// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Mon Jul 20 01:18:09 2026
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[22];                    // Offset:    0 Size:   352
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[8];                     // Offset:    0 Size:   128
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[13];                    // Offset:    0 Size:   208
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s0_s                              sampler      NA          NA    0        1
// t0                                texture  float4          2d    0        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
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_immediateConstantBuffer { { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0},
                              { 0, 0, 0, 1.000000} }
dcl_constantbuffer CB2[22], immediateIndexed
dcl_constantbuffer CB1[8], immediateIndexed
dcl_constantbuffer CB0[13], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 6
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
add r0.z, -r0.x, l(1.000000)
add r0.xy, v1.xyxx, cb0[12].yyyy
mad r1.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r2.xyzw, r1.yyyy, cb2[11].xyzw
mad r2.xyzw, cb2[10].xyzw, r1.xxxx, r2.xyzw
mad r1.xyzw, cb2[12].xyzw, r1.zzzz, r2.xyzw
add r1.xyzw, r1.xyzw, cb2[13].xyzw
div r1.xyz, r1.xyzx, r1.wwww
mul r2.xyz, r1.yyyy, cb2[19].xyzx
mad r2.xyz, cb2[18].xyzx, r1.xxxx, r2.xyzx
mad r2.xyz, cb2[20].xyzx, r1.zzzz, r2.xyzx
add r2.xyz, r2.xyzx, cb2[21].xyzx
add r2.xyz, r2.xyzx, -cb1[4].xyzx
dp3 r0.z, r2.xyzx, r2.xyzx
sqrt r0.z, r0.z
lt r0.w, r0.z, cb0[11].x
if_nz r0.w
  mov o0.xyzw, l(1.000000,1.000000,1.000000,1.000000)
  ret
endif
ld r2.xyzw, l(0, 0, 0, 0), t125.xyzw
mul r2.yzw, cb0[8].xxyz, l(0.000000, 1.000000, 1.000000, -1.000000)
div r0.w, cb0[11].w, cb0[11].y
mul r3.xyz, r0.wwww, r2.yzwy
div r4.yzw, r2.yyzw, cb0[11].yyyy
mul r0.w, r2.x, r4.w
mad r4.x, -r0.w, cb2[10].x, r4.y
mul r2.xyz, -r1.zzzz, r4.xzwx
mad r2.xyz, r2.xyzx, cb0[11].wwww, -r3.xyzx
mad r2.xyz, cb0[12].xxxx, r2.xyzx, r3.xyzx
mul r0.xy, r0.yxyy, cb1[6].yxyy
mul r3.xyzw, r0.xxyy, l(4.000000, 4.000000, 4.000000, 4.000000)
ge r3.xyzw, r3.xyzw, -r3.yyww
movc r3.xyzw, r3.xyzw, l(4.000000,0.250000,4.000000,0.250000), l(-4.000000,-0.250000,-4.000000,-0.250000)
mul r0.xy, r0.xyxx, r3.ywyy
frc r0.xy, r0.xyxx
mul r0.xy, r0.xyxx, r3.xzxx
ftou r0.xy, r0.xyxx
dp3 r3.x, l(0.750000, 0.187500, 0.937500, 0.000000), icb[r0.y + 0].yzwy
dp4 r3.y, l(0.500000, 0.220000, 0.687500, 0.437500), icb[r0.y + 0].xyzw
dp4 r3.z, l(0.125000, 0.875000, 0.062500, 0.812500), icb[r0.y + 0].xyzw
dp4 r3.w, l(0.625000, 0.375000, 0.562500, 0.312500), icb[r0.y + 0].xyzw
dp4 r0.x, r3.xyzw, icb[r0.x + 0].xyzw
mad r0.xyw, r2.xyxz, r0.xxxx, r1.xyxz
mul r1.x, -r1.z, cb0[11].z
mov r3.xyz, r0.xywx
mov r1.yw, l(0,1.000000,0,0)
loop
  ge r2.w, r1.w, cb0[11].y
  if_nz r2.w
    break
  endif
