// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Mon Nov  2 09:31:06 2026
//
//
// Buffer Definitions:
//
// cbuffer ShadowApplyConstants
// {
//
//   row_major float4x4 g_xLightClipSpaceToCameraClipSpace;// Offset:    0 Size:    64 [unused]
//   row_major float4x4 g_xCameraViewSpaceToLightClipSpace;// Offset:   64 Size:    64 [unused]
//   row_major float4x4 g_xCameraViewSpaceToLightViewSpace;// Offset:  128 Size:    64 [unused]
//   row_major float4x4 g_xCameraViewSpaceToWorldSpace;// Offset:  192 Size:    64
//   row_major float4x4 g_xUVXForm;     // Offset:  256 Size:    64 [unused]
//   float4 g_xLightPos;                // Offset:  320 Size:    16
//   float4 g_xShadowDirection;         // Offset:  336 Size:    16 [unused]
//   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 [unused]
//   float g_fShadowFilterSize;         // Offset:  408 Size:     4 [unused]
//   float g_fShadowStrength;           // Offset:  412 Size:     4 [unused]
//   bool g_bCreatingShadowMask;        // Offset:  416 Size:     4
//   float g_fShadowFrustumNearPlaneDistance;// Offset:  420 Size:     4 [unused]
//   float g_fOneOverShadowFrustumPlaneSeparation;// Offset:  424 Size:     4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// g_xFilteredWrap_s                 sampler      NA          NA    4        1
// g_xFilteredClamp_s                sampler      NA          NA    5        1
// g_xKernelRotationTexture          texture  float4          2d   50        1
// g_xNormalDepthTexture             texture  float4        2dMS   51        1
// g_xShadowBufferCube               texture  float4        cube   53        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_5_0
dcl_globalFlags refactoringAllowed
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 s5, mode_default
dcl_resource_texture2d (float,float,float,float) t50
dcl_resource_texture2dms(0) (float,float,float,float) t51
dcl_resource_texturecube (float,float,float,float) t53
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 5
round_z r0.xy, v0.xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ldms_indexable(texture2dms)(float,float,float,float) r0.xyz, r0.xyzw, t51.xyzw, l(0)
dp2 r0.w, r0.xyxx, r0.xyxx
add r0.w, -r0.w, l(1.000000)
sqrt r0.w, |r0.w|
lt r1.x, l(0.000000), r0.z
movc r1.z, r1.x, r0.w, -r0.w
mul r1.w, |r0.z|, cb10[24].z
mad r2.yz, v0.xxyx, cb10[24].xxxx, l(0.000000, -1.000000, -1.000000, 0.000000)
ld_indexable(buffer)(float,float,float,float) r3.xy, l(0, 0, 0, 0), t125.xyzw
div r0.w, r3.y, r0.w
add r0.w, -r0.w, l(1.000000)
mad r2.x, -r3.x, r0.w, r2.y
mul r2.xy, r1.wwww, r2.xzxx
mul r3.xyzw, r2.yyyy, cb10[13].xyzw
mad r2.xyzw, r2.xxxx, cb10[12].xyzw, r3.xyzw
mad r2.xyzw, |r0.zzzz|, cb10[14].xyzw, r2.xyzw
add r2.xyzw, r2.xyzw, cb10[15].xyzw
