// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Mon Jun 16 19:18:40 2025
//
//
// Buffer Definitions:
//
// cbuffer cb1
// {
//
//   float4 cb1[11];                    // Index:    0-10             Components:    44
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[3];                     // Index:    0 1 2            Components:    12
//
// }
//
//
// 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
// s3_s                              sampler      NA          NA    3        1
// s4_s                              sampler      NA          NA    4        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        1
// t3                                texture  float4          2d    3        1
// t4                                texture  float4          2d    4        1
// IniParams                         texture  float4          1d  120        1
// cb0                               cbuffer      NA          NA    0        1
// cb1                               cbuffer      NA          NA    1        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
// ORIGINAL_POSITION        0   xyz         2     NONE   float
// TEXCOORD                 2      w        2     NONE   float      w
// TEXCOORD                 0   xyzw        3     NONE   float
// TEXCOORD                 1   xyzw        4     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 CB1[11], immediateIndexed
dcl_constantbuffer CB0[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, 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 (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture1d (float,float,float,float) t120
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.w
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_temps 4
ld_indexable(texture1d)(float,float,float,float) r0.xyzw, l(84, 0, 0, 0), t120.xzyw
ld_indexable(texture1d)(float,float,float,float) r1.x, l(85, 0, 0, 0), t120.xyzw
mul r1.x, r1.x, v2.w
mul r1.x, r1.x, l(0.500000)
round_ni r1.x, r1.x
add r0.xy, r0.xyxx, r1.xxxx
lt r0.xz, v0.xxyx, r0.xxzx
or r0.x, r0.z, r0.x
ge r0.yz, v0.xxyx, r0.yywy
or r0.y, r0.z, r0.y
or r0.x, r0.y, r0.x
if_nz r0.x
  discard_nz l(-1)
  ret
endif
mul r0.xy, v4.zwzz, v4.xyxx
mad r0.zw, r0.xxxy, cb1[2].xxxy, cb1[3].xxxy
sample_indexable(texture2d)(float,float,float,float) r1.x, r0.zwzz, t3.xyzw, s3
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.zwzz, t1.xyzw, s1
sample_indexable(texture2d)(float,float,float,float) r1.yzw, r0.zwzz, t2.wxyz, s2
add r1.yzw, -r2.xxyz, r1.yyzw
add r0.z, r2.w, l(-1.000000)
mad r0.z, r2.w, r1.x, -r0.z
mad r1.xyz, r0.zzzz, r1.yzwy, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.xyxx, t4.xyzw, s4
mad r0.xy, r0.xyxx, cb1[2].xyxx, cb1[6].xyxx
div r0.xy, r0.xyxx, cb1[9].xyxx
add r2.xyz, -r1.xyzx, r2.xyzx
mad r1.xyz, r2.wwww, r2.xyzx, r1.xyzx
add r0.zw, r0.xxxy, l(0.000000, 0.000000, -0.500000, -0.500000)
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.xyxx, t0.xyzw, s0
mad r0.xy, |r0.zwzz|, l(-2.000000, -2.000000, 0.000000, 0.000000), l(1.000000, 1.000000, 0.000000, 0.000000)
mul_sat r0.xy, r0.xyxx, l(100000.000000, 100000.000000, 0.000000, 0.000000)
mul r0.z, r0.y, r0.x
mad r0.x, -r0.x, r0.y, l(1.000000)
mul r0.yzw, r1.xxyz, r0.zzzz
mad r0.xyz, r0.xxxx, r2.xyzx, r0.yzwy
add r0.xyz, r0.xyzx, cb1[10].xyzx
