// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Tue Jun 17 00:05:07 2025
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[26];                    // Index:    0-25             Components:   104
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[131];                   // Index:    0-130            Components:   524
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[21];                    // Index:    0-20             Components:    84
//
// }
//
//
// 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
// s5_s                              sampler      NA          NA    5        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
// t5                                texture  float4          2d    5        1
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
// cb1                               cbuffer      NA          NA    1        1
// cb2                               cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy w
//
//
// 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 CB2[26], immediateIndexed
dcl_constantbuffer CB1[131], immediateIndexed
dcl_constantbuffer CB0[21], 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_sampler s5, 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_texture2d (float,float,float,float) t5
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_output o0.xyzw
dcl_temps 4
div r0.x, cb1[130].z, cb2[17].y
round_ni r0.x, r0.x
mul r0.x, r0.x, cb2[17].y
mul r0.x, r0.x, cb2[17].z
mul r0.y, r0.x, l(0.0628318563)
sincos null, r0.y, r0.y
mul r0.x, r0.x, r0.y
mul r0.x, r0.x, l(6.28318548)
sincos null, r0.x, r0.x
mul r0.x, r0.x, cb2[17].w
frc r0.y, r0.x
mov r0.xz, l(0,0,0,0)
mul r1.xy, cb1[120].xyxx, cb1[121].zwzz
mul r2.yz, v0.xxyx, cb1[121].zzwz
div r1.xy, r2.yzyy, r1.xyxx
mad r0.xy, r1.xyxx, cb2[3].xyxx, r0.xyxx
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xyzw, s2
mul r0.y, cb2[18].z, cb1[130].z
mul r3.xyzw, r1.xyxy, cb2[4].xyxy
mad r3.xyzw, r0.yyyy, l(-0.500000, -0.300000, 0.800000, 0.600000), r3.xyzw
sample_indexable(texture2d)(float,float,float,float) r0.y, r3.xyxx, t3.yxzw, s3
sample_indexable(texture2d)(float,float,float,float) r1.z, r3.zwzz, t3.yzxw, s3
mul r0.y, r0.y, r1.z
mul r0.y, r0.y, cb2[19].y
mul r0.x, r0.y, r0.x
ld_indexable(buffer)(float,float,float,float) r0.y, l(0, 0, 0, 0), t125.yxzw
add r3.yz, r1.xxyx, l(0.000000, -0.500000, -0.500000, 0.000000)
mad r3.x, -r0.y, l(0.500000), r3.y
dp2 r1.z, r3.xzxx, r3.xzxx
sqrt r1.z, r1.z
mad r1.z, -r1.z, cb2[20].x, l(1.000000)
mul_sat r1.z, r1.z, cb2[21].x
add r1.z, -r1.z, l(1.000000)
mul r1.z, r1.z, cb2[21].y
mul r0.x, r0.x, r1.z
div r1.z, cb1[130].z, cb2[15].w
round_ni r1.z, r1.z
mul r1.z, r1.z, cb2[15].w
mul r1.z, r1.z, cb2[16].x
mul r1.w, r1.z, l(0.0615030900)
sincos r1.w, null, r1.w
mul r1.z, r1.z, r1.w
mul r1.z, r1.z, l(6.28318548)
sincos null, r1.z, r1.z
mul r1.z, r1.z, cb2[16].y
frc r0.w, r1.z
mad r0.zw, r1.xxxy, cb2[2].xxxy, r0.zzzw
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t1.yzxw, s1
mul r0.z, r0.z, cb2[17].x
mul r0.x, r0.x, r0.z
div r0.z, cb1[130].z, cb2[14].x
round_ni r0.z, r0.z
mul r0.z, r0.z, cb2[14].x
mul r0.z, r0.z, cb2[14].y
mul r0.w, r0.z, l(0.0615030900)
