// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.198 on Mon Jul  6 18:12:44 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0;                        // Index:    0.xyzw           Components:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        1
// IniParams                         texture  float4          1d  120        1
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
// ORIGINAL_POSITION        0   xyzw        2     NONE   float
// TEXCOORD                 0   xyzw        3     NONE   float
// TEXCOORD                 1   xyzw        4     NONE   float   xy
// TEXCOORD                 2   x           5     NONE   float   x
//
//
// 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 CB0[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture1d (float,float,float,float) t120
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v4.xy
dcl_input_ps linear v5.x
dcl_output o0.xyzw
dcl_temps 4
ld_indexable(texture1d)(float,float,float,float) r0.xyzw, l(84, 0, 0, 0), t120.xzyw
ld_indexable(texture1d)(float,float,float,float) r1.x, l(85, 0, 0, 0), t120.xyzw
mul r1.x, r1.x, v5.x
mul r1.x, r1.x, l(0.500000)
round_ni r1.x, r1.x
add r0.xy, r0.xyxx, r1.xxxx
lt r0.xz, v0.xxyx, r0.xxzx
or r0.x, r0.z, r0.x
ge r0.yz, v0.xxyx, r0.yywy
or r0.y, r0.z, r0.y
or r0.x, r0.y, r0.x
if_nz r0.x
  discard_nz l(-1)
  ret
endif
add r0.xyz, v1.xyzx, l(-0.250000, -0.250000, -0.250000, 0.000000)
mad_sat r0.xyz, r0.xyzx, cb0[0].wwww, l(0.250000, 0.250000, 0.250000, 0.000000)
ne r1.xy, cb0[0].wyww, l(1.000000, 1.000000, 0.000000, 0.000000)
movc r0.xyz, r1.xxxx, r0.xyzx, v1.xyzx
log r1.xzw, r0.xxyz
mul r1.xzw, r1.xxzw, cb0[0].xxxx
mul r2.xyz, r1.xzwx, l(0.416666657, 0.416666657, 0.416666657, 0.000000)
exp r1.xzw, r1.xxzw
exp r2.xyz, r2.xyzx
mad r2.xyz, r2.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000)
mul r3.xyz, r1.xzwx, l(12.920000, 12.920000, 12.920000, 0.000000)
ge r1.xzw, r1.xxzw, l(0.00313066994, 0.000000, 0.00313066994, 0.00313066994)
movc r1.xzw, r1.xxzw, r2.xxyz, r3.xxyz
movc o0.xyz, r1.yyyy, r1.xzwx, r0.xyzx
sample_indexable(texture2d)(float,float,float,float) r0.x, v4.xyxx, t0.wxyz, s0
mul r0.x, r0.x, v1.w
mad r0.y, r0.x, l(-2.000000), l(1.000000)
mad o0.w, cb0[0].z, r0.y, r0.x
ret
// Approximately 34 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.198 on Mon Jul  6 18:12:44 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0 : 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,
//   float4 v1 : COLOR0,
//   float4 v2 : ORIGINAL_POSITION0,
//   float4 v3 : TEXCOORD0,
//   float4 v4 : TEXCOORD1,
//   float v5 : TEXCOORD2,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = IniParams.Load(float4(84,0,0,0)).xzyw;
//   r1.x = IniParams.Load(float4(85,0,0,0)).x;
//   r1.x = v5.x * r1.x;
//   r1.x = 0.5 * r1.x;
//   r1.x = floor(r1.x);
//   r0.xy = r1.xx + r0.xy;
//   r0.xz = cmp(v0.xy < r0.xz);
//   r0.x = (int)r0.z | (int)r0.x;
//   r0.yz = cmp(v0.xy >= r0.yw);
//   r0.y = (int)r0.z | (int)r0.y;
//   r0.x = (int)r0.y | (int)r0.x;
//   if (r0.x != 0) {
//     if (-1 != 0) discard;
//     return;
//   }
//   r0.xyz = float3(-0.25,-0.25,-0.25) + v1.xyz;
//   r0.xyz = saturate(r0.xyz * cb0.www + float3(0.25,0.25,0.25));
//   r1.xy = cmp(cb0.wy != float2(1,1));
//   r0.xyz = r1.xxx ? r0.xyz : v1.xyz;
//   r1.xzw = log2(r0.xyz);
//   r1.xzw = cb0.xxx * r1.xzw;
//   r2.xyz = float3(0.416666657,0.416666657,0.416666657) * r1.xzw;
//   r1.xzw = exp2(r1.xzw);
//   r2.xyz = exp2(r2.xyz);
//   r2.xyz = r2.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
//   r3.xyz = float3(12.9200001,12.9200001,12.9200001) * r1.xzw;
//   r1.xzw = cmp(r1.xzw >= float3(0.00313066994,0.00313066994,0.00313066994));
//   r1.xzw = r1.xzw ? r2.xyz : r3.xyz;
//   o0.xyz = r1.yyy ? r1.xzw : r0.xyz;
//   r0.x = t0.Sample(s0_s_s, v4.xy).w;
//   r0.x = v1.w * r0.x;
//   r0.y = r0.x * -2 + 1;
//   o0.w = cb0.z * r0.y + r0.x;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