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r0.xyz, r0.xyzx, v1.xyzx
log r1.xyz, r0.xyzx
mul r1.xyz, r1.xyzx, cb0[2].xxxx
mul r2.xyz, r1.xyzx, l(0.416666657, 0.416666657, 0.416666657, 0.000000)
exp r1.xyz, r1.xyzx
exp r2.xyz, r2.xyzx
mad r2.xyz, r2.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000)
mul r3.xyz, r1.xyzx, l(12.920000, 12.920000, 12.920000, 0.000000)
ge r1.xyz, r1.xyzx, l(0.00313066994, 0.00313066994, 0.00313066994, 0.000000)
movc r1.xyz, r1.xyzx, r2.xyzx, r3.xyzx
ne r0.w, cb0[2].y, l(1.000000)
movc o0.xyz, r0.wwww, r1.xyzx, r0.xyzx
mov o0.w, v1.w
ret
// Approximately 53 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Mon Jun 16 19:18:40 2025
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[11] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[3] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// SamplerState s2_s_s : register(s2);
// SamplerState s3_s_s : register(s3);
// SamplerState s4_s_s : register(s4);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
// Texture2D<float4> t3 : register(t3);
// Texture2D<float4> t4 : register(t4);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : COLOR0,
//   float3 v2 : ORIGINAL_POSITION0,
//   float w2 : TEXCOORD2,
//   float4 v3 : TEXCOORD0,
//   float4 v4 : TEXCOORD1,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = IniParams.Load(float4(84,0,0,0)).xzyw;
//   r1.x = IniParams.Load(float4(85,0,0,0)).x;
//   r1.x = w2.x * r1.x;
//   r1.x = 0.5 * r1.x;
//   r1.x = floor(r1.x);
//   r0.xy = r1.xx + r0.xy;
//   r0.xz = cmp(v0.xy < r0.xz);
//   r0.x = (int)r0.z | (int)r0.x;
//   r0.yz = cmp(v0.xy >= r0.yw);
//   r0.y = (int)r0.z | (int)r0.y;
//   r0.x = (int)r0.y | (int)r0.x;
//   if (r0.x != 0) {
//     if (-1 != 0) discard;
//     return;
//   }
//   r0.xy = v4.xy * v4.zw;
//   r0.zw = r0.xy * cb1[2].xy + cb1[3].xy;
//   r1.x = t3.Sample(s3_s_s, r0.zw).x;
//   r2.xyzw = t1.Sample(s1_s_s, r0.zw).xyzw;
//   r1.yzw = t2.Sample(s2_s_s, r0.zw).xyz;
//   r1.yzw = r1.yzw + -r2.xyz;
//   r0.z = -1 + r2.w;
//   r0.z = r2.w * r1.x + -r0.z;
//   r1.xyz = r0.zzz * r1.yzw + r2.xyz;
//   r2.xyzw = t4.Sample(s4_s_s, r0.xy).xyzw;
//   r0.xy = r0.xy * cb1[2].xy + cb1[6].xy;
//   r0.xy = r0.xy / cb1[9].xy;
//   r2.xyz = r2.xyz + -r1.xyz;
//   r1.xyz = r2.www * r2.xyz + r1.xyz;
//   r0.zw = float2(-0.5,-0.5) + r0.xy;
//   r2.xyz = t0.Sample(s0_s_s, r0.xy).xyz;
//   r0.xy = abs(r0.zw) * float2(-2,-2) + float2(1,1);
//   r0.xy = saturate(float2(100000,100000) * r0.xy);
//   r0.z = r0.x * r0.y;
//   r0.x = -r0.x * r0.y + 1;
//   r0.yzw = r0.zzz * r1.xyz;
//   r0.xyz = r0.xxx * r2.xyz + r0.yzw;
//   r0.xyz = cb1[10].xyz + r0.xyz;
//   r0.xyz = max(float3(0,0,0), r0.xyz);
//   r0.xyz = v1.xyz * r0.xyz;
//   r1.xyz = log2(r0.xyz);
//   r1.xyz = cb0[2].xxx * r1.xyz;
//   r2.xyz = float3(0.416666657,0.416666657,0.416666657) * r1.xyz;
//   r1.xyz = exp2(r1.xyz);
//   r2.xyz = exp2(r2.xyz);
//   r2.xyz = r2.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
//   r3.xyz = float3(12.9200001,12.9200001,12.9200001) * r1.xyz;
//   r1.xyz = cmp(r1.xyz >= float3(0.00313066994,0.00313066994,0.00313066994));
//   r1.xyz = r1.xyz ? r2.xyz : r3.xyz;
//   r0.w = cmp(cb0[2].y != 1.000000);
//   o0.xyz = r0.www ? r1.xyz : r0.xyz;
//   o0.w = v1.w;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
