// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sun Jun 21 16:07:07 2026
//
//
// Buffer Definitions:
//
// cbuffer cb1
// {
//
//   float4 cb1[9];                     // Index:    0-8              Components:    36
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[147];                   // Index:    0-146            Components:   588
//
// }
//
//
// 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
// StereoParams                      texture  float4          2d  125        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 w
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// SV_IsFrontFace           0   x           2    FFACE    uint
//
//
// 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[9], immediateIndexed
dcl_constantbuffer CB0[147], 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_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 3
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
mov r1.x, l(0)
mul r1.yz, cb0[136].zzzz, l(0.000000, 0.010000, 0.020000, 0.000000)
add r1.xyz, r1.xyzx, v1.xyyx
sample_b_indexable(texture2d)(float,float,float,float) r0.z, r1.xyxx, t0.yzxw, s0, cb0[137].y
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r1.xzxx, t0.xzwy, s0, cb0[137].y
add r0.z, -r0.w, r0.z
add r0.z, r0.z, v1.y
mul r1.xz, v1.yyxy, l(3.000000, 0.000000, 3.000000, 0.000000)
mad r1.y, r0.z, l(3.000000), r1.x
mov r2.xz, l(0,0,0,0)
mul r2.yw, cb0[136].zzzz, l(0.000000, 0.200000, 0.000000, 0.025000)
mad r0.zw, r1.zzzy, cb1[6].wwww, r2.xxxy
add r1.x, r1.y, l(0.750000)
add r1.w, r1.y, l(0.750000)
add r1.yz, r1.zzwz, r2.zzwz
mul r1.x, r1.x, cb1[8].z
mul r1.x, r1.x, l(0.125000)
mad r2.y, cb0[136].z, cb1[8].y, r1.x
sample_b_indexable(texture2d)(float,float,float,float) r1.x, r1.yzyy, t1.wxyz, s1, cb0[137].y
sample_b_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t1.xyzw, s1, cb0[137].y
add r0.z, r0.z, cb1[7].y
add r0.z, -r0.z, l(1.000000)
mul r0.w, r1.x, cb1[7].z
mul r1.x, r1.x, cb1[6].y
mul r1.x, r1.x, cb1[6].z
mul r0.z, r0.w, r0.z
mul r0.z, r0.z, v1.y
mul r0.z, r0.z, cb1[7].w
max r0.z, r0.z, r1.x
mul r0.w, r0.z, cb1[2].x
mad r0.z, -r0.z, cb1[2].x, cb1[4].x
mov r2.x, v1.x
sample_b_indexable(texture2d)(float,float,float,float) r1.xy, r2.xyxx, t1.xyzw, s1, cb0[137].y
max r1.x, r1.y, r1.x
mul r1.x, r1.x, v1.y
mad r0.z, r1.x, r0.z, r0.w
add r1.yz, v0.xxyx, -cb0[125].xxyx
div r0.y, r0.y, v0.w
add r0.y, -r0.y, l(1.000000)
mul r0.x, r0.y, r0.x
mad r1.x, r0.x, l(-0.500000), r1.y
add r0.xy, r1.xzxx, cb0[146].xxxx
mul r1.xy, r1.xzxx, l(0.015625, 0.015625, 0.000000, 0.000000)
sample_b_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t2.yzwx, s2, cb0[137].y
ftou r0.xy, r0.xyxx
ishl r0.y, r0.y, l(1)
utof r0.xy, r0.xyxx
ftoi r0.xy, r0.xyxx
iadd r0.x, r0.x, r0.y
itof r0.x, r0.x
ftou r0.x, r0.x
udiv null, r0.x, r0.x, l(5)
utof r0.x, r0.x
add r0.x, r0.w, r0.x
mul r0.x, r0.x, l(0.166666672)
add r0.yw, -v1.yyyx, l(0.000000, 0.950000, 0.000000, 0.950000)
