// 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 SkyboxConstants
// {
//
//   float4x4 g_xFrustumToCamDir;       // Offset:    0 Size:    64
//   float4 g_xSkyboxColour;            // Offset:   64 Size:    16 [unused]
//   float4 g_xHazeColour1;             // Offset:   80 Size:    16 [unused]
//   float4 g_xHazeColour2;             // Offset:   96 Size:    16 [unused]
//   float4 g_xSunDir1;                 // Offset:  112 Size:    16 [unused]
//   float4 g_xSunColour1;              // Offset:  128 Size:    16 [unused]
//   float4 g_xSunDir2;                 // Offset:  144 Size:    16 [unused]
//   float4 g_xSunColour2;              // Offset:  160 Size:    16 [unused]
//   float g_fHazeGradientPower1;       // Offset:  176 Size:     4 [unused]
//   float g_fHazeGradientPower2;       // Offset:  180 Size:     4 [unused]
//   float g_fSunGradientPower1;        // Offset:  184 Size:     4 [unused]
//   float g_fSunGradientPower2;        // Offset:  188 Size:     4 [unused]
//   float g_fDistance;                 // Offset:  192 Size:     4 [unused]
//   bool g_bDisableHaze;               // Offset:  196 Size:     4 [unused]
//   bool g_bDisable2Haze;              // Offset:  200 Size:     4 [unused]
//   bool g_bMirrorBelowHorizon;        // Offset:  204 Size:     4 [unused]
//   bool g_b2MirrorBelowHorizon;       // Offset:  208 Size:     4 [unused]
//   bool g_bDisableSun;                // Offset:  212 Size:     4 [unused]
//   bool g_bDisable2Sun;               // Offset:  216 Size:     4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// StereoParams                      texture  float4          2d  125        1
// SkyboxConstants                   cbuffer      NA          NA    3        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// Texcoords                0   xyz         1     NONE   float   xyz
// P                        0   x           2  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o2.x, rendertarget_array_index
dcl_constantbuffer CB3[4], immediateIndexed
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyz
dcl_temps 4
ld_indexable(buffer)(float,float,float,float) r3.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o2.x, r3.z
ld r0.xyzw, l(0, 0, 0, 0), t125.xyzw
add r1.x, r0.x, v0.x
mov r1.yzw, v0.yyzw
mul r0.xyz, v0.yyyy, cb3[1].xyzx
mad r0.xyz, cb3[0].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb3[2].xyzx, v0.zzzz, r0.xyzx
mad r0.xyz, cb3[3].xyzx, v0.wwww, r0.xyzx
mov o1.xyz, -r0.xyzx
add r2.x, -r3.y, r1.w
mul r2.y, r3.x, r3.w
mad r2.x, r2.x, r2.y, r1.x
ne r2.y, l(1.000000), r1.w
movc r1.x, r2.y, r2.x, r1.x
mov o0.xyzw, r1.xyzw
ret
// Approximately 9 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Wed Oct 28 14:28:24 2026
//
// cbuffer SkyboxConstants : register(b3)
// {
//   float4x4 g_xFrustumToCamDir : packoffset(c0);
//   float4 g_xSkyboxColour : packoffset(c4);
//   float4 g_xHazeColour1 : packoffset(c5);
//   float4 g_xHazeColour2 : packoffset(c6);
//   float4 g_xSunDir1 : packoffset(c7);
//   float4 g_xSunColour1 : packoffset(c8);
//   float4 g_xSunDir2 : packoffset(c9);
//   float4 g_xSunColour2 : packoffset(c10);
//   float g_fHazeGradientPower1 : packoffset(c11);
//   float g_fHazeGradientPower2 : packoffset(c11.y);
//   float g_fSunGradientPower1 : packoffset(c11.z);
//   float g_fSunGradientPower2 : packoffset(c11.w);
//   float g_fDistance : packoffset(c12);
//   bool g_bDisableHaze : packoffset(c12.y);
//   bool g_bDisable2Haze : packoffset(c12.z);
//   bool g_bMirrorBelowHorizon : packoffset(c12.w);
//   bool g_b2MirrorBelowHorizon : packoffset(c13);
//   bool g_bDisableSun : packoffset(c13.y);
//   bool g_bDisable2Sun : packoffset(c13.z);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   out float4 o0 : SV_Position0,
//   out float3 o1 : Texcoords0,
//   out uint o2 : P0)
// {
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r3.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o2.x = r3.z;
//   r0.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r1.x = v0.x + r0.x;
//   r1.yzw = v0.yzw;
//   r0.xyz = g_xFrustumToCamDir._m01_m11_m21 * v0.yyy;
//   r0.xyz = g_xFrustumToCamDir._m00_m10_m20 * v0.xxx + r0.xyz;
//   r0.xyz = g_xFrustumToCamDir._m02_m12_m22 * v0.zzz + r0.xyz;
//   r0.xyz = g_xFrustumToCamDir._m03_m13_m23 * v0.www + r0.xyz;
//   o1.xyz = -r0.xyz;
//   r2.x = r1.w + -r3.y;
//   r2.y = r3.w * r3.x;
//   r2.x = r2.x * r2.y + r1.x;
//   r2.y = cmp(1.000000 != r1.w);
//   r1.x = r2.y ? r2.x : r1.x;
//   o0.xyzw = r1.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
