// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Thu Jun 12 20:26:41 2025
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float     2darray  110        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
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   xy          1     NONE   float   xy
// ATTRIBUTE                2   xy          2     NONE   float   xy
// ATTRIBUTE                3   xyzw        3     NONE   float   xyzw
// ATTRIBUTE                4   xy          4     NONE    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// ORIGINAL_POSITION        0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   xyzw        3     NONE   float   xy
// TEXCOORD                 1   xyzw        4     NONE   float   xyzw
// TEXCOORD                 2   x           5     NONE   float   x
// P                        0   x           6  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o6.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[4], immediateIndexed
dcl_resource_texture2darray (float,float,float,float) t110
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output o4.xyzw
dcl_output o5.x
dcl_temps 10
ld_indexable(buffer)(float,float,float,float) r9.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o6.x, r9.z
ld_indexable(texture1d)(float,float,float,float) r0.x, l(11, 0, 0, 0), t120.xyzw
mul r1.xyzw, v2.yyyy, cb0[1].xyzw
mad r1.xyzw, v2.xxxx, cb0[0].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[3].xyzw
max r0.yzw, v3.xxyz, l(0.000000, 0.0000610351999, 0.0000610351999, 0.0000610351999)
mad r2.xyz, r0.yzwy, l(0.947867274, 0.947867274, 0.947867274, 0.000000), l(0.0521326996, 0.0521326996, 0.0521326996, 0.000000)
log r2.xyz, r2.xyzx
mul r2.xyz, r2.xyzx, l(2.400000, 2.400000, 2.400000, 0.000000)
exp r2.xyz, r2.xyzx
lt r3.xyz, l(0.040450, 0.040450, 0.040450, 0.000000), r0.yzwy
mul r0.yzw, r0.yyzw, l(0.000000, 0.0773993805, 0.0773993805, 0.0773993805)
movc o1.xyz, r3.xyzx, r2.xyzx, r0.yzwy
eq r0.x, r0.x, l(0.000000)
if_nz r0.x
  ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
  ld_indexable(texture1d)(float,float,float,float) r0.z, l(3, 0, 0, 0), t120.xywz
  eq r0.w, r1.w, l(1.000000)
  eq r2.x, r0.z, l(3.000000)
  and r2.x, r0.w, r2.x
  if_nz r2.x
    add r2.x, -r0.y, l(0.000010)
    mul r2.x, r0.x, r2.x
    mul r2.y, r2.x, l(0.010000)
    mad r2.x, -r2.x, l(0.010000), r0.x
    mul r2.z, r0.y, r0.x
    mul r2.z, r2.z, l(0.100000)
    resinfo_indexable(texture2darray)(float,float,float,float)_uint r3.xy, l(0), t110.xyzw
    iadd r3.zw, r3.xxxy, l(0, 0, -1, -1)
    utof r3.xy, r3.xyxx
    mul r2.w, r3.y, l(0.500000)
    utof r3.yz, r3.zzwz
    min r2.w, r2.w, r3.z
    ftoi r4.y, r2.w
    mov r4.zw, l(0,0,0,0)
    mov r2.w, l(0)
    mov r3.zw, r2.yyyy
    mov r5.xy, l(0,0,0,0)
    loop
      utof r5.z, r5.x
      ge r5.z, r5.z, l(300.000000)
      mov r5.y, l(0)
      breakc_nz r5.z
      mad r3.w, r2.x, l(0.00333333341), r3.w
      mad r5.z, r3.w, l(0.500000), l(0.500000)
      mul r5.z, r3.x, r5.z
