
//             r6.z = 0;
//             break;
//           }
//           r3.w = r6.x;
//           r6.y = (int)r6.y + 1;
//           r6.z = r5.x;
//           r3.y = 0;
//         }
//         r0.y = r6.z ? r3.y : r3.w;
//         r2.x = r2.x + r0.y;
//       } else {
//         r0.y = IniParams.Load(float4(9,0,0,0)).y;
//         r0.z = IniParams.Load(float4(10,0,0,0)).x;
//         r0.y = cmp(r0.y == 0.000000);
//         r3.xyz = cmp(r0.www == float3(333,33,30));
//         r0.w = (int)r1.x | (int)r3.x;
//         r0.w = (int)r1.y | (int)r0.w;
//         r0.w = (int)r3.y | (int)r0.w;
//         r0.y = r0.y ? r0.w : 0;
//         r0.z = r0.x * r0.z + r2.x;
//         r0.x = r2.x + r0.x;
//         r0.x = r3.z ? r0.x : r2.x;
//         r2.x = r0.y ? r0.z : r0.x;
//       }
//     }
//   }
//   r2.w = 1;
//   r9.xyzw = r2.xyzw;
//   o3.xyzw = v5.xyzw;
//   r10.x = r9.w + -r11.y;
//   r10.y = r11.w * r11.x;
//   r10.x = r10.x * r10.y + r9.x;
//   r10.y = cmp(1.000000 != r9.w);
//   r9.x = r10.y ? r10.x : r9.x;
//   o0.xyzw = r9.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
