// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sun Jun 21 14:47:10 2026
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[7];                     // Index:    0-6              Components:    28
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[137];                   // Index:    0-136            Components:   548
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[26];                    // Index:    0-25             Components:   104
//
// }
//
//
// 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
// cb2                               cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float
//
//
// 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[7], immediateIndexed
dcl_constantbuffer CB1[137], immediateIndexed
dcl_constantbuffer CB0[26], 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.xy, position
dcl_output o0.xyzw
dcl_temps 4
mul r0.xz, cb1[136].zzzz, l(0.100000, 0.000000, -0.100000, 0.000000)
mov r0.y, l(0)
ld_indexable(buffer)(float,float,float,float) r0.w, l(0, 0, 0, 0), t125.yzwx
utof r1.xy, cb0[25].xyxx
add r1.xy, -r1.xyxx, v0.xyxx
mul r2.yz, r1.xxyx, cb0[24].zzwz
mad r2.x, r0.w, l(-0.500000), r2.y
mad r0.xyz, r2.xzxx, l(3.000000, 3.000000, 3.000000, 0.000000), r0.xyzx
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.zyzz, t1.yxzw, s1
mul r0.x, r0.y, r0.x
mul r0.x, r0.x, cb2[5].y
mov r0.y, l(1.000000)
mad r2.y, -r1.y, cb0[24].w, cb2[1].y
mad r2.x, cb0[24].z, r1.x, cb2[1].x
mad r0.z, cb0[24].w, r1.y, -cb2[6].x
mul_sat r0.z, r0.z, cb2[6].y
add r0.xy, r0.xyxx, r2.xyxx
sample_l_indexable(texture2d)(float,float,float,float) r0.w, r0.xyxx, t0.xyzw, s0, l(0.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r0.xyxx, t2.xyzw, s2
mul r0.x, r0.w, l(255.000000)
round_ne r0.x, r0.x
ftou r0.x, r0.x
utof r0.x, r0.x
ftoi r0.x, r0.x
and r0.x, r0.x, l(15)
itof r0.x, r0.x
ftou r0.x, r0.x
utof r0.x, r0.x
mul r0.x, r0.x, l(100.000000)
min r0.x, r0.x, l(1.000000)
mul r0.yw, v0.xxxy, cb1[127].zzzw
sample_l_indexable(texture2d)(float,float,float,float) r1.w, r0.ywyy, t0.xyzw, s0, l(0.000000)
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r0.ywyy, t2.xyzw, s2
mul r0.y, r1.w, l(255.000000)
round_ne r0.y, r0.y
ftou r0.y, r0.y
utof r0.y, r0.y
ftoi r0.y, r0.y
and r0.y, r0.y, l(15)
itof r0.y, r0.y
ftou r0.y, r0.y
utof r0.y, r0.y
mad r3.x, r0.y, l(100.000000), r0.x
mul r0.x, r0.z, r0.x
mul r3.y, r0.y, l(100.000000)
min r0.yz, r3.xxyx, l(0.000000, 1.000000, 1.000000, 0.000000)
mad r1.xyz, r1.xyzx, cb2[3].xyzx, -r2.xyzx
mad r1.xyz, r0.xxxx, r1.xyzx, r2.xyzx
add r3.xyz, -r1.xyzx, r2.xyzx
mad r0.xzw, r0.zzzz, r3.xxyz, r1.xxyz
add r0.xzw, -r2.xxyz, r0.xxzw
mad r0.xyz, r0.yyyy, r0.xzwx, r2.xyzx
add r0.xyz, r0.xyzx, cb2[4].xyzx
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.w, l(1.000000)
ret
// Approximately 57 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sun Jun 21 14:47:10 2026
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[7] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[137] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[26] : 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,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xz = float2(0.100000001,-0.100000001) * cb1[136].zz;
//   r0.y = 0;
//   r0.w = StereoParams.Load(float4(0,0,0,0)).x;
//   r1.xy = asuint(cb0[25].xy);
//   r1.xy = v0.xy + -r1.xy;
//   r2.yz = cb0[24].zw * r1.xy;
//   r2.x = r0.w * -0.5 + r2.y;
//   r0.xyz = r2.xzx * float3(3,3,3) + r0.xyz;
//   r0.x = t1.Sample(s1_s_s, r0.xy).x;
//   r0.y = t1.Sample(s1_s_s, r0.zy).x;
//   r0.x = r0.x * r0.y;
//   r0.x = cb2[5].y * r0.x;
//   r0.y = 1;
//   r2.y = -r1.y * cb0[24].w + cb2[1].y;
//   r2.x = cb0[24].z * r1.x + cb2[1].x;
//   r0.z = cb0[24].w * r1.y + -cb2[6].x;
//   r0.z = saturate(cb2[6].y * r0.z);
//   r0.xy = r2.xy + r0.xy;
//   r0.w = t0.SampleLevel(s0_s_s, r0.xy, 0).w;
//   r1.xyz = t2.Sample(s2_s_s, r0.xy).xyz;
//   r0.x = 255 * r0.w;
//   r0.x = round(r0.x);
//   r0.x = (uint)r0.x;
//   r0.x = (uint)r0.x;
//   r0.x = (int)r0.x;
//   r0.x = (int)r0.x & 15;
//   r0.x = (int)r0.x;
//   r0.x = (uint)r0.x;
//   r0.x = (uint)r0.x;
//   r0.x = 100 * r0.x;
//   r0.x = min(1, r0.x);
//   r0.yw = cb1[127].zw * v0.xy;
//   r1.w = t0.SampleLevel(s0_s_s, r0.yw, 0).w;
//   r2.xyz = t2.Sample(s2_s_s, r0.yw).xyz;
//   r0.y = 255 * r1.w;
//   r0.y = round(r0.y);
//   r0.y = (uint)r0.y;
//   r0.y = (uint)r0.y;
//   r0.y = (int)r0.y;
//   r0.y = (int)r0.y & 15;
//   r0.y = (int)r0.y;
//   r0.y = (uint)r0.y;
//   r0.y = (uint)r0.y;
//   r3.x = r0.y * 100 + r0.x;
//   r0.x = r0.x * r0.z;
//   r3.y = 100 * r0.y;
//   r0.yz = min(float2(1,1), r3.xy);
//   r1.xyz = r1.xyz * cb2[3].xyz + -r2.xyz;
//   r1.xyz = r0.xxx * r1.xyz + r2.xyz;
//   r3.xyz = r2.xyz + -r1.xyz;
//   r0.xzw = r0.zzz * r3.xyz + r1.xyz;
//   r0.xzw = r0.xzw + -r2.xyz;
//   r0.xyz = r0.yyy * r0.xzw + r2.xyz;
//   r0.xyz = cb2[4].xyz + r0.xyz;
//   o0.xyz = max(float3(0,0,0), r0.xyz);
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
