// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.163 on Tue Sep  8 09:49:59 2026
//
//
// Buffer Definitions:
//
// cbuffer TransformCB
// {
//
//   float4 mtx_palette[32];            // Index:    0-31             Components:   128
//   float4 y_scale;                    // Index:   32.xyzw           Components:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
// TransformCB                       cbuffer      NA          NA    4        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// MTXSLOT                  0   x           1     NONE   float   x
// SHADE                    0   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// SHADE                    0   xyzw        1     NONE   float   xyzw
// P                        0   x           2  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o2.x, rendertarget_array_index
dcl_constantbuffer CB4[33], dynamicIndexed
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_input v1.x
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_temps 6
ld_indexable(buffer)(float,float,float,float) r5.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o2.x, r5.z
ld r0.xyzw, l(1, 0, 0, 0), t120.xyzw
add r0.y, v1.x, l(0.500000)
round_z r0.y, r0.y
ftou r0.y, r0.y
ishl r0.y, r0.y, l(2)
utof r0.z, r0.y
ftoi r0.z, r0.z
iadd r1.xyz, r0.zzzz, l(1, 2, 3, 0)
itof r1.xyz, r1.xyzx
ftou r1.xyz, r1.xyzx
mul r2.xyzw, v0.yyyy, cb4[r1.x + 0].xyzw
mad r2.xyzw, v0.xxxx, cb4[r0.y + 0].xyzw, r2.xyzw
mad r2.xyzw, v0.zzzz, cb4[r1.y + 0].xyzw, r2.xyzw
mad r1.xyzw, v0.wwww, cb4[r1.z + 0].xyzw, r2.xyzw
ld r2.xyzw, l(0, 0, 0, 0), t125.xyzw
mad r0.x, r2.x, r0.x, r1.x
mad r0.y, r2.x, l(0.900000), r1.x
eq r0.z, r1.w, l(1.000000)
movc r0.x, r0.z, r0.x, r1.x
ld r2.xyzw, l(3, 0, 0, 0), t120.xyzw
eq r0.w, r2.w, l(2.000000)
and r0.z, r0.w, r0.z
movc r3.x, r0.z, r0.y, r0.x
add r0.x, r1.w, r1.z
mul r3.z, r0.x, l(0.500000)
mul r3.y, r1.y, cb4[32].x
mov r3.w, r1.w
mov o1.xyzw, v2.xyzw
add r4.x, -r5.y, r3.w
mul r4.y, r5.x, r5.w
mad r4.x, r4.x, r4.y, r3.x
ne r4.y, l(1.000000), r3.w
movc r3.x, r4.y, r4.x, r3.x
mov o0.xyzw, r3.xyzw
ret
// Approximately 29 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.163 on Tue Sep  8 09:49:59 2026
//
// cbuffer TransformCB : register(b4)
// {
//   float4 mtx_palette[32] : packoffset(c0);
//   float4 y_scale : packoffset(c32);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float v1 : MTXSLOT0,
//   float4 v2 : SHADE0,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : SHADE0,
//   out uint o2 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r5.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o2.x = r5.z;
//   r0.xyzw = IniParams.Load(float4(1,0,0,0)).xyzw;
//   r0.y = 0.5 + v1.x;
//   r0.y = trunc(r0.y);
//   r0.y = (uint)r0.y;
//   r0.y = (uint)r0.y << 2;
//   r0.z = (uint)r0.y;
//   r0.z = (int)r0.z;
//   r1.xyz = (int3)r0.zzz + int3(1,2,3);
//   r1.xyz = (int3)r1.xyz;
//   r1.xyz = (uint3)r1.xyz;
//   r2.xyzw = mtx_palette[r1.x].xyzw * v0.yyyy;
//   r2.xyzw = v0.xxxx * mtx_palette[r0.y].xyzw + r2.xyzw;
//   r2.xyzw = v0.zzzz * mtx_palette[r1.y].xyzw + r2.xyzw;
//   r1.xyzw = v0.wwww * mtx_palette[r1.z].xyzw + r2.xyzw;
//   r2.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r0.x = r2.x * r0.x + r1.x;
//   r0.y = r2.x * 0.899999976 + r1.x;
//   r0.z = cmp(r1.w == 1.000000);
//   r0.x = r0.z ? r0.x : r1.x;
//   r2.xyzw = IniParams.Load(float4(3,0,0,0)).xyzw;
//   r0.w = cmp(r2.w == 2.000000);
//   r0.z = r0.w ? r0.z : 0;
//   r3.x = r0.z ? r0.y : r0.x;
//   r0.x = r1.z + r1.w;
//   r3.z = 0.5 * r0.x;
//   r3.y = y_scale.x * r1.y;
//   r3.w = r1.w;
//   o1.xyzw = v2.xyzw;
//   r4.x = r3.w + -r5.y;
//   r4.y = r5.w * r5.x;
//   r4.x = r4.x * r4.y + r3.x;
//   r4.y = cmp(1.000000 != r3.w);
//   r3.x = r4.y ? r4.x : r3.x;
//   o0.xyzw = r3.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