      max r5.z, r5.z, l(0.000000)
      min r5.z, r3.y, r5.z
      ftoi r4.x, r5.z
      ld_indexable(texture2darray)(float,float,float,float) r4.x, r4.xyzw, t110.xyzw
      ne r5.z, r4.x, l(0.000000)
      mul r5.w, r4.x, l(0.000010)
      div r5.w, l(0.000010), r5.w
      add r4.x, r4.x, r5.w
      and r4.x, r4.x, r5.z
      eq r5.z, r4.x, l(0.000000)
      if_nz r5.z
        mov r2.w, r0.x
        mov r5.y, l(-1)
        break
      endif
      add r5.w, r0.x, -r3.w
      div r5.w, r2.z, r5.w
      lt r4.x, r4.x, r5.w
      if_nz r4.x
        mov r2.w, l(0)
        mov r5.y, l(0)
        break
      endif
      mov r3.z, r3.w
      iadd r5.x, r5.x, l(1)
      mov r5.xy, r5.xzxx
      mov r2.w, l(0)
    endloop
    movc r2.x, r5.y, r2.w, r3.z
    add r1.x, r1.x, r2.x
    mov o5.x, r2.x
  else
    eq r2.x, r0.z, l(4.000000)
    and r2.x, r0.w, r2.x
    ge r2.yz, r1.yyxy, l(0.000000, 0.000000, -0.500000, 0.000000)
    and r2.x, r2.y, r2.x
    and r2.x, r2.z, r2.x
    lt r2.w, r1.x, l(0.500000)
    and r2.x, r2.w, r2.x
    if_nz r2.x
      add r2.x, -r0.y, l(0.000010)
      mul r2.x, r0.x, r2.x
      mul r3.x, r2.x, l(0.010000)
      mad r2.x, -r2.x, l(0.010000), r0.x
      mul r3.y, r0.y, r0.x
      mul r3.y, r3.y, l(0.100000)
      resinfo_indexable(texture2darray)(float,float,float,float)_uint r3.zw, l(0), t110.zwxy
      iadd r4.xy, r3.zwzz, l(-1, -1, 0, 0)
      mad r4.z, r1.y, l(-0.500000), l(0.500000)
      utof r3.zw, r3.zzzw
      mul r3.w, r3.w, r4.z
      max r3.w, r3.w, l(0.000000)
      utof r4.xy, r4.xyxx
      min r3.w, r3.w, r4.y
      ftoi r5.y, r3.w
      mov r5.zw, l(0,0,0,0)
      mov r3.w, l(0)
      mov r4.yz, r3.xxxx
      mov r4.w, l(0)
      mov r6.x, l(0)
      loop
        utof r6.y, r4.w
        ge r6.y, r6.y, l(300.000000)
        mov r6.x, l(0)
        breakc_nz r6.y
        mad r4.z, r2.x, l(0.00333333341), r4.z
        add r6.y, r1.x, r4.z
        mad r6.y, r6.y, l(0.500000), l(0.500000)
        mul r6.y, r3.z, r6.y
        max r6.y, r6.y, l(0.000000)
        min r6.y, r4.x, r6.y
        ftoi r5.x, r6.y
        ld_indexable(texture2darray)(float,float,float,float) r5.x, r5.xyzw, t110.xyzw
        ne r6.y, r5.x, l(0.000000)
        mul r6.z, r5.x, l(0.000010)
        div r6.z, l(0.000010), r6.z
        add r5.x, r5.x, r6.z
        and r5.x, r5.x, r6.y
        eq r6.y, r5.x, l(0.000000)
        if_nz r6.y
          mov r3.w, r0.x
          mov r6.x, l(-1)
          break
        endif
        add r6.z, r0.x, -r4.z
        div r6.z, r3.y, r6.z
        lt r5.x, r5.x, r6.z
        if_nz r5.x
          mov r3.w, l(0)
          mov r6.x, l(0)
          break
        endif
        mov r4.y, r4.z
        iadd r4.w, r4.w, l(1)
        mov r6.x, r6.y
        mov r3.w, l(0)
      endloop
      movc r2.x, r6.x, r3.w, r4.y
      add r1.x, r1.x, r2.x
      mov o5.x, r2.x
    else
      eq r2.x, r0.z, l(24.000000)
      and r2.x, r0.w, r2.x
      and r2.x, r2.y, r2.x
      lt r2.y, r1.y, l(0.675000)
