// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Tue Jun  2 15:41:37 2026
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0[4];                     // Offset:    0 Size:    64
//
// }
//
//
// 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
// cb0                               cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   xy          1     NONE   float   xy
// ATTRIBUTE                2   xy          2     NONE   float   xy
// ATTRIBUTE                3   xyzw        3     NONE   float   xyzw
// ATTRIBUTE                4   xy          4     NONE    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// ORIGINAL_POSITION        0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   xyzw        3     NONE   float   xy
// TEXCOORD                 1   xyzw        4     NONE   float   xyzw
// TEXCOORD                 2   x           5     NONE   float
// P                        0   x           6  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o6.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[4], immediateIndexed
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.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output o4.xyzw
dcl_temps 8
ld_indexable(buffer)(float,float,float,float) r7.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o6.x, r7.z
ld_indexable(texture1d)(float,float,float,float) r0.x, l(100, 0, 0, 0), t120.yxzw
mul r1.xyzw, v2.yyyy, cb0[1].xyzw
mad r1.xyzw, v2.xxxx, cb0[0].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[3].xyzw
max r0.yzw, v3.xxyz, l(0.000000, 0.0000610351999, 0.0000610351999, 0.0000610351999)
mad r2.xyz, r0.yzwy, l(0.947867274, 0.947867274, 0.947867274, 0.000000), l(0.0521326996, 0.0521326996, 0.0521326996, 0.000000)
log r2.xyz, r2.xyzx
mul r2.xyz, r2.xyzx, l(2.400000, 2.400000, 2.400000, 0.000000)
exp r2.xyz, r2.xyzx
lt r3.xyz, l(0.040450, 0.040450, 0.040450, 0.000000), r0.yzwy
mul r0.yzw, r0.yyzw, l(0.000000, 0.0773993805, 0.0773993805, 0.0773993805)
movc o1.xyz, r3.xyzx, r2.xyzx, r0.yzwy
eq r0.x, r0.x, l(1.000000)
if_nz r0.x
  ld_indexable(texture1d)(float,float,float,float) r0.x, l(55, 0, 0, 0), t120.xyzw
  lt r0.y, r1.y, l(0.850000)
  lt r0.z, l(-0.650000), r1.y
  and r0.y, r0.z, r0.y
  eq r0.z, r1.w, l(1.000000)
  and r0.y, r0.y, r0.z
  eq r0.x, r0.x, l(15.000000)
  and r0.x, r0.x, r0.y
  if_nz r0.x
    ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
    mul r0.y, r0.y, r0.x
    mul r0.y, r0.y, l(0.200000)
    resinfo_indexable(texture2d)(float,float,float,float)_uint r0.zw, l(0), t110.zwxy
    iadd r2.xy, r0.zwzz, l(-1, -1, 0, 0)
    utof r0.zw, r0.zzzw
    mul r0.w, r0.w, l(0.500000)
    utof r2.xy, r2.xyxx
    min r0.w, r0.w, r2.y
    ftoi r3.y, r0.w
    mov r3.zw, l(0,0,0,0)
    mov r0.w, l(0)
    mov r2.yzw, l(0,0,0,0)
    mov r4.x, l(0)
    loop
      utof r4.y, r2.w
      ge r4.y, r4.y, l(300.000000)
      mov r4.x, l(0)
      breakc_nz r4.y
      mad r2.z, r0.x, l(0.00333333341), r2.z
      mad r4.y, r2.z, l(0.500000), l(0.500000)
      mul r4.y, r0.z, r4.y
      max r4.y, r4.y, l(0.000000)
      min r4.y, r2.x, r4.y
      ftoi r3.x, r4.y
      ld_indexable(texture2d)(float,float,float,float) r3.x, r3.xyzw, t110.xyzw
      ne r4.y, r3.x, l(1.000000)
      mul r4.z, r3.x, l(0.000010)
      div r4.z, l(0.000010), r4.z
      add r3.x, r3.x, r4.z
      and r3.x, r3.x, r4.y
      eq r4.y, r3.x, l(0.000000)
      if_nz r4.y
        mov r0.w, r0.x
        mov r4.x, l(-1)
        break
      endif
      add r4.z, r0.x, -r2.z
      div r4.z, r0.y, r4.z
      lt r3.x, r3.x, r4.z
      if_nz r3.x
        mov r0.w, l(0)
        mov r4.x, l(0)
        break
      endif
      mov r2.y, r2.z
      iadd r2.w, r2.w, l(1)
      mov r4.x, r4.y
      mov r0.w, l(0)
    endloop
    movc r0.x, r4.x, r0.w, r2.y
    add r1.x, r0.x, r1.x
  endif
endif
mov r5.xyzw, r1.xyzw
