// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sun Jun  7 23:51:49 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[30];                    // Index:    0-29             Components:   120
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        1
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_VertexID              0   x           0   VERTID    uint   x
// SV_InstanceID            0   x           1   INSTID    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xy
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// SV_POSITION              0   xyzw        2      POS   float   xyzw
// P                        0   x           3  RTINDEX    uint   x
//
vs_5_0
dcl_resource_buffer (float,float,float,float) t125
dcl_output_siv o3.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[30], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_sgv v0.x, vertex_id
dcl_input_sgv v1.x, instance_id
dcl_output o0.xy
dcl_output o1.xyzw
dcl_output_siv o2.xyzw, position
dcl_temps 6
ld_indexable(buffer)(float,float,float,float) r5.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r5.z
udiv r0.x, r1.x, v0.x, l(6)
ult r0.y, l(1), r1.x
and r0.y, r0.y, l(0xbf800000)
ult r0.z, r1.x, l(5)
and r0.y, r0.y, r0.z
ne r0.y, l(0.000000, 0.000000, 0.000000, 0.000000), r0.y
and r2.y, r0.y, l(0x3f800000)
utof r0.y, r1.x
utof r0.x, r0.x
ftoi r0.xy, r0.xyxx
and r0.y, r0.y, l(1)
itof r0.y, r0.y
ftou r0.y, r0.y
utof r2.x, r0.y
mov o0.xy, r2.xyxx
add r0.yz, r2.xxyx, l(0.000000, -0.500000, -0.500000, 0.000000)
ishl r0.w, v1.x, l(2)
utof r0.w, r0.w
ftoi r0.w, r0.w
iadd r0.x, r0.w, r0.x
itof r0.x, r0.x
ftou r0.x, r0.x
udiv r0.x, r1.x, r0.x, cb0[27].x
utof r1.x, r1.x
utof r1.y, r0.x
utof r0.xw, cb0[23].xxxy
add r0.xw, r0.xxxw, r1.xxxy
utof r1.xy, cb0[27].zwzz
mad r1.zw, r0.xxxw, r1.xxxy, -cb0[24].zzzw
mul r0.xw, r0.xxxw, cb0[0].zzzw
mul r0.xw, r1.xxxy, r0.xxxw
max r0.xw, r0.xxxw, cb0[11].xxxy
min r0.xw, r0.xxxw, cb0[11].zzzw
sample_l_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.xwxx, t0.xyzw, s0, l(0.000000)
div r0.xw, r1.zzzw, cb0[24].xxxy
mul r0.xw, r0.xxxw, l(0.500000, 0.000000, 0.000000, 0.500000)
dp2 r1.x, r0.xwxx, r0.xwxx
add r1.x, -r1.x, l(1.000000)
max r1.x, r1.x, l(0.000000)
mul r1.x, r1.x, r1.x
mul r2.xyz, r1.xxxx, r2.xyzx
mul o1.xyzw, r2.xyzw, cb0[29].xxxx
dp3 r1.x, r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r1.x, r1.x, cb0[29].y
movc r1.xy, r1.xxxx, l(0,0,0,0), cb0[28].xyxx
add r1.zw, cb0[22].zzzw, cb0[22].zzzw
mul r0.yz, r0.yyzy, r1.zzwz
mad r3.xy, r0.yzyy, r1.xyxx, r0.xwxx
mov r3.zw, l(0,0,0,1.000000)
add r4.x, -r5.y, r3.w
mul r4.y, r5.x, r5.w
mad r4.x, r4.x, r4.y, r3.x
ne r4.y, l(1.000000), r3.w
movc r3.x, r4.y, r4.x, r3.x
mov o2.xyzw, r3.xyzw
ret
// Approximately 50 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sun Jun  7 23:51:49 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[30] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// Texture2D<float4> t0 : register(t0);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   uint v0 : SV_VertexID0,
//   uint v1 : SV_InstanceID0,
//   out float4 o0 : TEXCOORD0,
//   out float4 o1 : TEXCOORD1,
//   out float4 o2 : SV_POSITION0,
//   out uint o3 : P0)
// {
// // Needs manual fix for instruction:
// // unknown dcl_: dcl_input_sgv v0.x, vertex_id
// // Needs manual fix for instruction:
// // unknown dcl_: dcl_input_sgv v1.x, instance_id
//   float4 r0,r1,r2,r3,r4,r5;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r5.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r5.z;
//   uiDest.x = (uint)v0.x / 6;
//   r1.x = (uint)v0.x % 6;
//   r0.x = uiDest.x;
//   r0.y = cmp(1 < (uint)r1.x);
//   r0.y = r0.y ? -1.000000 : 0;
//   r0.z = cmp((uint)r1.x < 5);
//   r0.y = r0.y ? r0.z : 0;
//   r0.y = cmp(0 != r0.y);
//   r2.y = r0.y ? 1.000000 : 0;
//   r0.y = (uint)r1.x;
//   r0.x = (uint)r0.x;
//   r0.xy = (int2)r0.xy;
//   r0.y = (int)r0.y & 1;
//   r0.y = (int)r0.y;
//   r0.y = (uint)r0.y;
//   r2.x = (uint)r0.y;
//   o0.xy = r2.xy;
//   r0.yz = float2(-0.5,-0.5) + r2.xy;
//   r0.w = (uint)v1.x << 2;
//   r0.w = (uint)r0.w;
//   r0.w = (int)r0.w;
//   r0.x = (int)r0.w + (int)r0.x;
//   r0.x = (int)r0.x;
//   r0.x = (uint)r0.x;
//   uiDest.x = (uint)r0.x / asuint(cb0[27].x);
//   r1.x = (uint)r0.x % asuint(cb0[27].x);
//   r0.x = uiDest.x;
//   r1.x = (uint)r1.x;
//   r1.y = (uint)r0.x;
//   r0.xw = asuint(cb0[23].xy);
//   r0.xw = r1.xy + r0.xw;
//   r1.xy = asuint(cb0[27].zw);
//   r1.zw = r0.xw * r1.xy + -cb0[24].zw;
//   r0.xw = cb0[0].zw * r0.xw;
//   r0.xw = r0.xw * r1.xy;
//   r0.xw = max(cb0[11].xy, r0.xw);
//   r0.xw = min(cb0[11].zw, r0.xw);
//   r2.xyzw = t0.SampleLevel(s0_s_s, r0.xw, 0).xyzw;
//   r0.xw = r1.zw / cb0[24].xy;
//   r0.xw = float2(0.5,0.5) * r0.xw;
//   r1.x = dot(r0.xw, r0.xw);
//   r1.x = 1 + -r1.x;
//   r1.x = max(0, r1.x);
//   r1.x = r1.x * r1.x;
//   r2.xyz = r2.xyz * r1.xxx;
//   o1.xyzw = cb0[29].xxxx * r2.xyzw;
//   r1.x = dot(r2.xyz, float3(1,1,1));
//   r1.x = cmp(r1.x < cb0[29].y);
//   r1.xy = r1.xx ? float2(0,0) : cb0[28].xy;
//   r1.zw = cb0[22].zw + cb0[22].zw;
//   r0.yz = r1.zw * r0.yz;
//   r3.xy = r0.yz * r1.xy + r0.xw;
//   r3.zw = float2(0,1);
//   r4.x = r3.w + -r5.y;
//   r4.y = r5.w * r5.x;
//   r4.x = r4.x * r4.y + r3.x;
//   r4.y = cmp(1.000000 != r3.w);
//   r3.x = r4.y ? r4.x : r3.x;
//   o2.xyzw = r3.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
