// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Sun Jul 12 12:39:13 2026
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[4];                     // Index:    0 1 2 3          Components:    16
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[139];                   // Index:    0-138            Components:   556
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[46];                    // Index:    0-45             Components:   184
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        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
//
//
// 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[4], immediateIndexed
dcl_constantbuffer CB1[139], immediateIndexed
dcl_constantbuffer CB0[46], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 4
div r0.x, cb1[138].z, cb1[138].w
ld_indexable(buffer)(float,float,float,float) r0.y, l(0, 0, 0, 0), t125.yxzw
div r0.z, r0.y, cb0[45].z
utof r1.xy, cb0[44].xyxx
add r1.yz, -r1.xxyx, v0.xxyx
add r1.x, -r0.z, r1.y
mad r2.xy, r1.xzxx, cb0[45].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mad r3.x, r1.x, cb0[45].z, r0.y
mul r3.z, r1.z, cb0[45].w
mul r2.z, r0.x, r2.y
add r0.xy, r2.xzxx, r2.xzxx
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
log r0.y, r0.x
ge r0.x, l(0.000000), r0.x
mul r0.y, r0.y, cb2[2].x
exp r0.y, r0.y
mul r0.y, r0.y, l(0.010000)
mul r0.yzw, r0.yyyy, cb2[2].yyzw
movc r0.xyz, r0.xxxx, l(0,0,0,0), r0.yzwy
add r1.xyz, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r0.xyz, r0.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
mad r0.zw, r3.xxxz, r1.zzzz, r0.zzzz
mad r1.xyzw, r3.xzxz, r1.xxyy, r0.xxyy
mad r1.xyzw, r1.xyzw, cb0[5].xyxy, cb0[4].xyxy
max r1.xyzw, r1.xyzw, cb0[6].xyxy
min r1.xyzw, r1.xyzw, cb0[6].zwzw
mad r0.xy, r0.zwzz, cb0[5].xyxx, cb0[4].xyxx
max r0.xy, r0.xyxx, cb0[6].xyxx
min r0.xy, r0.xyxx, cb0[6].zwzz
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
mul r0.xyz, r0.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r1.zwzz, t0.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t0.xyzw, s0
mad r0.xyz, r2.xyzx, l(0.000000, 1.000000, 0.000000, 0.000000), r0.xyzx
mad r0.xyz, r1.xyzx, l(1.000000, 0.000000, 0.000000, 0.000000), r0.xyzx
add r1.xyz, -r0.xyzx, cb2[1].xyzx
mad r0.xyz, cb2[3].xxxx, r1.xyzx, r0.xyzx
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.w, l(1.000000)
ret
// Approximately 41 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Sun Jul 12 12:39:13 2026
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[4] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[139] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[46] : 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(
//   float4 v0 : SV_POSITION0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = cb1[138].z / cb1[138].w;
//   r0.y = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.z = r0.y / cb0[45].z;
//   r1.xy = asuint(cb0[44].xy);
//   r1.yz = v0.xy + -r1.xy;
//   r1.x = r1.y + -r0.z;
//   r2.xy = r1.xz * cb0[45].zw + float2(-0.5,-0.5);
//   r3.x = r1.x * cb0[45].z + r0.y;
//   r3.z = cb0[45].w * r1.z;
//   r2.z = r2.y * r0.x;
//   r0.xy = r2.xz + r2.xz;
//   r0.x = dot(r0.xy, r0.xy);
//   r0.x = sqrt(r0.x);
//   r0.y = log2(r0.x);
//   r0.x = cmp(0 >= r0.x);
//   r0.y = cb2[2].x * r0.y;
//   r0.y = exp2(r0.y);
//   r0.y = 0.00999999978 * r0.y;
//   r0.yzw = cb2[2].yzw * r0.yyy;
//   r0.xyz = r0.xxx ? float3(0,0,0) : r0.yzw;
//   r1.xyz = float3(1,1,1) + r0.xyz;
//   r0.xyz = float3(-0.5,-0.5,-0.5) * r0.xyz;
//   r0.zw = r3.xz * r1.zz + r0.zz;
//   r1.xyzw = r3.xzxz * r1.xxyy + r0.xxyy;
//   r1.xyzw = r1.xyzw * cb0[5].xyxy + cb0[4].xyxy;
//   r1.xyzw = max(cb0[6].xyxy, r1.xyzw);
//   r1.xyzw = min(cb0[6].zwzw, r1.xyzw);
//   r0.xy = r0.zw * cb0[5].xy + cb0[4].xy;
//   r0.xy = max(cb0[6].xy, r0.xy);
//   r0.xy = min(cb0[6].zw, r0.xy);
//   r0.xyz = t0.Sample(s0_s_s, r0.xy).xyz;
//   r0.xyz = float3(0,0,1) * r0.xyz;
//   r2.xyz = t0.Sample(s0_s_s, r1.zw).xyz;
//   r1.xyz = t0.Sample(s0_s_s, r1.xy).xyz;
//   r0.xyz = r2.xyz * float3(0,1,0) + r0.xyz;
//   r0.xyz = r1.xyz * float3(1,0,0) + r0.xyz;
//   r1.xyz = cb2[1].xyz + -r0.xyz;
//   r0.xyz = cb2[3].xxx * r1.xyz + r0.xyz;
//   o0.xyz = max(float3(0,0,0), r0.xyz);
//   o0.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
