// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Thu Oct 29 08:08:10 2026
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DepthBuffer                       texture   float          2d  110        1
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// Texcoords                0   xy          0     NONE   float   xy
// Colour                   0   xyzw        1     NONE   float   xyzw
// SV_Position              0   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// Texcoords                0   xy          0     NONE   float   xy
// Colour                   0   xyzw        1     NONE   float   xyzw
// SV_Position              0   xyzw        2      POS   float   xyzw
// P                        0   x           3  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o3.x, rendertarget_array_index
dcl_resource_texture2d (float,float,float,float) t110
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_buffer (float,float,float,float) t125
dcl_input v0.xy
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_output o0.xy
dcl_output o1.xyzw
dcl_output_siv o2.xyzw, position
dcl_temps 8
ld_indexable(buffer)(float,float,float,float) r7.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o3.x, r7.z
ld r0.xyzw, l(14, 0, 0, 0), t120.xyzw
ne r0.z, l(0.000000, 0.000000, 0.000000, 0.000000), r0.z
if_z r0.z
  ld r1.xyzw, l(0, 0, 0, 0), t125.xyzw
  lt r2.xyzw, l(0.783000, 0.148000, 0.333000, 0.627900), v0.xyxy
  lt r3.xyzw, v0.xyxy, l(0.960000, 0.367000, 0.435500, 0.738200)
  and r0.zw, r2.xxxz, r3.xxxz
  and r0.zw, r2.yyyw, r0.zzzw
  and r0.zw, r3.yyyw, r0.zzzw
  or r0.z, r0.w, r0.z
  lt r1.zw, l(0.000000, 0.000000, 0.779600, 0.375100), v0.xxxy
  lt r2.xy, v0.xyxx, l(0.900400, 0.493200, 0.000000, 0.000000)
  and r0.w, r1.z, r2.x
  and r0.w, r1.w, r0.w
  and r0.w, r2.y, r0.w
  or r0.z, r0.w, r0.z
  lt r2.xyz, |v2.xyxx|, l(0.600000, 0.600000, 0.800000, 0.000000)
  and r1.zw, r2.yyyy, r2.xxxz
  eq r2.xyzw, r0.xxxx, l(15.000000, 17.000000, 16.000000, 19.000000)
  and r0.x, r0.z, r2.z
  or r0.x, r0.x, r2.y
  and r0.x, r0.x, r1.z
  or r0.x, r0.x, r2.x
  and r0.z, r1.w, r2.w
  or r0.x, r0.z, r0.x
  if_nz r0.x
    ne r0.x, r1.x, l(0.000000)
    if_nz r0.x
      add r0.x, -r1.y, l(0.000100)
      mul r0.z, r1.x, r0.x
      mad r0.x, -r0.x, r1.x, r1.x
      mul r0.w, r1.y, r1.x
      mul r0.w, r0.w, l(10.000000)
      resinfo_uint r2.xyzw, l(0), t110.xyzw
      iadd r1.yz, r2.xxyx, l(0, -1, -1, 0)
      utof r2.xy, r2.xyxx
      mul r1.w, r2.y, l(0.500000)
      utof r1.yz, r1.yyzy
      min r1.z, r1.z, r1.w
      ftoi r3.y, r1.z
      mov r3.zw, l(0,0,0,0)
      mov r1.z, l(0)
      mov r1.w, r0.z
      mov r2.y, r0.z
      mov r2.zw, l(0,0,0,0)
      loop
        uge r4.x, r2.z, l(255)
        mov r2.w, l(0)
        breakc_nz r4.x
        mad r2.y, r0.x, l(0.00392156886), r2.y
        mad r4.x, r2.y, l(0.500000), l(0.500000)
        mul r4.x, r2.x, r4.x
        max r4.x, r4.x, l(0.000000)
        min r4.x, r1.y, r4.x
        ftoi r3.x, r4.x
        ld r4.xyzw, r3.xyzw, t110.xyzw
        ne r3.x, r4.x, l(1.000000)
        add r4.y, -r4.x, l(1.000000)
        mul r4.y, r4.y, l(0.000100)
        div r4.y, l(0.000100), r4.y
        add r4.x, r4.x, r4.y
        and r3.x, r3.x, r4.x
        eq r4.x, r3.x, l(0.000000)
        if_nz r4.x
          mov r1.z, r1.x
          mov r2.w, l(-1)
          break
        endif
        add r4.y, r1.x, -r2.y
        div r4.y, r0.w, r4.y
        lt r3.x, r3.x, r4.y
        if_nz r3.x
          mov r1.z, l(0)
          mov r2.w, l(0)
          break
        endif
        mov r1.w, r2.y
        iadd r2.z, r2.z, l(1)
        mov r2.w, r4.x
        mov r1.z, l(0)
      endloop
      movc r0.x, r2.w, r1.z, r1.w
    else
      mov r0.x, l(0)
    endif
    add r2.x, r0.x, v2.x
  else
    mad r2.x, r1.x, r0.y, v2.x
  endif
else
  mov r2.x, v2.x
endif
mov o1.xyzw, v1.xyzw
mov r2.yzw, v2.yyzw
mov r5.xyzw, r2.xyzw
mov o0.xy, v0.xyxx
add r6.x, -r7.y, r5.w
mul r6.y, r7.x, r7.w
mad r6.x, r6.x, r6.y, r5.x
ne r6.y, l(1.000000), r5.w