sincos r0.w, null, r0.w
mul r0.z, r0.z, r0.w
mul r0.z, r0.z, l(6.28318548)
sincos null, r0.z, r0.z
mul r0.z, r0.z, cb2[14].z
frc r3.y, r0.z
mov r3.x, l(0)
mad r0.zw, r1.xxxy, cb2[1].xxxy, r3.xxxy
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t0.yzxw, s0
mul r0.z, r0.z, cb2[15].y
mul r0.w, cb2[15].z, cb1[130].z
mul r0.w, r0.w, l(6.28318548)
sincos r0.w, null, r0.w
mul r0.z, r0.z, r0.w
mad r0.x, r0.w, r0.x, -r0.z
mad r0.x, cb2[21].z, r0.x, r0.z
mad r2.x, cb1[121].z, v0.x, r0.x
max r0.xz, r2.xxzx, cb0[9].xxyx
min r0.xz, r0.xxzx, cb0[9].zzwz
sample_indexable(texture2d)(float,float,float,float) r0.xzw, r0.xzxx, t5.xwyz, s5
add r1.zw, v0.xxxy, -cb1[119].xxxy
mad r1.zw, r1.zzzw, cb1[120].zzzw, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r2.xy, r1.zwzz, v0.wwww
mov r2.z, v0.w
mul r2.xyz, r2.xyzx, l(2.000000, -2.000000, 1.000000, 0.000000)
div r1.zw, r2.xxxy, r2.zzzz
mad r1.zw, r1.zzzw, cb1[54].xxxy, cb1[54].wwwz
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r1.zwzz, t5.xyzw, s5
frc r1.z, cb1[130].z
mul r1.z, r1.z, cb1[130].z
mul r1.zw, r1.zzzz, l(0.000000, 0.000000, 54.018105, 75.104012)
frc r1.zw, r1.zzzw
mad r1.zw, r1.xxxy, cb2[21].wwww, r1.zzzw
add r3.yz, r1.xxyx, -cb2[7].xxyx
sample_indexable(texture2d)(float,float,float,float) r1.x, r1.zwzz, t4.xyzw, s4
mad r1.x, cb2[22].x, -r1.x, l(1.000000)
mad r0.xzw, r0.xxzw, r1.xxxx, -r2.xxyz
mad r0.xzw, cb2[22].yyyy, r0.xxzw, r2.xxyz
max r1.xyz, r0.xzwx, l(0.000000, 0.000000, 0.000000, 0.000000)
log r1.xyz, r1.xyzx
mul r1.xyz, r1.xyzx, cb2[22].zzzz
exp r1.xyz, r1.xyzx
mul r1.xyz, r1.xyzx, cb2[22].wwww
mad r3.x, -r0.y, l(0.500000), r3.y
dp2 r0.y, r3.xzxx, r3.xzxx
sqrt r0.y, r0.y
mad r0.y, -r0.y, cb2[24].x, l(1.000000)
mul_sat r0.y, r0.y, cb2[25].x
mul r1.w, r0.y, cb0[20].w
add r0.y, -r0.y, l(1.000000)
mul r0.y, r0.y, cb2[25].y
mad r0.xzw, r1.xxyz, r1.wwww, r0.xxzw
mad r1.xyz, cb2[9].xyzx, r0.yyyy, -r0.xzwx
mad r0.xyz, r0.yyyy, r1.xyzx, r0.xzwx
add r0.xyz, r0.xyzx, cb2[12].xyzx
add r0.xyz, r0.xyzx, cb2[13].xyzx
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.w, l(1.000000)
ret
// Approximately 114 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Tue Jun 17 00:05:07 2025
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[26] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[131] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[21] : 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);
// SamplerState s5_s_s : register(s5);
// 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);
// Texture2D<float4> t5 : register(t5);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = cb1[130].z / cb2[17].y;
//   r0.x = floor(r0.x);
//   r0.x = cb2[17].y * r0.x;
//   r0.x = cb2[17].z * r0.x;
//   r0.y = 0.0628318563 * r0.x;
//   r0.y = cos(r0.y);
//   r0.x = r0.y * r0.x;
//   r0.x = 6.28318548 * r0.x;
//   r0.x = cos(r0.x);
//   r0.x = cb2[17].w * r0.x;
//   r0.y = frac(r0.x);
//   r0.xz = float2(0,0);
//   r1.xy = cb1[121].zw * cb1[120].xy;
//   r2.yz = cb1[121].zw * v0.xy;
//   r1.xy = r2.yz / r1.xy;
//   r0.xy = r1.xy * cb2[3].xy + r0.xy;
//   r0.x = t2.Sample(s2_s_s, r0.xy).x;
//   r0.y = cb1[130].z * cb2[18].z;
//   r3.xyzw = cb2[4].xyxy * r1.xyxy;