mov o1.w, v3.w
mov o2.xy, v2.xyxx
mov o2.zw, l(0,0,0,1.000000)
mov o4.xyzw, v0.xyzw
mov o3.xy, v1.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 o0.xyzw, r5.xyzw
ret
// Approximately 84 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Tue Jun  2 15:41:37 2026
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[4] : packoffset(c0);
// }
//
// Texture2D<float> DepthBuffer : register(t110);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : ATTRIBUTE0,
//   float2 v1 : ATTRIBUTE1,
//   float2 v2 : ATTRIBUTE2,
//   float4 v3 : ATTRIBUTE3,
//   uint2 v4 : ATTRIBUTE4,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : COLOR0,
//   out float4 o2 : ORIGINAL_POSITION0,
//   out float4 o3 : TEXCOORD0,
//   out float4 o4 : TEXCOORD1,
//   out float o5 : TEXCOORD2,
//   out uint o6 : 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;
//   o6.x = r7.z;
//   r0.x = IniParams.Load(float4(100,0,0,0)).y;
//   r1.xyzw = cb0[1].xyzw * v2.yyyy;
//   r1.xyzw = v2.xxxx * cb0[0].xyzw + r1.xyzw;
//   r1.xyzw = cb0[3].xyzw + r1.xyzw;
//   r0.yzw = max(float3(6.10351999e-05,6.10351999e-05,6.10351999e-05), v3.xyz);
//   r2.xyz = r0.yzw * float3(0.947867274,0.947867274,0.947867274) + float3(0.0521326996,0.0521326996,0.0521326996);
//   r2.xyz = log2(r2.xyz);
//   r2.xyz = float3(2.4000001,2.4000001,2.4000001) * r2.xyz;
//   r2.xyz = exp2(r2.xyz);
//   r3.xyz = cmp(float3(0.0404499993,0.0404499993,0.0404499993) < r0.yzw);
//   r0.yzw = float3(0.0773993805,0.0773993805,0.0773993805) * r0.yzw;
//   o1.xyz = r3.xyz ? r2.xyz : r0.yzw;
//   r0.x = cmp(r0.x == 1.000000);
//   if (r0.x != 0) {
//     r0.x = IniParams.Load(float4(55,0,0,0)).x;
//     r0.y = cmp(r1.y < 0.850000024);
//     r0.z = cmp(-0.649999976 < r1.y);
//     r0.y = r0.z ? r0.y : 0;
//     r0.z = cmp(r1.w == 1.000000);
//     r0.y = r0.y ? r0.z : 0;
//     r0.x = cmp(r0.x == 15.000000);
//     r0.x = r0.x ? r0.y : 0;
//     if (r0.x != 0) {
//       r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//       r0.y = r0.x * r0.y;
//       r0.y = 0.200000003 * r0.y;
//       DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//       r0.zw = uiDest.xy;
//       r2.xy = (int2)r0.zw + int2(-1,-1);
//       r0.zw = (uint2)r0.zw;
//       r0.w = 0.5 * r0.w;
//       r2.xy = (uint2)r2.xy;
//       r0.w = min(r2.y, r0.w);
//       r3.y = (int)r0.w;
//       r3.zw = float2(0,0);
//       r0.w = 0;
//       r2.yzw = float3(0,0,0);
//       r4.x = 0;
//       while (true) {
//         r4.y = (uint)r2.w;
//         r4.y = cmp(r4.y >= 300);
//         r4.x = 0;
//         if (r4.y != 0) break;
//         r2.z = r0.x * 0.00333333341 + r2.z;
//         r4.y = r2.z * 0.5 + 0.5;
//         r4.y = r4.y * r0.z;
//         r4.y = max(0, r4.y);
//         r4.y = min(r4.y, r2.x);
//         r3.x = (int)r4.y;
//         r3.x = DepthBuffer.Load(r3.xyz).x;
//         r4.y = cmp(r3.x != 1.000000);
//         r4.z = 9.99999975e-06 * r3.x;
//         r4.z = 9.99999975e-06 / r4.z;
//         r3.x = r4.z + r3.x;
//         r3.x = r4.y ? r3.x : 0;
//         r4.y = cmp(r3.x == 0.000000);
//         if (r4.y != 0) {
//           r0.w = r0.x;
//           r4.x = -1;
//           break;
//         }
//         r4.z = -r2.z + r0.x;
//         r4.z = r0.y / r4.z;
//         r3.x = cmp(r3.x < r4.z);
//         if (r3.x != 0) {
//           r0.w = 0;
//           r4.x = 0;
//           break;
//         }
//         r2.y = r2.z;
//         r2.w = (int)r2.w + 1;
//         r4.x = r4.y;
//         r0.w = 0;
//       }
//       r0.x = r4.x ? r0.w : r2.y;
//       r1.x = r1.x + r0.x;
//     }
//   }
//   r5.xyzw = r1.xyzw;
//   o1.w = v3.w;
//   o2.xy = v2.xy;
//   o2.zw = float2(0,1);
//   o4.xyzw = v0.xyzw;
//   o3.xy = v1.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;
//   o0.xyzw = r5.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
