// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Fri Mar 27 01:50:01 2026
//
//
// Buffer Definitions:
//
// cbuffer cb3
// {
//
//   float4 cb3[21];                    // Offset:    0 Size:   336
//
// }
//
// cbuffer cb2
// {
//
//   float4 cb2[4];                     // Offset:    0 Size:    64
//
// }
//
// cbuffer UnityPerCameraRare
// {
//
//   float4 unity_CameraWorldClipPlanes[6];// Offset:    0 Size:    96 [unused]
//   row_major float4x4 unity_CameraProjection;// Offset:   96 Size:    64
//   row_major float4x4 unity_CameraInvProjection;// Offset:  160 Size:    64
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[6];                     // Offset:    0 Size:    96
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cb0                               cbuffer      NA          NA    0        1
// UnityPerCameraRare                cbuffer      NA          NA    1        1
// cb2                               cbuffer      NA          NA    2        1
// cb3                               cbuffer      NA          NA    3        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xyz         2     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyz
// TEXCOORD                 2   xyzw        3     NONE   float   xyz
// TEXCOORD                 3   xyz         4     NONE   float   xyz
// TEXCOORD                 4      w        4     NONE   float      w
// P                        0   x           5  RTINDEX    uint   x
//
vs_4_0
dcl_resource_buffer (float,float,float,float) t125
dcl_output_siv o5.x, rendertarget_array_index
dcl_constantbuffer CB3[21], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB1[13], immediateIndexed
dcl_constantbuffer CB0[6], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_output o3.xyz
dcl_output o4.xyz
dcl_output o4.w
dcl_temps 5
ld_indexable(buffer)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o5.x, r4.z
mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb2[3].xyzw
mul r1.xyzw, r0.yyyy, cb3[18].xyzw
mad r1.xyzw, cb3[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb3[20].xwyz, r0.wwww, r1.xwyz
mov r2.xyzw, r0.xzwy
mul r0.z, r0.z, cb0[5].x
mul r1.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
mul r0.yzw, r0.zzzz, cb1[10].xxyz
mad r0.xyz, cb1[9].xyzx, r0.xxxx, r0.yzwy
add o1.zw, r1.yyyy, r1.xxxz
mov o1.xy, v1.xyxx
mov o2.xyz, v2.xyzx
add r1.xyz, r0.xyzx, -cb1[11].xyzx
add r0.xyz, r0.xyzx, cb1[11].xyzx
add r0.xyz, r0.xyzx, cb1[12].xyzx
add r1.xyz, r1.xyzx, cb1[12].xyzx
mov r1.w, -r1.z
mov o3.xyz, r1.xywx
mov r0.w, -r0.z
mov o4.xyz, r0.xywx
mov o4.w, cb1[10].x
add r3.x, -r4.y, r2.w
mul r3.y, r4.x, r4.w
mad r3.x, r3.x, r3.y, r2.x
ne r3.y, l(1.000000), r2.w
movc r2.x, r3.y, r3.x, r2.x
mov o0.xyzw, r2.xyzw
ret
// Approximately 26 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Fri Mar 27 01:50:01 2026
//
// cbuffer cb3 : register(b3)
// {
//   float4 cb3[21] : packoffset(c0);
// }
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[4] : packoffset(c0);
// }
//
// cbuffer UnityPerCameraRare : register(b1)
// {
//   float4 unity_CameraWorldClipPlanes[6] : packoffset(c0);
//   row_major float4x4 unity_CameraProjection : packoffset(c6);
//   row_major float4x4 unity_CameraInvProjection : packoffset(c10);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[6] : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : POSITION0,
//   float4 v1 : TEXCOORD0,
//   float3 v2 : TEXCOORD1,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : TEXCOORD0,
//   out float4 o2 : TEXCOORD1,
//   out float4 o3 : TEXCOORD2,
//   out float3 o4 : TEXCOORD3,
//   out float p4 : TEXCOORD4,
//   out uint o5 : P0)
// {
//   float4 r0,r1,r2,r3,r4;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r4.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o5.x = r4.z;
//   r0.xyzw = cb2[1].xyzw * v0.yyyy;
//   r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
//   r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw;
//   r0.xyzw = cb2[3].xyzw + r0.xyzw;
//   r1.xyzw = cb3[18].xyzw * r0.yyyy;
//   r1.xyzw = cb3[17].xyzw * r0.xxxx + r1.xyzw;
//   r1.xyzw = cb3[19].xyzw * r0.zzzz + r1.xyzw;
//   r0.xyzw = cb3[20].xwyz * r0.wwww + r1.xwyz;
//   r2.xyzw = r0.xzwy;
//   r0.z = cb0[5].x * r0.z;
//   r1.xyz = float3(0.5,0.5,0.5) * r0.xyz;
//   r0.yzw = unity_CameraInvProjection._m00_m01_m02 * r0.zzz;
//   r0.xyz = unity_CameraProjection._m30_m31_m32 * r0.xxx + r0.yzw;
//   o1.zw = r1.xz + r1.yy;
//   o1.xy = v1.xy;
//   o2.xyz = v2.xyz;
//   r1.xyz = -unity_CameraInvProjection._m10_m11_m12 + r0.xyz;
//   r0.xyz = unity_CameraInvProjection._m10_m11_m12 + r0.xyz;
//   r0.xyz = unity_CameraInvProjection._m20_m21_m22 + r0.xyz;
//   r1.xyz = unity_CameraInvProjection._m20_m21_m22 + r1.xyz;
//   r1.w = -r1.z;
//   o3.xyz = r1.xyw;
//   r0.w = -r0.z;
//   o4.xyz = r0.xyw;
//   p4.x = unity_CameraInvProjection._m00;
//   r3.x = r2.w + -r4.y;
//   r3.y = r4.w * r4.x;
//   r3.x = r3.x * r3.y + r2.x;
//   r3.y = cmp(1.000000 != r2.w);
//   r2.x = r3.y ? r3.x : r2.x;
//   o0.xyzw = r2.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
