// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Fri Mar 27 01:50:20 2026
//
//
// Buffer Definitions:
//
// cbuffer cb1
// {
//
//   float4 cb1;                        // Offset:    0 Size:    16
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[11];                    // Offset:    0 Size:   176
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// s1_s                              sampler      NA          NA    1        1
// s2_s                              sampler      NA          NA    2        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        1
// StereoParams                      texture  float4          2d  125        1
// cb0                               cbuffer      NA          NA    0        1
// cb1                               cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyz
// TEXCOORD                 2   xyzw        3     NONE   float
// TEXCOORD                 3   xyzw        4     NONE   float   xy w
// TEXCOORD                 4   xyzw        5     NONE   float
// TEXCOORD                 5   xyz         6     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
// SV_Target                1   xyzw        1   TARGET   float   xyzw
// SV_Target                2   xyzw        2   TARGET   float   xyzw
// SV_Target                3   xyzw        3   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB1[1], immediateIndexed
dcl_constantbuffer CB0[11], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyz
dcl_input_ps linear v4.xyw
dcl_input_ps linear v6.xyz
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 3
sample r0.xyzw, v1.xyxx, t1.xyzw, s0
mul r0.x, r0.x, cb0[7].x
add r0.yzw, -cb0[5].xxyz, cb0[6].xxyz
mad r0.xyz, r0.xxxx, r0.yzwy, cb0[5].xyzx
mul r0.xyz, r0.xyzx, cb0[4].xxxx
mov o0.xyz, r0.xyzx
mov o0.w, l(1.000000)
mov o1.xyzw, l(0,0,0,0)
mad o2.xyz, v2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mov o2.w, l(1.000000)
ld r1.xyzw, l(0, 0, 0, 0), t125.xyzw
div r0.w, r1.y, v4.w
add r0.w, -r0.w, l(1.000000)
mul r0.w, r0.w, r1.x
mad r1.xy, cb1[0].xxxx, cb0[4].wwww, v1.zwzz
sample r1.xyzw, r1.xyxx, t0.xzyw, s1
mul r1.y, r1.w, r1.x
mad r1.xy, r1.yzyy, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mad r1.xy, r1.xyxx, cb0[4].zzzz, v4.xyxx
div r1.yz, r1.xxyx, v4.wwww
mad r1.x, r0.w, l(0.500000), r1.y
sample r1.xyzw, r1.xzxx, t2.xyzw, s2
add r2.xyz, -cb0[8].xyzx, cb0[9].xyzx
mad r2.xyz, cb0[10].yyyy, r2.xyzx, cb0[8].xyzx
mad r1.xyz, r1.xyzx, cb0[4].yyyy, -r2.xyzx
mad r1.xyz, cb0[10].xxxx, r1.xyzx, r2.xyzx
mad o3.xyz, r0.xyzx, v6.xyzx, r1.xyzx
mov o3.w, l(1.000000)
ret
// Approximately 29 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Fri Mar 27 01:50:20 2026
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1 : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[11] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// SamplerState s2_s_s : register(s2);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : TEXCOORD0,
//   float4 v2 : TEXCOORD1,
//   float4 v3 : TEXCOORD2,
//   float4 v4 : TEXCOORD3,
//   float4 v5 : TEXCOORD4,
//   float3 v6 : TEXCOORD5,
//   out float4 o0 : SV_Target0,
//   out float4 o1 : SV_Target1,
//   out float4 o2 : SV_Target2,
//   out float4 o3 : SV_Target3)
// {
//   float4 r0,r1,r2;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = t1.Sample(s0_s_s, v1.xy).xyzw;
//   r0.x = cb0[7].x * r0.x;
//   r0.yzw = cb0[6].xyz + -cb0[5].xyz;
//   r0.xyz = r0.xxx * r0.yzw + cb0[5].xyz;
//   r0.xyz = cb0[4].xxx * r0.xyz;
//   o0.xyz = r0.xyz;
//   o0.w = 1;
//   o1.xyzw = float4(0,0,0,0);
//   o2.xyz = v2.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
//   o2.w = 1;
//   r1.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r0.w = r1.y / v4.w;
//   r0.w = 1 + -r0.w;
//   r0.w = r1.x * r0.w;
//   r1.xy = cb1.xx * cb0[4].ww + v1.zw;
//   r1.xyzw = t0.Sample(s1_s_s, r1.xy).xzyw;
//   r1.y = r1.x * r1.w;
//   r1.xy = r1.yz * float2(2,2) + float2(-1,-1);
//   r1.xy = r1.xy * cb0[4].zz + v4.xy;
//   r1.yz = r1.xy / v4.ww;
//   r1.x = r0.w * 0.5 + r1.y;
//   r1.xyzw = t2.Sample(s2_s_s, r1.xz).xyzw;
//   r2.xyz = cb0[9].xyz + -cb0[8].xyz;
//   r2.xyz = cb0[10].yyy * r2.xyz + cb0[8].xyz;
//   r1.xyz = r1.xyz * cb0[4].yyy + -r2.xyz;
//   r1.xyz = cb0[10].xxx * r1.xyz + r2.xyz;
//   o3.xyz = r0.xyz * v6.xyz + r1.xyz;
//   o3.w = 1;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