movc r5.x, r6.y, r6.x, r5.x
mov o2.xyzw, r5.xyzw
ret
// Approximately 97 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Thu Oct 29 08:08:10 2026
//
// Texture2D<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float2 v0 : Texcoords0,
//   float4 v1 : Colour0,
//   float4 v2 : SV_Position0,
//   out float2 o0 : Texcoords0,
//   out float4 o1 : Colour0,
//   out float4 o2 : SV_Position0,
//   out uint o3 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r7.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o3.x = r7.z;
//   r0.xyzw = IniParams.Load(float4(14,0,0,0)).xyzw;
//   r0.z = cmp(0 != r0.z);
//   if (r0.z == 0) {
//     r1.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//     r2.xyzw = cmp(float4(0.782999992,0.148000002,0.333000004,0.627900004) < v0.xyxy);
//     r3.xyzw = cmp(v0.xyxy < float4(0.959999979,0.367000014,0.435499996,0.738200009));
//     r0.zw = r2.xz ? r3.xz : 0;
//     r0.zw = r2.yw ? r0.zw : 0;
//     r0.zw = r3.yw ? r0.zw : 0;
//     r0.z = (int)r0.w | (int)r0.z;
//     r1.zw = cmp(float2(0.779600024,0.375099987) < v0.xy);
//     r2.xy = cmp(v0.xy < float2(0.900399983,0.493200004));
//     r0.w = r1.z ? r2.x : 0;
//     r0.w = r1.w ? r0.w : 0;
//     r0.w = r2.y ? r0.w : 0;
//     r0.z = (int)r0.w | (int)r0.z;
//     r2.xyz = cmp(abs(v2.xyx) < float3(0.600000024,0.600000024,0.800000012));
//     r1.zw = r2.yy ? r2.xz : 0;
//     r2.xyzw = cmp(r0.xxxx == float4(15,17,16,19));
//     r0.x = r0.z ? r2.z : 0;
//     r0.x = (int)r0.x | (int)r2.y;
//     r0.x = r1.z ? r0.x : 0;
//     r0.x = (int)r0.x | (int)r2.x;
//     r0.z = r1.w ? r2.w : 0;
//     r0.x = (int)r0.z | (int)r0.x;
//     if (r0.x != 0) {
//       r0.x = cmp(r1.x != 0.000000);
//       if (r0.x != 0) {
//         r0.x = 9.99999975e-05 + -r1.y;
//         r0.z = r0.x * r1.x;
//         r0.x = -r0.x * r1.x + r1.x;
//         r0.w = r1.x * r1.y;
//         r0.w = 10 * r0.w;
//         DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//         r2.xyzw = uiDest.xyzw;
//         r1.yz = (int2)r2.xy + int2(-1,-1);
//         r2.xy = (uint2)r2.xy;
//         r1.w = 0.5 * r2.y;
//         r1.yz = (uint2)r1.yz;
//         r1.z = min(r1.w, r1.z);
//         r3.y = (int)r1.z;
//         r3.zw = float2(0,0);
//         r1.z = 0;
//         r1.w = r0.z;
//         r2.y = r0.z;
//         r2.zw = float2(0,0);
//         while (true) {
//           r4.x = cmp((uint)r2.z >= 255);
//           r2.w = 0;
//           if (r4.x != 0) break;
//           r2.y = r0.x * 0.00392156886 + r2.y;
//           r4.x = r2.y * 0.5 + 0.5;
//           r4.x = r4.x * r2.x;
//           r4.x = max(0, r4.x);
//           r4.x = min(r4.x, r1.y);
//           r3.x = (int)r4.x;
//           r4.x = DepthBuffer.Load(r3.xyz).x;
//           r3.x = cmp(r4.x != 1.000000);
//           r4.y = 1 + -r4.x;
//           r4.y = 9.99999975e-05 * r4.y;
//           r4.y = 9.99999975e-05 / r4.y;
//           r4.x = r4.y + r4.x;
//           r3.x = r3.x ? r4.x : 0;
//           r4.x = cmp(r3.x == 0.000000);
//           if (r4.x != 0) {
//             r1.z = r1.x;
//             r2.w = -1;
//             break;
//           }
//           r4.y = -r2.y + r1.x;
//           r4.y = r0.w / r4.y;
//           r3.x = cmp(r3.x < r4.y);
//           if (r3.x != 0) {
//             r1.z = 0;
//             r2.w = 0;
//             break;
//           }
//           r1.w = r2.y;
//           r2.z = (int)r2.z + 1;
//           r2.w = r4.x;
//           r1.z = 0;
//         }
//         r0.x = r2.w ? r1.z : r1.w;
//       } else {
//         r0.x = 0;
//       }
//       r2.x = v2.x + r0.x;
//     } else {
//       r2.x = r1.x * r0.y + v2.x;
//     }
//   } else {
//     r2.x = v2.x;
//   }
//   o1.xyzw = v1.xyzw;
//   r2.yzw = v2.yzw;
//   r5.xyzw = r2.xyzw;
//   o0.xy = v0.xy;
//   r6.x = r5.w + -r7.y;
//   r6.y = r7.w * r7.x;
//   r6.x = r6.x * r6.y + r5.x;
//   r6.y = cmp(1.000000 != r5.w);
//   r5.x = r6.y ? r6.x : r5.x;
//   o2.xyzw = r5.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