      and r2.x, r2.y, r2.x
      and r2.x, r2.z, r2.x
      and r2.x, r2.w, r2.x
      if_nz r2.x
        add r2.x, -r0.y, l(0.000010)
        mul r2.x, r0.x, r2.x
        mul r2.y, r2.x, l(0.010000)
        mad r2.x, -r2.x, l(0.010000), r0.x
        mul r2.z, r0.y, r0.x
        mul r2.z, r2.z, l(0.100000)
        resinfo_indexable(texture2darray)(float,float,float,float)_uint r3.xy, l(0), t110.xyzw
        iadd r3.zw, r3.xxxy, l(0, 0, -1, -1)
        mad r2.w, r1.y, l(-0.500000), l(0.500000)
        utof r3.xy, r3.xyxx
        mul r2.w, r2.w, r3.y
        max r2.w, r2.w, l(0.000000)
        utof r3.yz, r3.zzwz
        min r2.w, r2.w, r3.z
        ftoi r4.y, r2.w
        mov r4.zw, l(0,0,0,0)
        mov r2.w, l(0)
        mov r3.zw, r2.yyyy
        mov r5.xy, l(0,0,0,0)
        loop
          utof r5.z, r5.x
          ge r5.z, r5.z, l(300.000000)
          mov r5.y, l(0)
          breakc_nz r5.z
          mad r3.w, r2.x, l(0.00333333341), r3.w
          add r5.z, r1.x, r3.w
          mad r5.z, r5.z, l(0.500000), l(0.500000)
          mul r5.z, r3.x, r5.z
          max r5.z, r5.z, l(0.000000)
          min r5.z, r3.y, r5.z
          ftoi r4.x, r5.z
          ld_indexable(texture2darray)(float,float,float,float) r4.x, r4.xyzw, t110.xyzw
          ne r5.z, r4.x, l(0.000000)
          mul r5.w, r4.x, l(0.000010)
          div r5.w, l(0.000010), r5.w
          add r4.x, r4.x, r5.w
          and r4.x, r4.x, r5.z
          eq r5.z, r4.x, l(0.000000)
          if_nz r5.z
            mov r2.w, r0.x
            mov r5.y, l(-1)
            break
          endif
          add r5.w, r0.x, -r3.w
          div r5.w, r2.z, r5.w
          lt r4.x, r4.x, r5.w
          if_nz r4.x
            mov r2.w, l(0)
            mov r5.y, l(0)
            break
          endif
          mov r3.z, r3.w
          iadd r5.x, r5.x, l(1)
          mov r5.xy, r5.xzxx
          mov r2.w, l(0)
        endloop
        movc r2.x, r5.y, r2.w, r3.z
        add r1.x, r1.x, r2.x
        mov o5.x, r2.x
      else
        ld_indexable(texture1d)(float,float,float,float) r2.x, l(10, 0, 0, 0), t120.xyzw
        eq r0.z, r0.z, l(5.000000)
        and r0.z, r0.z, r0.w
        mad r0.y, -r0.y, l(0.000750), r1.w
        mul r3.y, r0.y, r0.x
        mad r3.x, r0.x, r0.y, r1.x
        mul r4.y, r0.x, r2.x
        mad r4.x, r0.x, r2.x, r1.x
        mov r0.x, r1.x
        mov r0.y, l(0)
        movc r0.xy, r0.wwww, r4.xyxx, r0.xyxx
        movc r0.xy, r0.zzzz, r3.xyxx, r0.xyxx
        mov r1.x, r0.x
        mov o5.x, r0.y
      endif
    endif
  endif
else
  mov o5.x, l(0)
endif
mov r7.xyzw, r1.xyzw
mov o1.w, v3.w
mov o2.xy, v2.xyxx
mov o2.zw, l(0,0,0,1.000000)
mov o4.xyzw, v0.xyzw
mov o3.xy, v1.xyxx
add r8.x, -r9.y, r7.w
mul r8.y, r9.x, r9.w
mad r8.x, r8.x, r8.y, r7.x
ne r8.y, l(1.000000), r7.w
movc r7.x, r8.y, r8.x, r7.x
mov o0.xyzw, r7.xyzw
ret
// Approximately 241 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Thu Jun 12 20:26:41 2025
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[4] : packoffset(c0);