  add r3.xyz, r2.xyzx, r3.xyzx
  mul r4.xyz, r3.yyyy, cb2[7].xywx
  mad r4.xyz, cb2[6].xywx, r3.xxxx, r4.xyzx
  mad r4.xyz, cb2[8].xywx, r3.zzzz, r4.xyzx
  div r4.xy, r4.xyxx, r4.zzzz
  mad r4.xy, r4.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
  lt r4.zw, r4.xxxy, l(0.000000, 0.000000, 0.001000, 0.001000)
  lt r5.xy, l(0.999000, 0.999000, 0.000000, 0.000000), r4.xyxx
  or r2.w, r4.z, r5.x
  or r2.w, r2.w, r4.w
  or r2.w, r2.w, r5.y
  itof r2.w, r2.w
  ne r2.w, r2.w, l(0.000000)
  if_nz r2.w
    mov o0.xyzw, l(1.000000,1.000000,1.000000,1.000000)
    ret
  endif
  sample_l r4.xyzw, r4.xyxx, t0.xyzw, s0, l(0.000000)
  mad r2.w, cb1[7].z, r4.x, cb1[7].w
  div r2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r2.w
  add r2.w, -r2.w, -r3.z
  mad r2.w, r1.z, cb0[12].z, r2.w
  lt r3.w, l(0.000000), r2.w
  and r3.w, r3.w, l(0xbf800000)
  lt r2.w, r2.w, r1.x
  and r2.w, r3.w, r2.w
  ne r2.w, r2.w, l(0.000000)
  if_nz r2.w
    div r2.w, r1.w, cb0[11].y
    mul r3.w, r2.w, r2.w
    mul r3.w, r3.w, r3.w
    mul r1.y, r2.w, r3.w
    break
  endif
  add r1.w, r1.w, l(1.000000)
  mov r1.y, l(1.000000)
endloop
add r0.x, cb0[11].x, l(10.000000)
max r0.x, r0.x, l(0.000000)
add r0.x, r0.x, -cb0[11].x
add r0.y, r0.z, -cb0[11].x
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x
mul_sat r0.x, r0.x, r0.y
mad r0.y, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, r0.y
add r0.y, r1.y, l(-1.000000)
mad o0.xyzw, r0.xxxx, r0.yyyy, l(1.000000, 1.000000, 1.000000, 1.000000)
ret
// Approximately 102 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Mon Jul 20 01:18:09 2026
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[22] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[8] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[13] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// Texture2D<float4> t0 : register(t0);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float2 v1 : TEXCOORD0,
//   out float4 o0 : SV_Target0)
// {
//   const float4 icb[] = { { 1.000000, 0, 0, 0},
//                               { 0, 1.000000, 0, 0},
//                               { 0, 0, 1.000000, 0},
//                               { 0, 0, 0, 1.000000} };
//   float4 r0,r1,r2,r3,r4,r5;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xyzw = t0.Sample(s0_s_s, v1.xy).xyzw;
//   r0.z = 1 + -r0.x;
//   r0.xy = cb0[12].yy + v1.xy;
//   r1.xyz = r0.xyz * float3(2,2,2) + float3(-1,-1,-1);
//   r2.xyzw = cb2[11].xyzw * r1.yyyy;
//   r2.xyzw = cb2[10].xyzw * r1.xxxx + r2.xyzw;
//   r1.xyzw = cb2[12].xyzw * r1.zzzz + r2.xyzw;
//   r1.xyzw = cb2[13].xyzw + r1.xyzw;
//   r1.xyz = r1.xyz / r1.www;
//   r2.xyz = cb2[19].xyz * r1.yyy;
//   r2.xyz = cb2[18].xyz * r1.xxx + r2.xyz;
//   r2.xyz = cb2[20].xyz * r1.zzz + r2.xyz;
//   r2.xyz = cb2[21].xyz + r2.xyz;
//   r2.xyz = -cb1[4].xyz + r2.xyz;
//   r0.z = dot(r2.xyz, r2.xyz);
//   r0.z = sqrt(r0.z);
//   r0.w = cmp(r0.z < cb0[11].x);
