// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Wed Oct 28 14:28:24 2026
//
//
// Buffer Definitions:
//
// cbuffer ShadowApplyConstants
// {
//
//   row_major float4x4 g_xLightClipSpaceToCameraClipSpace;// Offset:    0 Size:    64 [unused]
//   row_major float4x4 g_xCameraViewSpaceToLightClipSpace;// Offset:   64 Size:    64
//   row_major float4x4 g_xCameraViewSpaceToLightViewSpace;// Offset:  128 Size:    64
//   row_major float4x4 g_xCameraViewSpaceToWorldSpace;// Offset:  192 Size:    64 [unused]
//   row_major float4x4 g_xUVXForm;     // Offset:  256 Size:    64
//   float4 g_xLightPos;                // Offset:  320 Size:    16 [unused]
//   float4 g_xShadowDirection;         // Offset:  336 Size:    16
//   float4 g_xSelfShadowBias;          // Offset:  352 Size:    16
//   float4 g_xShadowTextureSize;       // Offset:  368 Size:    16 [unused]
//   float g_fTwoOverScreenWidth;       // Offset:  384 Size:     4
//   float g_fTwoOverScreenHeight;      // Offset:  388 Size:     4 [unused]
//   float g_fCameraTanHalfHorizFOV;    // Offset:  392 Size:     4
//   float g_fCameraTanHalfVertFOV;     // Offset:  396 Size:     4 [unused]
//   bool g_bUseNoise;                  // Offset:  400 Size:     4
//   float g_fShadowFilterTextureScale; // Offset:  404 Size:     4
//   float g_fShadowFilterSize;         // Offset:  408 Size:     4
//   float g_fShadowStrength;           // Offset:  412 Size:     4
//   bool g_bCreatingShadowMask;        // Offset:  416 Size:     4
//   float g_fShadowFrustumNearPlaneDistance;// Offset:  420 Size:     4
//   float g_fOneOverShadowFrustumPlaneSeparation;// Offset:  424 Size:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// g_xFilteredWrap_s                 sampler      NA          NA    4        1
// g_ShadowCmpSam_s                sampler_c      NA          NA    6        1
// g_xKernelRotationTexture          texture  float4          2d   50        1
// g_xNormalDepthTexture             texture  float4          2d   51        1
// g_xShadowMapTexture               texture  float4          2d   52        1
// StereoParams                      texture  float4          2d  125        1
// ShadowApplyConstants              cbuffer      NA          NA   10        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_4_0
dcl_immediateConstantBuffer { { -0.326212, -0.405805, 0, 0},
                              { -0.840144, -0.073580, 0, 0},
                              { -0.695914, 0.457137, 0, 0},
                              { -0.203345, 0.620716, 0, 0},
                              { 0.962340, -0.194983, 0, 0},
                              { 0.473434, -0.480026, 0, 0},
                              { 0.519456, 0.767022, 0, 0},
                              { 0.185461, -0.893124, 0, 0},
                              { 0.507431, 0.064425, 0, 0},
                              { 0.896420, 0.412458, 0, 0},
                              { -0.321940, -0.932615, 0, 0},
                              { -0.791559, -0.597705, 0, 0} }
dcl_constantbuffer CB10[27], immediateIndexed
dcl_sampler s4, mode_default
dcl_sampler s6, mode_comparison
dcl_resource_texture2d (float,float,float,float) t50