// }
//
// Texture2DArray<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : ATTRIBUTE0,
//   float2 v1 : ATTRIBUTE1,
//   float2 v2 : ATTRIBUTE2,
//   float4 v3 : ATTRIBUTE3,
//   uint2 v4 : ATTRIBUTE4,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : COLOR0,
//   out float4 o2 : ORIGINAL_POSITION0,
//   out float4 o3 : TEXCOORD0,
//   out float4 o4 : TEXCOORD1,
//   out float o5 : TEXCOORD2,
//   out uint o6 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r9.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o6.x = r9.z;
//   r0.x = IniParams.Load(float4(11,0,0,0)).x;
//   r1.xyzw = cb0[1].xyzw * v2.yyyy;
//   r1.xyzw = v2.xxxx * cb0[0].xyzw + r1.xyzw;
//   r1.xyzw = cb0[3].xyzw + r1.xyzw;
//   r0.yzw = max(float3(6.10351999e-05,6.10351999e-05,6.10351999e-05), v3.xyz);
//   r2.xyz = r0.yzw * float3(0.947867274,0.947867274,0.947867274) + float3(0.0521326996,0.0521326996,0.0521326996);
//   r2.xyz = log2(r2.xyz);
//   r2.xyz = float3(2.4000001,2.4000001,2.4000001) * r2.xyz;
//   r2.xyz = exp2(r2.xyz);
//   r3.xyz = cmp(float3(0.0404499993,0.0404499993,0.0404499993) < r0.yzw);
//   r0.yzw = float3(0.0773993805,0.0773993805,0.0773993805) * r0.yzw;
//   o1.xyz = r3.xyz ? r2.xyz : r0.yzw;
//   r0.x = cmp(r0.x == 0.000000);
//   if (r0.x != 0) {
//     r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//     r0.z = IniParams.Load(float4(3,0,0,0)).w;
//     r0.w = cmp(r1.w == 1.000000);
//     r2.x = cmp(r0.z == 3.000000);
//     r2.x = r0.w ? r2.x : 0;
//     if (r2.x != 0) {
//       r2.x = 9.99999975e-06 + -r0.y;
//       r2.x = r2.x * r0.x;
//       r2.y = 0.00999999978 * r2.x;
//       r2.x = -r2.x * 0.00999999978 + r0.x;
//       r2.z = r0.x * r0.y;
//       r2.z = 0.100000001 * r2.z;
//       DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//       r3.xy = uiDest.xy;
//       r3.zw = (int2)r3.xy + int2(-1,-1);
//       r3.xy = (uint2)r3.xy;
//       r2.w = 0.5 * r3.y;
//       r3.yz = (uint2)r3.zw;
//       r2.w = min(r3.z, r2.w);
//       r4.y = (int)r2.w;
//       r4.zw = float2(0,0);
//       r2.w = 0;
//       r3.zw = r2.yy;
//       r5.xy = float2(0,0);
//       while (true) {
//         r5.z = (uint)r5.x;
//         r5.z = cmp(r5.z >= 300);
//         r5.y = 0;
//         if (r5.z != 0) break;
//         r3.w = r2.x * 0.00333333341 + r3.w;
//         r5.z = r3.w * 0.5 + 0.5;
//         r5.z = r5.z * r3.x;
//         r5.z = max(0, r5.z);
//         r5.z = min(r5.z, r3.y);
//         r4.x = (int)r5.z;
//         r4.x = DepthBuffer.Load(r4.xyzw).x;
//         r5.z = cmp(r4.x != 0.000000);
//         r5.w = 9.99999975e-06 * r4.x;
//         r5.w = 9.99999975e-06 / r5.w;
//         r4.x = r5.w + r4.x;
//         r4.x = r5.z ? r4.x : 0;
//         r5.z = cmp(r4.x == 0.000000);
//         if (r5.z != 0) {
//           r2.w = r0.x;
//           r5.y = -1;
//           break;
//         }
//         r5.w = -r3.w + r0.x;
//         r5.w = r2.z / r5.w;
//         r4.x = cmp(r4.x < r5.w);