add r2.xyzw, -r2.xyzw, cb10[20].xyzw
dp4 r0.z, r2.xyzw, r2.xyzw
sqrt r0.z, r0.z
div r2.xyz, r2.xyzx, r0.zzzz
movc r3.xy, cb10[26].xxxx, l(-1.000000,1.000000,0,0), l(0,0,0,0)
add r0.z, r0.z, r3.x
mul r0.w, r0.z, r3.y
mov r1.xy, r0.xyxx
dp3_sat r0.x, r2.xyzx, r1.xyzx
add r0.y, -r0.x, l(1.000000)
mad r0.y, r0.y, cb10[22].x, cb10[22].y
mad r0.y, r0.w, cb10[22].z, r0.y
mad r1.w, r3.y, r0.z, -r0.y
add r0.x, r0.x, r0.x
min r0.x, r0.x, l(1.000000)
mad_sat r0.y, r1.w, l(2.000000), l(-1.000000)
movc r0.zw, cb10[25].xxxx, l(0,0,1.000000,1), l(0,0,0,0)
mad r0.y, r0.y, l(2.000000), r0.z
max r0.y, r0.y, l(0.200000)
mul r3.x, r0.y, r0.z
if_nz r0.w
  mul r4.xyzw, r2.xyxy, l(-16.000000, 16.000000, -64.000000, 64.000000)
  sample_indexable(texture2d)(float,float,float,float) r0.yw, r4.xyxx, t50.xywz, s4
  mad r0.yw, r0.yyyw, l(0.000000, 2.000000, 0.000000, 2.000000), l(0.000000, -1.000000, 0.000000, -1.000000)
  mul r0.yw, r3.xxxx, r0.yyyw
  sample_indexable(texture2d)(float,float,float,float) r4.xy, r4.zwzz, t50.yzxw, s4
  mad r4.xy, r4.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
  mul r4.xy, r3.xxxx, r4.xyxx
  mul r4.xy, r4.xyxx, l(0.330000, 0.330000, 0.000000, 0.000000)
  mad r3.xy, r0.ywyy, l(0.660000, 0.660000, 0.000000, 0.000000), r4.xyxx
else
  mov r3.y, l(0)
endif
mul r1.xyz, r2.xyzx, l(-1.000000, 1.000000, -1.000000, 0.000000)
mov r3.z, -r3.x
mov r2.zw, l(0,0,0,0)
mov r0.yw, l(0,0,0,0)
loop
  ftoi r3.w, r0.w
  ige r4.x, r3.w, l(12)
  if_nz r4.x
    break
  endif
  ftou r4.x, r0.w
  dp2 r2.x, icb[r4.x + 0].xyxx, r3.xyxx
  dp2 r2.y, icb[r4.x + 0].xyxx, r3.yzyy
  add r4.xyzw, r1.xyzw, r2.xyzw
  sample_indexable(texturecube)(float,float,float,float) r2.x, r4.xyzx, t53.xyzw, s5
  lt r2.x, r2.x, r4.w
  and r2.x, r2.x, l(0x3f800000)
  add r0.y, r0.y, r2.x
  iadd r2.x, r3.w, l(1)
  itof r0.w, r2.x
endloop
mul r0.y, r0.y, r0.z
add r0.z, -r1.w, l(1.000000)
mul r0.y, r0.y, l(0.0833333358)
mul_sat r0.z, r0.z, r0.y
mul r0.x, r0.x, r0.z
movc o0.w, cb10[26].x, r0.y, r0.x
mov o0.xyz, l(0,0,0,0)
ret
// Approximately 82 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Mon Nov  2 09:31:06 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);
// SamplerState g_xFilteredClamp_s_s : register(s5);
// Texture2D<float4> g_xKernelRotationTexture : register(t50);
// Texture2DMS<float4> g_xNormalDepthTexture : register(t51);
// TextureCube<float4> g_xShadowBufferCube : register(t53);
//
//
// // 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;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = trunc(v0.xy);
//   r0.xy = (int2)r0.xy;
//   r0.zw = float2(0,0);
//   r0.xyz = g_xNormalDepthTexture.Load(r0.xy, 0).xyz;
//   r0.w = dot(r0.xy, r0.xy);
//   r0.w = 1 + -r0.w;
//   r0.w = sqrt(abs(r0.w));
//   r1.x = cmp(0 < r0.z);
//   r1.z = r1.x ? r0.w : -r0.w;
