// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.109 on Sun Feb 22 12:25:38 2026
//
//
// Buffer Definitions:
//
// cbuffer cb3
// {
//
//   float4 cb3[21];                    // Offset:    0 Size:   336
//
// }
//
// cbuffer cb2
// {
//
//   float4 cb2[4];                     // Offset:    0 Size:    64
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[7];                     // Offset:    0 Size:   112
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[7];                     // Offset:    0 Size:   112
//
// }
//
//
// 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
// cb1                               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   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xy
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 2   xyzw        4     NONE   float   xyzw
// P                        0   x           5  RTINDEX    uint   x
//
vs_4_0
dcl_output_siv o5.x, rendertarget_array_index
dcl_constantbuffer CB3[21], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB1[7], immediateIndexed
dcl_constantbuffer CB0[7], 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.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_temps 10
ld_indexable(buffer)(float,float,float,float) r9.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o5.x, r9.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].xyzw, r0.wwww, r1.xyzw
mul r1.xyzw, v1.wxyz, cb0[2].wxyz
mad o2.xy, v2.xyxx, cb0[5].xyxx, cb0[5].zwzz
mul r2.xy, cb3[6].xyxx, cb1[6].yyyy
mad r2.xy, cb3[5].xyxx, cb1[6].xxxx, r2.xyxx
div r2.xy, r0.wwww, |r2.xyxx|
mad r2.xy, cb0[6].xyxx, l(0.250000, 0.250000, 0.000000, 0.000000), |r2.xyxx|
div o4.zw, l(0.000000, 0.000000, 0.250000, 0.250000), r2.xxxy
max r2.xyzw, cb0[4].xyzw, l(-20000000000.000000, -20000000000.000000, -20000000000.000000, -20000000000.000000)
min r2.xyzw, r2.xyzw, l(20000000000.000000, 20000000000.000000, 20000000000.000000, 20000000000.000000)
mad r2.xy, v0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), -r2.xyxx
add o4.xy, -r2.zwzz, r2.xyxx
ld r2.xyzw, l(30, 0, 0, 0), t120.xyzw
ld r3.xyzw, l(1, 0, 0, 0), t120.xyzw
ne r2.y, l(0.000000, 0.000000, 0.000000, 0.000000), r3.z
not r2.y, r2.y
eq r2.z, r0.w, l(1.000000)
and r2.y, r2.z, r2.y
eq r2.x, r2.x, l(1.000000)
and r2.x, r2.x, r2.y
if_nz r2.x
  lt r2.xyz, l(-0.600000, 0.450000, 0.650000, 0.000000), r0.yxyy
  lt r2.w, r0.x, l(0.590000)
  and r2.xy, r2.wzww, r2.xyxx
  not r2.y, r2.y
  and r2.x, r2.y, r2.x
  if_nz r2.x
    ld r2.xyzw, l(0, 0, 0, 0), t125.xyzw
    ld r3.xyzw, l(14, 0, 0, 0), t120.xyzw
    ne r2.z, r2.x, l(0.000000)
    if_nz r2.z
      add r2.z, -r2.y, l(0.000100)
      mul r2.w, r2.x, r2.z
      mad r2.z, -r2.z, r2.x, r2.x
      mul r2.y, r2.y, r2.x
      mul r2.y, r2.y, l(100.000000)
      resinfo_uint r4.xyzw, l(0), t110.xyzw
      iadd r3.yz, r4.xxyx, l(0, -1, -1, 0)
      utof r4.xy, r4.xyxx
      mul r3.w, r4.y, l(0.500000)
      utof r3.yz, r3.yyzy
      min r3.z, r3.z, r3.w
