// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Thu Jun 12 20:21:54 2025
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[2];                     // Index:    0 1              Components:     8
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[128];                   // Index:    0-127            Components:   512
//
// }
//
// 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
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        1
// IniParams                         texture  float4          1d  120        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
// COLOR                    0   xyzw        1     NONE   float   xyzw
// ORIGINAL_POSITION        0   xyzw        2     NONE   float
// TEXCOORD                 0   xyzw        3     NONE   float
// TEXCOORD                 1   xyzw        4     NONE   float   xyzw
// TEXCOORD                 2   x           5     NONE   float   x
//
//
// 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[2], immediateIndexed
dcl_constantbuffer CB1[128], immediateIndexed
dcl_constantbuffer CB0[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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_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 v4.xyzw
dcl_input_ps linear v5.x
dcl_output o0.xyzw
dcl_temps 5
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, v5.x
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.xyzw, cb1[127].zzzz, l(-0.020000, 0.010000, -0.033300, 0.040000)
frc r0.xyzw, r0.xyzw
mul r1.xy, v4.zwzz, v4.xyxx
mad r0.xyzw, r1.xyxy, l(0.700000, 0.400000, 0.666000, 0.200000), r0.xyzw
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.zwzz, t2.xyzw, s2
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t2.xyzw, s2
add r3.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r0.xyz, r0.xyzx, r2.xyzx
add r0.xyz, r0.xyzx, r0.xyzx
add r4.xyz, r2.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
ge r2.xyz, r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
mad r4.xyz, r4.xyzx, l(-2.000000, -2.000000, -2.000000, 0.000000), l(1.000000, 1.000000, 1.000000, 0.000000)
mad r3.xyz, -r3.xyzx, r4.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
movc r0.xyz, r2.xyzx, r3.xyzx, r0.xyzx
mul r1.zw, r1.xxxy, l(0.000000, 0.000000, 0.300000, 0.150000)
mad r2.xyzw, r1.xyxy, l(0.300000, 0.150000, 0.300000, 0.150000), l(0.000000, 0.700000, 0.000000, 0.700000)
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.zwzz, t0.xyzw, s0
mul r1.xyz, r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
mad r2.xyzw, cb1[127].zzzz, l(-0.033300, 0.010000, 0.002000, -0.005000), r2.xyzw
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.zwzz, t1.xyzw, s1
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyxx, t1.xyzw, s1
mul r2.xzw, r3.xxyz, r2.xxyz
max r2.xzw, r2.xxzw, l(0.000000, 0.000000, 0.000000, 0.000000)
log r2.xzw, r2.xxzw
mul r2.xzw, r2.xxzw, l(0.600000, 0.000000, 0.600000, 0.600000)
exp r2.xzw, r2.xxzw
mad r1.xyz, r1.xyzx, r2.yyyy, r2.xzwx
mad r0.xyz, |r0.xyzx|, l(1.000000, 0.236205935, 0.000000, 0.000000), r1.xyzx
add r0.xyz, r0.xyzx, cb2[1].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 59 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Thu Jun 12 20:21:54 2025
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[2] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[128] : 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);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : COLOR0,
//   float4 v2 : ORIGINAL_POSITION0,
//   float4 v3 : TEXCOORD0,
//   float4 v4 : TEXCOORD1,
//   float v5 : TEXCOORD2,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3,r4;
//   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 = v5.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.xyzw = float4(-0.0199999996,0.00999999978,-0.0333000012,0.0399999991) * cb1[127].zzzz;
//   r0.xyzw = frac(r0.xyzw);
//   r1.xy = v4.xy * v4.zw;
//   r0.xyzw = r1.xyxy * float4(0.699999988,0.400000006,0.666000009,0.200000003) + r0.xyzw;
//   r2.xyz = t2.Sample(s2_s_s, r0.zw).xyz;
//   r0.xyz = t2.Sample(s2_s_s, r0.xy).xyz;
//   r3.xyz = float3(1,1,1) + -r0.xyz;
//   r0.xyz = r2.xyz * r0.xyz;
//   r0.xyz = r0.xyz + r0.xyz;
//   r4.xyz = float3(-0.5,-0.5,-0.5) + r2.xyz;
//   r2.xyz = cmp(r2.xyz >= float3(0.5,0.5,0.5));
//   r4.xyz = r4.xyz * float3(-2,-2,-2) + float3(1,1,1);
//   r3.xyz = -r3.xyz * r4.xyz + float3(1,1,1);
//   r0.xyz = r2.xyz ? r3.xyz : r0.xyz;
//   r1.zw = float2(0.300000012,0.150000006) * r1.xy;
//   r2.xyzw = r1.xyxy * float4(0.300000012,0.150000006,0.300000012,0.150000006) + float4(0,0.699999988,0,0.699999988);
//   r1.xyz = t0.Sample(s0_s_s, r1.zw).xyz;
//   r1.xyz = float3(0.5,0.5,0.5) * r1.xyz;
//   r2.xyzw = cb1[127].zzzz * float4(-0.0333000012,0.00999999978,0.00200000009,-0.00499999989) + r2.xyzw;
//   r3.xyz = t1.Sample(s1_s_s, r2.zw).xyz;
//   r2.xyz = t1.Sample(s1_s_s, r2.xy).xyz;
//   r2.xzw = r2.xyz * r3.xyz;
//   r2.xzw = max(float3(0,0,0), r2.xzw);
//   r2.xzw = log2(r2.xzw);
//   r2.xzw = float3(0.600000024,0.600000024,0.600000024) * r2.xzw;
//   r2.xzw = exp2(r2.xzw);
//   r1.xyz = r1.xyz * r2.yyy + r2.xzw;
//   r0.xyz = abs(r0.xyz) * float3(1,0.236205935,0) + r1.xyz;
//   r0.xyz = cb2[1].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;
// }
/////////////////////////////////////////////////////////////////////////////