//         if (r4.x != 0) {
//           r2.w = 0;
//           r5.y = 0;
//           break;
//         }
//         r3.z = r3.w;
//         r5.x = (int)r5.x + 1;
//         r5.xy = r5.xz;
//         r2.w = 0;
//       }
//       r2.x = r5.y ? r2.w : r3.z;
//       r1.x = r2.x + r1.x;
//       o5.x = r2.x;
//     } else {
//       r2.x = cmp(r0.z == 4.000000);
//       r2.x = r0.w ? r2.x : 0;
//       r2.yz = cmp(r1.yx >= float2(0,-0.5));
//       r2.x = r2.y ? r2.x : 0;
//       r2.x = r2.z ? r2.x : 0;
//       r2.w = cmp(r1.x < 0.5);
//       r2.x = r2.w ? r2.x : 0;
//       if (r2.x != 0) {
//         r2.x = 9.99999975e-06 + -r0.y;
//         r2.x = r2.x * r0.x;
//         r3.x = 0.00999999978 * r2.x;
//         r2.x = -r2.x * 0.00999999978 + r0.x;
//         r3.y = r0.x * r0.y;
//         r3.y = 0.100000001 * r3.y;
//         DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//         r3.zw = uiDest.xy;
//         r4.xy = (int2)r3.zw + int2(-1,-1);
//         r4.z = r1.y * -0.5 + 0.5;
//         r3.zw = (uint2)r3.zw;
//         r3.w = r4.z * r3.w;
//         r3.w = max(0, r3.w);
//         r4.xy = (uint2)r4.xy;
//         r3.w = min(r4.y, r3.w);
//         r5.y = (int)r3.w;
//         r5.zw = float2(0,0);
//         r3.w = 0;
//         r4.yz = r3.xx;
//         r4.w = 0;
//         r6.x = 0;
//         while (true) {
//           r6.y = (uint)r4.w;
//           r6.y = cmp(r6.y >= 300);
//           r6.x = 0;
//           if (r6.y != 0) break;
//           r4.z = r2.x * 0.00333333341 + r4.z;
//           r6.y = r4.z + r1.x;
//           r6.y = r6.y * 0.5 + 0.5;
//           r6.y = r6.y * r3.z;
//           r6.y = max(0, r6.y);
//           r6.y = min(r6.y, r4.x);
//           r5.x = (int)r6.y;
//           r5.x = DepthBuffer.Load(r5.xyzw).x;
//           r6.y = cmp(r5.x != 0.000000);
//           r6.z = 9.99999975e-06 * r5.x;
//           r6.z = 9.99999975e-06 / r6.z;
//           r5.x = r6.z + r5.x;
//           r5.x = r6.y ? r5.x : 0;
//           r6.y = cmp(r5.x == 0.000000);
//           if (r6.y != 0) {
//             r3.w = r0.x;
//             r6.x = -1;
//             break;
//           }
//           r6.z = -r4.z + r0.x;
//           r6.z = r3.y / r6.z;
//           r5.x = cmp(r5.x < r6.z);
//           if (r5.x != 0) {
//             r3.w = 0;
//             r6.x = 0;
//             break;
//           }
//           r4.y = r4.z;
//           r4.w = (int)r4.w + 1;
//           r6.x = r6.y;
//           r3.w = 0;
//         }
//         r2.x = r6.x ? r3.w : r4.y;
//         r1.x = r2.x + r1.x;
//         o5.x = r2.x;
//       } else {
//         r2.x = cmp(r0.z == 24.000000);
//         r2.x = r0.w ? r2.x : 0;
//         r2.x = r2.y ? r2.x : 0;
//         r2.y = cmp(r1.y < 0.675000012);
//         r2.x = r2.y ? r2.x : 0;
//         r2.x = r2.z ? r2.x : 0;
//         r2.x = r2.w ? r2.x : 0;
//         if (r2.x != 0) {
//           r2.x = 9.99999975e-06 + -r0.y;
//           r2.x = r2.x * r0.x;