      ftoi r5.y, r3.z
      mov r5.zw, l(0,0,0,0)
      mov r3.z, l(0)
      mov r3.w, r2.w
      mov r4.y, r2.w
      mov r4.zw, l(0,0,0,0)
      loop
        uge r6.x, r4.z, l(255)
        mov r4.w, l(0)
        breakc_nz r6.x
        mad r4.y, r2.z, l(0.00392156886), r4.y
        mad r6.x, r4.y, l(0.500000), l(0.500000)
        mul r6.x, r4.x, r6.x
        max r6.x, r6.x, l(0.000000)
        min r6.x, r3.y, r6.x
        ftoi r5.x, r6.x
        ld r6.xyzw, r5.xyzw, t110.xyzw
        ne r5.x, r6.x, l(1.000000)
        mul r6.y, r6.x, l(0.000100)
        div r6.y, l(0.000100), r6.y
        add r6.x, r6.x, r6.y
        and r5.x, r5.x, r6.x
        eq r6.x, r5.x, l(0.000000)
        if_nz r6.x
          mov r3.z, r2.x
          mov r4.w, l(-1)
          break
        endif
        add r6.y, r2.x, -r4.y
        div r6.y, r2.y, r6.y
        lt r5.x, r5.x, r6.y
        if_nz r5.x
          mov r3.z, l(0)
          mov r4.w, l(0)
          break
        endif
        mov r3.w, r4.y
        iadd r4.z, r4.z, l(1)
        mov r4.w, r6.x
        mov r3.z, l(0)
      endloop
      movc r2.y, r4.w, r3.z, r3.w
    else
      mov r2.y, l(0)
    endif
    add r0.x, r0.x, r2.y
    eq r2.z, r3.x, l(15.000000)
    div r2.x, r2.y, r2.x
    mad_sat r2.x, -r2.x, l(1.17647052), l(1.000000)
    movc r1.x, r2.z, r2.x, r1.x
  endif
endif
mov r7.xyzw, r0.xyzw
mov o1.xyzw, r1.yzwx
mov o3.xyzw, v0.xyzw
add r8.x, -r9.y, r7.w
mul r8.y, r9.x, r9.w
mad r8.x, r8.x, r8.y, r7.x
ne r8.y, l(1.000000), r7.w
movc r7.x, r8.y, r8.x, r7.x
mov o0.xyzw, r7.xyzw
ret
// Approximately 105 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.109 on Sun Feb 22 12:25:38 2026
//
// cbuffer cb3 : register(b3)
// {
//   float4 cb3[21] : packoffset(c0);
// }
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[4] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[7] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[7] : 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 : POSITION0,
//   float4 v1 : COLOR0,
//   float2 v2 : TEXCOORD0,
//   out float4 o0 : SV_POSITION0,
//   out float4 o1 : COLOR0,
//   out float4 o2 : TEXCOORD0,
//   out float4 o3 : TEXCOORD1,
//   out float4 o4 : TEXCOORD2,
//   out uint o5 : P0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r9.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o5.x = r9.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].xyzw * r0.wwww + r1.xyzw;
//   r1.xyzw = cb0[2].wxyz * v1.wxyz;
//   o2.xy = v2.xy * cb0[5].xy + cb0[5].zw;
//   r2.xy = cb1[6].yy * cb3[6].xy;
//   r2.xy = cb3[5].xy * cb1[6].xx + r2.xy;
//   r2.xy = r0.ww / abs(r2.xy);
//   r2.xy = cb0[6].xy * float2(0.25,0.25) + abs(r2.xy);
//   o4.zw = float2(0.25,0.25) / r2.xy;
//   r2.xyzw = max(float4(-2e+10,-2e+10,-2e+10,-2e+10), cb0[4].xyzw);
//   r2.xyzw = min(float4(2e+10,2e+10,2e+10,2e+10), r2.xyzw);
//   r2.xy = v0.xy * float2(2,2) + -r2.xy;
//   o4.xy = r2.xy + -r2.zw;
//   r2.xyzw = IniParams.Load(float4(30,0,0,0)).xyzw;