//   r1.w = g_fCameraTanHalfHorizFOV * abs(r0.z);
//   r2.yz = v0.xy * g_fTwoOverScreenWidth + float2(-1,-1);
//   r3.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.w = r3.y / r0.w;
//   r0.w = 1 + -r0.w;
//   r2.x = -r3.x * r0.w + r2.y;
//   r2.xy = r2.xz * r1.ww;
//   r3.xyzw = g_xCameraViewSpaceToWorldSpace._m10_m11_m12_m13 * r2.yyyy;
//   r2.xyzw = r2.xxxx * g_xCameraViewSpaceToWorldSpace._m00_m01_m02_m03 + r3.xyzw;
//   r2.xyzw = abs(r0.zzzz) * g_xCameraViewSpaceToWorldSpace._m20_m21_m22_m23 + r2.xyzw;
//   r2.xyzw = g_xCameraViewSpaceToWorldSpace._m30_m31_m32_m33 + r2.xyzw;
//   r2.xyzw = g_xLightPos.xyzw + -r2.xyzw;
//   r0.z = dot(r2.xyzw, r2.xyzw);
//   r0.z = sqrt(r0.z);
//   r2.xyz = r2.xyz / r0.zzz;
//   r3.xy = g_bCreatingShadowMask ? float2(-1,1) : float2(0,0);
//   r0.z = r3.x + r0.z;
//   r0.w = r3.y * r0.z;
//   r1.xy = r0.xy;
//   r0.x = saturate(dot(r2.xyz, r1.xyz));
//   r0.y = 1 + -r0.x;
//   r0.y = r0.y * g_xSelfShadowBias.x + g_xSelfShadowBias.y;
//   r0.y = r0.w * g_xSelfShadowBias.z + r0.y;
//   r1.w = r3.y * r0.z + -r0.y;
//   r0.x = r0.x + r0.x;
//   r0.x = min(1, r0.x);
//   r0.y = saturate(r1.w * 2 + -1);
//   r0.zw = g_bUseNoise ? float2(1,1.40129846e-45) : float2(0,0);
//   r0.y = r0.y * 2 + r0.z;
//   r0.y = max(0.200000003, r0.y);
//   r3.x = r0.z * r0.y;
//   if (r0.w != 0) {
//     r4.xyzw = float4(-16,16,-64,64) * r2.xyxy;
//     r0.yw = g_xKernelRotationTexture.Sample(g_xFilteredWrap_s_s, r4.xy).yz;
//     r0.yw = r0.yw * float2(2,2) + float2(-1,-1);
//     r0.yw = r0.yw * r3.xx;
//     r4.xy = g_xKernelRotationTexture.Sample(g_xFilteredWrap_s_s, r4.zw).yz;
//     r4.xy = r4.xy * float2(2,2) + float2(-1,-1);
//     r4.xy = r4.xy * r3.xx;
//     r4.xy = float2(0.330000013,0.330000013) * r4.xy;
//     r3.xy = r0.yw * float2(0.660000026,0.660000026) + r4.xy;
//   } else {
//     r3.y = 0;
//   }
//   r1.xyz = float3(-1,1,-1) * r2.xyz;
//   r3.z = -r3.x;
//   r2.zw = float2(0,0);
//   r0.yw = float2(0,0);
//   while (true) {
//     r3.w = (int)r0.w;
//     r4.x = cmp((int)r3.w >= 12);
//     if (r4.x != 0) {
//       break;
//     }
//     r4.x = (uint)r0.w;
//     r2.x = dot(icb[r4.x+0].xy, r3.xy);
//     r2.y = dot(icb[r4.x+0].xy, r3.yz);
//     r4.xyzw = r2.xyzw + r1.xyzw;
//     r2.x = g_xShadowBufferCube.Sample(g_xFilteredClamp_s_s, r4.xyz).x;
//     r2.x = cmp(r2.x < r4.w);
//     r2.x = r2.x ? 1.000000 : 0;
//     r0.y = r2.x + r0.y;
//     r2.x = (int)r3.w + 1;
//     r0.w = (int)r2.x;
//   }
//   r0.y = r0.z * r0.y;
//   r0.z = 1 + -r1.w;
//   r0.y = 0.0833333358 * r0.y;
//   r0.z = saturate(r0.y * r0.z);
//   r0.x = r0.z * r0.x;
//   o0.w = g_bCreatingShadowMask ? r0.y : r0.x;
//   o0.xyz = float3(0,0,0);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