dcl_resource_texture2d (float,float,float,float) t51
dcl_resource_texture2d (float,float,float,float) t52
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 6
ld r0.xyzw, l(0, 0, 0, 0), t125.xyzw
round_z r0.zw, v0.xxxy
ftoi r1.xy, r0.zwzz
mov r1.zw, l(0,0,0,0)
ld r1.xyzw, r1.xyzw, t51.xyzw
mul r0.z, |r1.z|, cb10[24].z
mad r2.yz, v0.xxyx, cb10[24].xxxx, l(0.000000, -1.000000, -1.000000, 0.000000)
div r0.y, r0.y, |r1.z|
add r0.y, -r0.y, l(1.000000)
mad r2.x, -r0.x, r0.y, r2.y
mul r0.xy, r0.zzzz, r2.xzxx
mul r2.xyzw, r0.yyyy, cb10[5].xyzw
mad r2.xyzw, r0.xxxx, cb10[4].xyzw, r2.xyzw
mad r2.xyzw, |r1.zzzz|, cb10[6].xyzw, r2.xyzw
add r2.xyzw, r2.xyzw, cb10[7].xyzw
dp4 r3.x, cb10[16].xyzw, r2.xyzw
dp4 r3.y, cb10[17].xyzw, r2.xyzw
dp4 r3.z, cb10[18].xyzw, r2.xyzw
dp4 r0.z, cb10[19].xyzw, r2.xyzw
div r2.xyz, r3.xyzx, r0.zzzz
lt r3.xyz, r2.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.z, r3.x, r3.y
or r0.z, r0.z, r3.z
itof r0.z, r0.z
ne r0.z, r0.z, l(0.000000)
discard_nz r0.z
add r3.xyz, -r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r3.xyz, r3.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.z, r3.x, r3.y
or r0.z, r0.z, r3.z
itof r0.z, r0.z
ne r0.z, r0.z, l(0.000000)
discard_nz r0.z
dp2 r0.z, r1.xyxx, r1.xyxx
add r0.z, -r0.z, l(1.000000)
sqrt r0.z, |r0.z|
lt r0.w, l(0.000000), r1.z
movc r3.z, r0.w, r0.z, -r0.z
mul r0.y, r0.y, cb10[9].z
mad r0.x, r0.x, cb10[8].z, r0.y
mad r0.x, |r1.z|, cb10[10].z, r0.x
add r0.x, r0.x, cb10[11].z
add r0.x, r0.x, -cb10[26].y
mov r3.xy, r1.xyxx
dp3_sat r0.y, cb10[21].xyzx, r3.xyzx
add r0.z, -r0.y, l(1.000000)
mad r0.z, r0.z, cb10[22].x, cb10[22].y
mad r0.z, r2.z, cb10[22].z, r0.z
add r1.z, -r0.z, r2.z
add r0.y, r0.y, r0.y
min r0.y, r0.y, l(1.000000)
dp2 r0.z, cb10[26].zzzz, r0.xxxx
add_sat r0.z, r0.z, l(-1.000000)
mad r0.z, r0.z, l(2.000000), cb10[25].z
max r0.z, r0.z, l(0.200000)
mul r3.x, r0.z, cb10[25].y
movc r0.z, cb10[25].x, l(1), l(0)
if_nz r0.z
  add r2.w, -r2.y, l(1.000000)
  mul r4.xyzw, r2.xwxw, l(16.000000, 16.000000, 64.000000, 64.000000)
  sample r5.xyzw, r4.xyxx, t50.xyzw, s4
  mad r0.zw, r5.yyyz, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
  mul r0.zw, r3.xxxx, r0.zzzw
  sample r4.xyzw, r4.zwzz, t50.xyzw, s4
  mad r2.zw, r4.yyyz, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
  mul r2.zw, r3.xxxx, r2.zzzw
  mul r2.zw, r2.zzzw, l(0.000000, 0.000000, 0.330000, 0.330000)
  mad r3.xy, r0.zwzz, l(0.660000, 0.660000, 0.000000, 0.000000), r2.zwzz
else
  mov r3.y, l(0)
endif
mad r1.xy, r2.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), l(0.000000, 1.000000, 0.000000, 0.000000)
mov r3.z, -r3.x
mov r2.z, l(0)
mov r0.zw, l(0,0,0,0)
loop
  ftoi r1.w, r0.w
  ige r2.w, r1.w, l(12)
  if_nz r2.w
    break
  endif
  ftou r2.w, r0.w
  dp2 r2.x, icb[r2.w + 0].xyxx, r3.xyxx
  dp2 r2.y, icb[r2.w + 0].xyxx, r3.yzyy
  add r2.xyw, r1.xyxz, r2.xyxz
  sample_c r2.x, r2.xyxx, t52.xxxx, s6, r2.w
  add r0.z, r0.z, r2.x
  iadd r1.w, r1.w, l(1)
  itof r0.w, r1.w
endloop
mul r0.z, r0.z, cb10[25].w
mad r0.x, -r0.x, cb10[26].z, l(1.000000)
mul r0.z, r0.z, l(0.0833333358)
mul_sat r0.x, r0.x, r0.z
mul r0.x, r0.y, r0.x
movc_sat o0.w, cb10[26].x, r0.z, r0.x
