// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Sat Sep 12 18:08:20 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[4];                     // Offset:    0 Size:    64
//
// }
//
//
// 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
// t100                              texture  float4          2d  100        1
// t101                              texture  float4          2d  101        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
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy w
// COLOR                    2   x           1     NONE   float   x
// TEXCOORD                 0    yz         1     NONE   float    yz
// TEXCOORD                 1   xyzw        2     NONE   float
// TEXCOORD                 2   xyzw        3     NONE   float
// TEXCOORD                 4   xyzw        4     NONE     int   x
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// 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[4], 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_texture2d (float,float,float,float) t100
dcl_resource_texture2d (float,float,float,float) t101
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_input_ps linear v1.x
dcl_input_ps linear v1.yz
dcl_input_ps constant v4.x
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v6.xyzw
dcl_output o0.xyzw
dcl_temps 2
ld_indexable(texture1d)(float,float,float,float) r0.x, l(3, 0, 0, 0), t120.wxyz
max r0.y, v1.x, cb0[1].z
min r0.y, r0.y, cb0[1].w
mul r0.y, r0.y, v5.y
eq r0.z, r0.x, l(50.000000)
if_nz r0.z
  ld_indexable(buffer)(float,float,float,float) r1.xyz, l(0, 0, 0, 0), t125.xyzw
  movc r1.z, r1.z, l(-1.000000), l(1.000000)
  div r0.z, r1.y, v0.w
  add r0.z, -r0.z, l(1.000000)
  mul r0.z, r0.z, r1.x
  mad r0.z, -r0.z, l(0.500000), v1.y
  mul r0.w, r0.z, l(0.500000)
  eq r1.x, r1.z, l(1.000000)
  mad r0.z, r0.z, l(0.500000), l(0.500000)
  movc r1.x, r1.x, r0.z, r0.w
  mov r1.y, v1.z
  sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.xyxx, t100.xyzw, s0
else
  eq r0.x, r0.x, l(51.000000)
  if_nz r0.x
    sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.yzyy, t101.xyzw, s0
  else
    sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.yzyy, t0.xyzw, s0
  endif
endif
movc r1.xyzw, v4.xxxx, l(1.000000,1.000000,1.000000,1.000000), r1.xyzw
mul r1.xyzw, r1.xyzw, v6.xyzw
mad r0.xzw, cb0[2].xxyz, v5.xxxx, -r1.xxyz
mad o0.xyz, r0.yyyy, r0.xzwx, r1.xyzx
div r0.xy, v0.xyxx, cb0[3].xyxx
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1
add r0.x, r0.x, -v5.w
mul_sat r0.x, r0.x, v5.z
mul r0.x, r0.x, r1.w
ge r0.y, r0.x, cb0[0].x
and r0.y, r0.y, l(0x3f800000)
mul o0.w, r0.y, r0.x
ret
// Approximately 38 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Sat Sep 12 18:08:20 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[4] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t100 : register(t100);
// Texture2D<float4> t101 : register(t101);
//
//
// // 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,
//   nointerpolation int4 v4 : TEXCOORD4,
//   float4 v5 : TEXCOORD5,
//   float4 v6 : TEXCOORD7,
//   out float4 o0 : SV_TARGET0)
// {
//   float4 r0,r1;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = IniParams.Load(float4(3,0,0,0)).w;
//   r0.y = max(cb0[1].z, v1.x);
//   r0.y = min(cb0[1].w, r0.y);
//   r0.y = v5.y * r0.y;
//   r0.z = cmp(r0.x == 50.000000);
//   if (r0.z != 0) {
//     r1.xyz = StereoParams.Load(float4(0,0,0,0)).xyz;
//     r1.z = r1.z ? -1 : 1;
//     r0.z = r1.y / v0.w;
//     r0.z = 1 + -r0.z;
//     r0.z = r1.x * r0.z;
//     r0.z = -r0.z * 0.5 + w1.x;
//     r0.w = 0.5 * r0.z;
//     r1.x = cmp(r1.z == 1.000000);
//     r0.z = r0.z * 0.5 + 0.5;
//     r1.x = r1.x ? r0.z : r0.w;
//     r1.y = w1.y;
//     r1.xyzw = t100.Sample(s0_s_s, r1.xy).xyzw;
//   } else {
//     r0.x = cmp(r0.x == 51.000000);
//     if (r0.x != 0) {
//       r1.xyzw = t101.Sample(s0_s_s, w1.xy).xyzw;
//     } else {
//       r1.xyzw = t0.Sample(s0_s_s, w1.xy).xyzw;
//     }
//   }
//   r1.xyzw = v4.xxxx ? float4(1,1,1,1) : r1.xyzw;
//   r1.xyzw = v6.xyzw * r1.xyzw;
//   r0.xzw = cb0[2].xyz * v5.xxx + -r1.xyz;
//   o0.xyz = r0.yyy * r0.xzw + r1.xyz;
//   r0.xy = v0.xy / cb0[3].xy;
//   r0.x = t1.Sample(s1_s_s, r0.xy).x;
//   r0.x = -v5.w + r0.x;
//   r0.x = saturate(v5.z * r0.x);
//   r0.x = r1.w * r0.x;
//   r0.y = cmp(r0.x >= cb0[0].x);
//   r0.y = r0.y ? 1.000000 : 0;
//   o0.w = r0.x * r0.y;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