mov r1.x, l(5.000000)
add r1.y, v1.x, l(-0.050000)
mul r0.yw, r0.yyyw, r1.xxxy
mov_sat r0.y, r0.y
mul_sat r0.w, r0.w, l(9.000000)
add r0.w, r0.w, cb1[8].w
mul_sat r0.y, r0.y, r0.w
mad r0.x, r0.y, r0.z, r0.x
add r0.x, r0.x, l(-0.833300)
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
mov o0.xyzw, l(0,0,0,0)
ret
// Approximately 70 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sun Jun 21 16:07:07 2026
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[9] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[147] : 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 : TEXCOORD0,
//   uint v2 : SV_IsFrontFace0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r1.x = 0;
//   r1.yz = float2(0.00999999978,0.0199999996) * cb0[136].zz;
//   r1.xyz = v1.xyy + r1.xyz;
//   r0.z = t0.SampleBias(s0_s_s, r1.xy, cb0[137].y).x;
//   r0.w = t0.SampleBias(s0_s_s, r1.xz, cb0[137].y).y;
//   r0.z = r0.z + -r0.w;
//   r0.z = v1.y + r0.z;
//   r1.xz = float2(3,3) * v1.yx;
//   r1.y = r0.z * 3 + r1.x;
//   r2.xz = float2(0,0);
//   r2.yw = float2(0.200000003,0.0250000004) * cb0[136].zz;
//   r0.zw = r1.zy * cb1[6].ww + r2.xy;
//   r1.x = 0.75 + r1.y;
//   r1.w = 0.75 + r1.y;
//   r1.yz = r2.zw + r1.zw;
//   r1.x = cb1[8].z * r1.x;
//   r1.x = 0.125 * r1.x;
//   r2.y = cb0[136].z * cb1[8].y + r1.x;
//   r1.x = t1.SampleBias(s1_s_s, r1.yz, cb0[137].y).w;
//   r0.z = t1.SampleBias(s1_s_s, r0.zw, cb0[137].y).z;
//   r0.z = cb1[7].y + r0.z;
//   r0.z = 1 + -r0.z;
//   r0.w = cb1[7].z * r1.x;
//   r1.x = cb1[6].y * r1.x;
//   r1.x = cb1[6].z * r1.x;
//   r0.z = r0.z * r0.w;
//   r0.z = v1.y * r0.z;
//   r0.z = cb1[7].w * r0.z;
//   r0.z = max(r1.x, r0.z);
//   r0.w = cb1[2].x * r0.z;
//   r0.z = -r0.z * cb1[2].x + cb1[4].x;
//   r2.x = v1.x;
//   r1.xy = t1.SampleBias(s1_s_s, r2.xy, cb0[137].y).xy;
//   r1.x = max(r1.x, r1.y);
//   r1.x = v1.y * r1.x;
//   r0.z = r1.x * r0.z + r0.w;
//   r1.yz = -cb0[125].xy + v0.xy;
//   r0.y = r0.y / v0.w;
//   r0.y = 1 + -r0.y;
//   r0.x = r0.x * r0.y;
//   r1.x = r0.x * -0.5 + r1.y;
//   r0.xy = cb0[146].xx + r1.xz;
//   r1.xy = float2(0.015625,0.015625) * r1.xz;
//   r0.w = t2.SampleBias(s2_s_s, r1.xy, cb0[137].y).x;
//   r0.xy = (uint2)r0.xy;
//   r0.y = (uint)r0.y << 1;
//   r0.xy = (uint2)r0.xy;
//   r0.xy = (int2)r0.xy;
//   r0.x = (int)r0.x + (int)r0.y;
//   r0.x = (int)r0.x;
//   r0.x = (uint)r0.x;
//   r0.x = (uint)r0.x % 5;
//   r0.x = (uint)r0.x;
//   r0.x = r0.x + r0.w;
//   r0.x = 0.166666672 * r0.x;
//   r0.yw = float2(0.949999988,0.949999988) + -v1.yx;
//   r1.x = 5;
//   r1.y = -0.0500000007 + v1.x;
//   r0.yw = r1.xy * r0.yw;
//   r0.y = saturate(r0.y);
//   r0.w = saturate(9 * r0.w);
//   r0.w = cb1[8].w + r0.w;
//   r0.y = saturate(r0.w * r0.y);
//   r0.x = r0.y * r0.z + r0.x;
//   r0.x = -0.833299994 + r0.x;
//   r0.x = cmp(r0.x < 0);
//   if (r0.x != 0) discard;
//   o0.xyzw = float4(0,0,0,0);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