mov o0.xyz, l(0,0,0,0)
ret
// Approximately 98 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Wed Oct 28 14:28:24 2026
//
// cbuffer ShadowApplyConstants : register(b10)
// {
//   row_major float4x4 g_xLightClipSpaceToCameraClipSpace : packoffset(c0);
//   row_major float4x4 g_xCameraViewSpaceToLightClipSpace : packoffset(c4);
//   row_major float4x4 g_xCameraViewSpaceToLightViewSpace : packoffset(c8);
//   row_major float4x4 g_xCameraViewSpaceToWorldSpace : packoffset(c12);
//   row_major float4x4 g_xUVXForm : packoffset(c16);
//   float4 g_xLightPos : packoffset(c20);
//   float4 g_xShadowDirection : packoffset(c21);
//   float4 g_xSelfShadowBias : packoffset(c22);
//   float4 g_xShadowTextureSize : packoffset(c23);
//   float g_fTwoOverScreenWidth : packoffset(c24);
//   float g_fTwoOverScreenHeight : packoffset(c24.y);
//   float g_fCameraTanHalfHorizFOV : packoffset(c24.z);
//   float g_fCameraTanHalfVertFOV : packoffset(c24.w);
//   bool g_bUseNoise : packoffset(c25);
//   float g_fShadowFilterTextureScale : packoffset(c25.y);
//   float g_fShadowFilterSize : packoffset(c25.z);
//   float g_fShadowStrength : packoffset(c25.w);
//   bool g_bCreatingShadowMask : packoffset(c26);
//   float g_fShadowFrustumNearPlaneDistance : packoffset(c26.y);
//   float g_fOneOverShadowFrustumPlaneSeparation : packoffset(c26.z);
// }
//
// SamplerState g_xFilteredWrap_s_s : register(s4);
// SamplerComparisonState g_ShadowCmpSam_s_s : register(s6);
// Texture2D<float4> g_xKernelRotationTexture : register(t50);
// Texture2D<float4> g_xNormalDepthTexture : register(t51);
// Texture2D<float4> g_xShadowMapTexture : register(t52);
//
//
// // 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)
// {
//   const float4 icb[] = { { -0.326212, -0.405805, 0, 0},
//                               { -0.840144, -0.073580, 0, 0},
//                               { -0.695914, 0.457137, 0, 0},
//                               { -0.203345, 0.620716, 0, 0},
//                               { 0.962340, -0.194983, 0, 0},
//                               { 0.473434, -0.480026, 0, 0},
//                               { 0.519456, 0.767022, 0, 0},
//                               { 0.185461, -0.893124, 0, 0},
//                               { 0.507431, 0.064425, 0, 0},
//                               { 0.896420, 0.412458, 0, 0},
//                               { -0.321940, -0.932615, 0, 0},
//                               { -0.791559, -0.597705, 0, 0} };
//   float4 r0,r1,r2,r3,r4,r5;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r0.zw = trunc(v0.xy);
//   r1.xy = (int2)r0.zw;
//   r1.zw = float2(0,0);
//   r1.xyzw = g_xNormalDepthTexture.Load(r1.xyz).xyzw;
//   r0.z = g_fCameraTanHalfHorizFOV * abs(r1.z);
//   r2.yz = v0.xy * g_fTwoOverScreenWidth + float2(-1,-1);
//   r0.y = r0.y / abs(r1.z);
//   r0.y = 1 + -r0.y;
//   r2.x = -r0.x * r0.y + r2.y;
//   r0.xy = r2.xz * r0.zz;
//   r2.xyzw = g_xCameraViewSpaceToLightClipSpace._m10_m11_m12_m13 * r0.yyyy;
//   r2.xyzw = r0.xxxx * g_xCameraViewSpaceToLightClipSpace._m00_m01_m02_m03 + r2.xyzw;
//   r2.xyzw = abs(r1.zzzz) * g_xCameraViewSpaceToLightClipSpace._m20_m21_m22_m23 + r2.xyzw;