//   if (r0.w != 0) {
//     o0.xyzw = float4(1,1,1,1);
//     return;
//   }
//   r2.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   r2.yzw = float3(1,1,-1) * cb0[8].xyz;
//   r0.w = cb0[11].w / cb0[11].y;
//   r3.xyz = r2.yzw * r0.www;
//   r4.yzw = r2.yzw / cb0[11].yyy;
//   r0.w = r4.w * r2.x;
//   r4.x = -r0.w * cb2[10].x + r4.y;
//   r2.xyz = r4.xzw * -r1.zzz;
//   r2.xyz = r2.xyz * cb0[11].www + -r3.xyz;
//   r2.xyz = cb0[12].xxx * r2.xyz + r3.xyz;
//   r0.xy = cb1[6].yx * r0.yx;
//   r3.xyzw = float4(4,4,4,4) * r0.xxyy;
//   r3.xyzw = cmp(r3.xyzw >= -r3.yyww);
//   r3.xyzw = r3.xyzw ? float4(4,0.25,4,0.25) : float4(-4,-0.25,-4,-0.25);
//   r0.xy = r3.yw * r0.xy;
//   r0.xy = frac(r0.xy);
//   r0.xy = r3.xz * r0.xy;
//   r0.xy = (uint2)r0.xy;
//   r3.x = dot(float3(0.75,0.1875,0.9375), icb[r0.y+0].yzw);
//   r3.y = dot(float4(0.5,0.219999999,0.6875,0.4375), icb[r0.y+0].xyzw);
//   r3.z = dot(float4(0.125,0.875,0.0625,0.8125), icb[r0.y+0].xyzw);
//   r3.w = dot(float4(0.625,0.375,0.5625,0.3125), icb[r0.y+0].xyzw);
//   r0.x = dot(r3.xyzw, icb[r0.x+0].xyzw);
//   r0.xyw = r2.xyz * r0.xxx + r1.xyz;
//   r1.x = cb0[11].z * -r1.z;
//   r3.xyz = r0.xyw;
//   r1.yw = float2(1,0);
//   while (true) {
//     r2.w = cmp(r1.w >= cb0[11].y);
//     if (r2.w != 0) {
//       break;
//     }
//     r3.xyz = r3.xyz + r2.xyz;
//     r4.xyz = cb2[7].xyw * r3.yyy;
//     r4.xyz = cb2[6].xyw * r3.xxx + r4.xyz;
//     r4.xyz = cb2[8].xyw * r3.zzz + r4.xyz;
//     r4.xy = r4.xy / r4.zz;
//     r4.xy = r4.xy * float2(0.5,0.5) + float2(0.5,0.5);
//     r4.zw = cmp(r4.xy < float2(0.00100000005,0.00100000005));
//     r5.xy = cmp(float2(0.999000013,0.999000013) < r4.xy);
//     r2.w = (int)r4.z | (int)r5.x;
//     r2.w = (int)r2.w | (int)r4.w;
//     r2.w = (int)r2.w | (int)r5.y;
//     r2.w = (int)r2.w;
//     r2.w = cmp(r2.w != 0.000000);
//     if (r2.w != 0) {
//       o0.xyzw = float4(1,1,1,1);
//       return;
//     }
//     r4.xyzw = t0.SampleLevel(s0_s_s, r4.xy, 0).xyzw;
//     r2.w = cb1[7].z * r4.x + cb1[7].w;
//     r2.w = 1 / r2.w;
//     r2.w = -r3.z + -r2.w;
//     r2.w = r1.z * cb0[12].z + r2.w;
//     r3.w = cmp(0 < r2.w);
//     r3.w = r3.w ? -1.000000 : 0;
//     r2.w = cmp(r2.w < r1.x);
//     r2.w = r3.w ? r2.w : 0;
//     r2.w = cmp(r2.w != 0.000000);
//     if (r2.w != 0) {
//       r2.w = r1.w / cb0[11].y;
//       r3.w = r2.w * r2.w;
//       r3.w = r3.w * r3.w;
//       r1.y = r3.w * r2.w;
//       break;
//     }
//     r1.w = 1 + r1.w;
//     r1.y = 1;
//   }
//   r0.x = 10 + cb0[11].x;
//   r0.x = max(0, r0.x);
//   r0.x = -cb0[11].x + r0.x;
//   r0.y = -cb0[11].x + r0.z;
//   r0.x = 1 / r0.x;
//   r0.x = saturate(r0.y * r0.x);
//   r0.y = r0.x * -2 + 3;
//   r0.x = r0.x * r0.x;
//   r0.x = r0.y * r0.x;
//   r0.y = -1 + r1.y;
//   o0.xyzw = r0.xxxx * r0.yyyy + float4(1,1,1,1);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