//   r3.xyzw = IniParams.Load(float4(1,0,0,0)).xyzw;
//   r2.y = cmp(0 != r3.z);
//   r2.y = ~(int)r2.y;
//   r2.z = cmp(r0.w == 1.000000);
//   r2.y = r2.z ? r2.y : 0;
//   r2.x = cmp(r2.x == 1.000000);
//   r2.x = r2.x ? r2.y : 0;
//   if (r2.x != 0) {
//     r2.xyz = cmp(float3(-0.600000024,0.449999988,0.649999976) < r0.yxy);
//     r2.w = cmp(r0.x < 0.589999974);
//     r2.xy = r2.wz ? r2.xy : 0;
//     r2.y = ~(int)r2.y;
//     r2.x = r2.y ? r2.x : 0;
//     if (r2.x != 0) {
//       r2.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//       r3.xyzw = IniParams.Load(float4(14,0,0,0)).xyzw;
//       r2.z = cmp(r2.x != 0.000000);
//       if (r2.z != 0) {
//         r2.z = 9.99999975e-05 + -r2.y;
//         r2.w = r2.z * r2.x;
//         r2.z = -r2.z * r2.x + r2.x;
//         r2.y = r2.x * r2.y;
//         r2.y = 100 * r2.y;
//         DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//         r4.xyzw = uiDest.xyzw;
//         r3.yz = (int2)r4.xy + int2(-1,-1);
//         r4.xy = (uint2)r4.xy;
//         r3.w = 0.5 * r4.y;
//         r3.yz = (uint2)r3.yz;
//         r3.z = min(r3.w, r3.z);
//         r5.y = (int)r3.z;
//         r5.zw = float2(0,0);
//         r3.z = 0;
//         r3.w = r2.w;
//         r4.y = r2.w;
//         r4.zw = float2(0,0);
//         while (true) {
//           r6.x = cmp((uint)r4.z >= 255);
//           r4.w = 0;
//           if (r6.x != 0) break;
//           r4.y = r2.z * 0.00392156886 + r4.y;
//           r6.x = r4.y * 0.5 + 0.5;
//           r6.x = r6.x * r4.x;
//           r6.x = max(0, r6.x);
//           r6.x = min(r6.x, r3.y);
//           r5.x = (int)r6.x;
//           r6.x = DepthBuffer.Load(r5.xyz).x;
//           r5.x = cmp(r6.x != 1.000000);
//           r6.y = 9.99999975e-05 * r6.x;
//           r6.y = 9.99999975e-05 / r6.y;
//           r6.x = r6.y + r6.x;
//           r5.x = r5.x ? r6.x : 0;
//           r6.x = cmp(r5.x == 0.000000);
//           if (r6.x != 0) {
//             r3.z = r2.x;
//             r4.w = -1;
//             break;
//           }
//           r6.y = -r4.y + r2.x;
//           r6.y = r2.y / r6.y;
//           r5.x = cmp(r5.x < r6.y);
//           if (r5.x != 0) {
//             r3.z = 0;
//             r4.w = 0;
//             break;
//           }
//           r3.w = r4.y;
//           r4.z = (int)r4.z + 1;
//           r4.w = r6.x;
//           r3.z = 0;
//         }
//         r2.y = r4.w ? r3.z : r3.w;
//       } else {
//         r2.y = 0;
//       }
//       r0.x = r2.y + r0.x;
//       r2.z = cmp(r3.x == 15.000000);
//       r2.x = r2.y / r2.x;
//       r2.x = saturate(-r2.x * 1.17647052 + 1);
//       r1.x = r2.z ? r2.x : r1.x;
//     }
//   }
//   r7.xyzw = r0.xyzw;
//   o1.xyzw = r1.yzwx;
//   o3.xyzw = v0.xyzw;
//   r8.x = r7.w + -r9.y;
//   r8.y = r9.w * r9.x;
//   r8.x = r8.x * r8.y + r7.x;
//   r8.y = cmp(1.000000 != r7.w);
//   r7.x = r8.y ? r8.x : r7.x;
//   o0.xyzw = r7.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