//   r2.xyzw = g_xCameraViewSpaceToLightClipSpace._m30_m31_m32_m33 + r2.xyzw;
//   r3.x = dot(g_xUVXForm._m00_m01_m02_m03, r2.xyzw);
//   r3.y = dot(g_xUVXForm._m10_m11_m12_m13, r2.xyzw);
//   r3.z = dot(g_xUVXForm._m20_m21_m22_m23, r2.xyzw);
//   r0.z = dot(g_xUVXForm._m30_m31_m32_m33, r2.xyzw);
//   r2.xyz = r3.xyz / r0.zzz;
//   r3.xyz = cmp(r2.xyz < float3(0,0,0));
//   r0.z = (int)r3.x | (int)r3.y;
//   r0.z = (int)r0.z | (int)r3.z;
//   r0.z = (int)r0.z;
//   r0.z = cmp(r0.z != 0.000000);
//   if (r0.z != 0) discard;
//   r3.xyz = float3(1,1,1) + -r2.xyz;
//   r3.xyz = cmp(r3.xyz < float3(0,0,0));
//   r0.z = (int)r3.x | (int)r3.y;
//   r0.z = (int)r0.z | (int)r3.z;
//   r0.z = (int)r0.z;
//   r0.z = cmp(r0.z != 0.000000);
//   if (r0.z != 0) discard;
//   r0.z = dot(r1.xy, r1.xy);
//   r0.z = 1 + -r0.z;
//   r0.z = sqrt(abs(r0.z));
//   r0.w = cmp(0 < r1.z);
//   r3.z = r0.w ? r0.z : -r0.z;
//   r0.y = g_xCameraViewSpaceToLightViewSpace._m12 * r0.y;
//   r0.x = r0.x * g_xCameraViewSpaceToLightViewSpace._m02 + r0.y;
//   r0.x = abs(r1.z) * g_xCameraViewSpaceToLightViewSpace._m22 + r0.x;
//   r0.x = g_xCameraViewSpaceToLightViewSpace._m32 + r0.x;
//   r0.x = -g_bCreatingShadowMask + r0.x;
//   r3.xy = r1.xy;
//   r0.y = saturate(dot(g_xShadowDirection.xyz, r3.xyz));
//   r0.z = 1 + -r0.y;
//   r0.z = r0.z * g_xSelfShadowBias.x + g_xSelfShadowBias.y;
//   r0.z = r2.z * g_xSelfShadowBias.z + r0.z;
//   r1.z = r2.z + -r0.z;
//   r0.y = r0.y + r0.y;
//   r0.y = min(1, r0.y);
//   r0.z = dot(g_bCreatingShadowMask, r0.xx);
//   r0.z = saturate(-1 + r0.z);
//   r0.z = r0.z * 2 + g_bUseNoise;
//   r0.z = max(0.200000003, r0.z);
//   r3.x = g_bUseNoise * r0.z;
//   r0.z = g_bUseNoise ? 1 : 0;
//   if (r0.z != 0) {
//     r2.w = 1 + -r2.y;
//     r4.xyzw = float4(16,16,64,64) * r2.xwxw;
//     r5.xyzw = g_xKernelRotationTexture.Sample(g_xFilteredWrap_s_s, r4.xy).xyzw;
//     r0.zw = r5.yz * float2(2,2) + float2(-1,-1);
//     r0.zw = r0.zw * r3.xx;
//     r4.xyzw = g_xKernelRotationTexture.Sample(g_xFilteredWrap_s_s, r4.zw).xyzw;
//     r2.zw = r4.yz * float2(2,2) + float2(-1,-1);
//     r2.zw = r2.zw * r3.xx;
//     r2.zw = float2(0.330000013,0.330000013) * r2.zw;
//     r3.xy = r0.zw * float2(0.660000026,0.660000026) + r2.zw;
//   } else {
//     r3.y = 0;
//   }
//   r1.xy = r2.xy * float2(1,-1) + float2(0,1);
//   r3.z = -r3.x;
//   r2.z = 0;
//   r0.zw = float2(0,0);
//   while (true) {
//     r1.w = (int)r0.w;
//     r2.w = cmp((int)r1.w >= 12);
//     if (r2.w != 0) {
//       break;
//     }
//     r2.w = (uint)r0.w;
//     r2.x = dot(icb[r2.w+0].xy, r3.xy);
//     r2.y = dot(icb[r2.w+0].xy, r3.yz);
//     r2.xyw = r2.xyz + r1.xyz;
//     r2.x = g_xShadowMapTexture.SampleCmp(g_ShadowCmpSam_s_s, r2.xy, r2.w).x;
//     r0.z = r2.x + r0.z;
//     r1.w = (int)r1.w + 1;
//     r0.w = (int)r1.w;
//   }
//   r0.z = g_bUseNoise * r0.z;
//   r0.x = -r0.x * g_bCreatingShadowMask + 1;
//   r0.z = 0.0833333358 * r0.z;
//   r0.x = saturate(r0.z * r0.x);
//   r0.x = r0.x * r0.y;
//   o0.w = saturate(g_bCreatingShadowMask ? r0.z : r0.x);
//   o0.xyz = float3(0,0,0);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