//   r3.xyzw = r0.yyyy * float4(-0.5,-0.300000012,0.800000012,0.600000024) + r3.xyzw;
//   r0.y = t3.Sample(s3_s_s, r3.xy).x;
//   r1.z = t3.Sample(s3_s_s, r3.zw).x;
//   r0.y = r1.z * r0.y;
//   r0.y = cb2[19].y * r0.y;
//   r0.x = r0.x * r0.y;
//   r0.y = StereoParams.Load(float4(0,0,0,0)).x;
//   r3.yz = float2(-0.5,-0.5) + r1.xy;
//   r3.x = -r0.y * 0.5 + r3.y;
//   r1.z = dot(r3.xz, r3.xz);
//   r1.z = sqrt(r1.z);
//   r1.z = -r1.z * cb2[20].x + 1;
//   r1.z = saturate(cb2[21].x * r1.z);
//   r1.z = 1 + -r1.z;
//   r1.z = cb2[21].y * r1.z;
//   r0.x = r1.z * r0.x;
//   r1.z = cb1[130].z / cb2[15].w;
//   r1.z = floor(r1.z);
//   r1.z = cb2[15].w * r1.z;
//   r1.z = cb2[16].x * r1.z;
//   r1.w = 0.06150309 * r1.z;
//   r1.w = sin(r1.w);
//   r1.z = r1.w * r1.z;
//   r1.z = 6.28318548 * r1.z;
//   r1.z = cos(r1.z);
//   r1.z = cb2[16].y * r1.z;
//   r0.w = frac(r1.z);
//   r0.zw = r1.xy * cb2[2].xy + r0.zw;
//   r0.z = t1.Sample(s1_s_s, r0.zw).x;
//   r0.z = cb2[17].x * r0.z;
//   r0.x = r0.z * r0.x;
//   r0.z = cb1[130].z / cb2[14].x;
//   r0.z = floor(r0.z);
//   r0.z = cb2[14].x * r0.z;
//   r0.z = cb2[14].y * r0.z;
//   r0.w = 0.06150309 * r0.z;
//   r0.w = sin(r0.w);
//   r0.z = r0.w * r0.z;
//   r0.z = 6.28318548 * r0.z;
//   r0.z = cos(r0.z);
//   r0.z = cb2[14].z * r0.z;
//   r3.y = frac(r0.z);
//   r3.x = 0;
//   r0.zw = r1.xy * cb2[1].xy + r3.xy;
//   r0.z = t0.Sample(s0_s_s, r0.zw).x;
//   r0.z = cb2[15].y * r0.z;
//   r0.w = cb1[130].z * cb2[15].z;
//   r0.w = 6.28318548 * r0.w;
//   r0.w = sin(r0.w);
//   r0.z = r0.w * r0.z;
//   r0.x = r0.w * r0.x + -r0.z;
//   r0.x = cb2[21].z * r0.x + r0.z;
//   r2.x = cb1[121].z * v0.x + r0.x;
//   r0.xz = max(cb0[9].xy, r2.xz);
//   r0.xz = min(cb0[9].zw, r0.xz);
//   r0.xzw = t5.Sample(s5_s_s, r0.xz).xyz;
//   r1.zw = -cb1[119].xy + v0.xy;
//   r1.zw = r1.zw * cb1[120].zw + float2(-0.5,-0.5);
//   r2.xy = v0.ww * r1.zw;
//   r2.z = v0.w;
//   r2.xyz = float3(2,-2,1) * r2.xyz;
//   r1.zw = r2.xy / r2.zz;
//   r1.zw = r1.zw * cb1[54].xy + cb1[54].wz;
//   r2.xyz = t5.Sample(s5_s_s, r1.zw).xyz;
//   r1.z = frac(cb1[130].z);
//   r1.z = cb1[130].z * r1.z;
//   r1.zw = float2(54.0181046,75.1040115) * r1.zz;
//   r1.zw = frac(r1.zw);
//   r1.zw = r1.xy * cb2[21].ww + r1.zw;
//   r3.yz = -cb2[7].xy + r1.xy;
//   r1.x = t4.Sample(s4_s_s, r1.zw).x;
//   r1.x = cb2[22].x * -r1.x + 1;
//   r0.xzw = r0.xzw * r1.xxx + -r2.xyz;
//   r0.xzw = cb2[22].yyy * r0.xzw + r2.xyz;
//   r1.xyz = max(float3(0,0,0), r0.xzw);
//   r1.xyz = log2(r1.xyz);
//   r1.xyz = cb2[22].zzz * r1.xyz;
//   r1.xyz = exp2(r1.xyz);
//   r1.xyz = cb2[22].www * r1.xyz;
//   r3.x = -r0.y * 0.5 + r3.y;
//   r0.y = dot(r3.xz, r3.xz);
//   r0.y = sqrt(r0.y);
//   r0.y = -r0.y * cb2[24].x + 1;
//   r0.y = saturate(cb2[25].x * r0.y);
//   r1.w = cb0[20].w * r0.y;
//   r0.y = 1 + -r0.y;
//   r0.y = cb2[25].y * r0.y;
//   r0.xzw = r1.xyz * r1.www + r0.xzw;
//   r1.xyz = cb2[9].xyz * r0.yyy + -r0.xzw;
//   r0.xyz = r0.yyy * r1.xyz + r0.xzw;
//   r0.xyz = cb2[12].xyz + r0.xyz;
//   r0.xyz = cb2[13].xyz + r0.xyz;
//   o0.xyz = max(float3(0,0,0), r0.xyz);
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