//           r2.y = 0.00999999978 * r2.x;
//           r2.x = -r2.x * 0.00999999978 + r0.x;
//           r2.z = r0.x * r0.y;
//           r2.z = 0.100000001 * r2.z;
//           DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z, uiDest.w);
//           r3.xy = uiDest.xy;
//           r3.zw = (int2)r3.xy + int2(-1,-1);
//           r2.w = r1.y * -0.5 + 0.5;
//           r3.xy = (uint2)r3.xy;
//           r2.w = r3.y * r2.w;
//           r2.w = max(0, r2.w);
//           r3.yz = (uint2)r3.zw;
//           r2.w = min(r3.z, r2.w);
//           r4.y = (int)r2.w;
//           r4.zw = float2(0,0);
//           r2.w = 0;
//           r3.zw = r2.yy;
//           r5.xy = float2(0,0);
//           while (true) {
//             r5.z = (uint)r5.x;
//             r5.z = cmp(r5.z >= 300);
//             r5.y = 0;
//             if (r5.z != 0) break;
//             r3.w = r2.x * 0.00333333341 + r3.w;
//             r5.z = r3.w + r1.x;
//             r5.z = r5.z * 0.5 + 0.5;
//             r5.z = r5.z * r3.x;
//             r5.z = max(0, r5.z);
//             r5.z = min(r5.z, r3.y);
//             r4.x = (int)r5.z;
//             r4.x = DepthBuffer.Load(r4.xyzw).x;
//             r5.z = cmp(r4.x != 0.000000);
//             r5.w = 9.99999975e-06 * r4.x;
//             r5.w = 9.99999975e-06 / r5.w;
//             r4.x = r5.w + r4.x;
//             r4.x = r5.z ? r4.x : 0;
//             r5.z = cmp(r4.x == 0.000000);
//             if (r5.z != 0) {
//               r2.w = r0.x;
//               r5.y = -1;
//               break;
//             }
//             r5.w = -r3.w + r0.x;
//             r5.w = r2.z / r5.w;
//             r4.x = cmp(r4.x < r5.w);
//             if (r4.x != 0) {
//               r2.w = 0;
//               r5.y = 0;
//               break;
//             }
//             r3.z = r3.w;
//             r5.x = (int)r5.x + 1;
//             r5.xy = r5.xz;
//             r2.w = 0;
//           }
//           r2.x = r5.y ? r2.w : r3.z;
//           r1.x = r2.x + r1.x;
//           o5.x = r2.x;
//         } else {
//           r2.x = IniParams.Load(float4(10,0,0,0)).x;
//           r0.z = cmp(r0.z == 5.000000);
//           r0.z = r0.z ? r0.w : 0;
//           r0.y = -r0.y * 0.000750000007 + r1.w;
//           r3.y = r0.x * r0.y;
//           r3.x = r0.x * r0.y + r1.x;
//           r4.y = r2.x * r0.x;
//           r4.x = r0.x * r2.x + r1.x;
//           r0.x = r1.x;
//           r0.y = 0;
//           r0.xy = r0.ww ? r4.xy : r0.xy;
//           r0.xy = r0.zz ? r3.xy : r0.xy;
//           r1.x = r0.x;
//           o5.x = r0.y;
//         }
//       }
//     }
//   } else {
//     o5.x = 0;
//   }
//   r7.xyzw = r1.xyzw;
//   o1.w = v3.w;
//   o2.xy = v2.xy;
//   o2.zw = float2(0,1);
//   o4.xyzw = v0.xyzw;
//   o3.xy = v1.xy;
//   r8.x = r7.w + -r9.y;
//   r8.y = r9.w * r9.x;
//   r8.x = r8.x * r8.y + r7.x;
//   r8.y = cmp(1.000000 != r7.w);
//   r7.x = r8.y ? r8.x : r7.x;
//   o0.xyzw = r7.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
