// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Mon Jul 20 01:18:06 2026
//
//
// Buffer Definitions:
//
// cbuffer cb2
// {
//
//   float4 cb2[7];                     // Offset:    0 Size:   112
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[22];                    // Offset:    0 Size:   352
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[8];                     // Offset:    0 Size:   128
//
// }
//
//
// 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
// s3_s                              sampler      NA          NA    3        1
// s4_s                              sampler      NA          NA    4        1
// t0                                texture  float4          2d    0        1
// t1                                texture  float4          2d    1        1
// t2                                texture  float4          2d    2        1
// t3                                texture  float4          2d    3        1
// t4                                texture  float4        cube    4        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   xyzw        1     NONE   float   xy w
// TEXCOORD                 1   xyz         2     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer CB2[7], immediateIndexed
dcl_constantbuffer CB1[22], immediateIndexed
dcl_constantbuffer CB0[8], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, 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_texture2d (float,float,float,float) t3
dcl_resource_texturecube (float,float,float,float) t4
dcl_input_ps linear v1.xyw
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 7
div r0.x, cb0[5].z, v2.z
mul r0.xyz, r0.xxxx, v2.xyzx
div r1.xy, v1.xyxx, v1.wwww
sample r2.xyzw, r1.xyxx, t0.xyzw, s1
mad r0.w, cb0[7].x, r2.x, cb0[7].y
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mul r2.xyz, r0.yyyy, cb1[19].xyzx
mad r0.xyw, cb1[18].xyxz, r0.xxxx, r2.xyxz
mad r0.xyz, cb1[20].xyzx, r0.zzzz, r0.xywx
add r0.xyz, r0.xyzx, cb1[21].xyzx
add r2.xyz, r0.xyzx, -cb0[4].xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
sample r3.xyzw, r1.xyxx, t3.xyzw, s4
mad r3.xyz, r3.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.w, r3.xyzx, r3.xyzx
rsq r0.w, r0.w
mul r3.xyz, r0.wwww, r3.xyzx
dp3 r0.w, r2.xyzx, r3.xyzx
add r0.w, r0.w, r0.w
mad r4.xyz, r3.xyzx, -r0.wwww, r2.xyzx
dp3 r0.w, r3.xyzx, -r2.xyzx
add r0.w, -|r0.w|, l(1.000000)
dp3 r1.z, r4.xyzx, r4.xyzx
rsq r1.z, r1.z
mul r2.xyz, r1.zzzz, r4.xyzx
add r3.xyz, cb2[0].xyzx, cb2[6].wwww
add r3.xyz, -r0.xyzx, r3.xyzx
div r3.xyz, r3.xyzx, r2.xyzx
add r5.xyz, cb2[1].xyzx, -cb2[6].wwww
add r5.xyz, -r0.xyzx, r5.xyzx
div r5.xyz, r5.xyzx, r2.xyzx
lt r6.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), r2.xyzx
movc r3.xyz, r6.xyzx, r3.xyzx, r5.xyzx
min r1.z, r3.y, r3.x
min r1.z, r3.z, r1.z
add r3.xyz, r0.xyzx, -cb2[2].xyzx
mad r2.xyz, r2.xyzx, r1.zzzz, r3.xyzx
lt r1.z, l(0.000000), cb2[2].w
movc r2.xyz, r1.zzzz, r2.xyzx, r4.xyzx
sample r3.xyzw, r1.xyxx, t2.xyzw, s3
sample r1.xyzw, r1.xyxx, t1.xyzw, s2
add r1.x, -r3.w, l(1.000000)
mad r1.y, r1.x, l(-0.700000), l(1.700000)
mul r1.y, r1.x, r1.y
mul r1.y, r1.y, l(6.000000)
sample_l r2.xyzw, r2.xyzx, t4.xyzw, s0, r1.y
add r1.y, r2.w, l(-1.000000)
mad r1.y, cb2[3].w, r1.y, l(1.000000)
mul r1.y, r1.y, cb2[3].x
mul r2.xyz, r2.xyzx, r1.yyyy
mul r1.yzw, r1.wwww, r2.xxyz
mul r2.x, r1.x, r1.x
max r2.x, r2.x, l(0.002000)
mul r2.x, r2.x, l(0.280000)
mad r1.x, -r2.x, r1.x, l(1.000000)
mul r1.xyz, r1.yzwy, r1.xxxx
max r1.w, r3.y, r3.x
max r1.w, r3.z, r1.w
add r1.w, -r1.w, l(1.000000)
add r1.w, -r1.w, r3.w
add_sat r1.w, r1.w, l(1.000000)
add r2.xyz, -r3.xyzx, r1.wwww
mul r1.w, r0.w, r0.w
mul r1.w, r1.w, r1.w
mul r0.w, r0.w, r1.w
mad r2.xyz, r0.wwww, r2.xyzx, r3.xyzx
mul o0.xyz, r1.xyzx, r2.xyzx
add r1.xyz, r0.xyzx, -cb2[0].xyzx
add r0.xyz, -r0.xyzx, cb2[1].xyzx
max r0.xyz, r0.xyzx, r1.xyzx
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
dp3 r0.x, r0.xyzx, r0.xyzx
sqrt r0.x, r0.x
div r0.x, r0.x, cb2[6].w
add_sat o0.w, -r0.x, l(1.000000)
ret
// Approximately 79 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Mon Jul 20 01:18:06 2026
//
// cbuffer cb2 : register(b2)
// {
//   float4 cb2[7] : packoffset(c0);
// }
//
// cbuffer cb1 : register(b1)
// {
//   float4 cb1[22] : packoffset(c0);
// }
//
// cbuffer cb0 : register(b0)
// {
//   float4 cb0[8] : packoffset(c0);
// }
//
// SamplerState s0_s_s : register(s0);
// SamplerState s1_s_s : register(s1);
// SamplerState s2_s_s : register(s2);
// SamplerState s3_s_s : register(s3);
// SamplerState s4_s_s : register(s4);
// Texture2D<float4> t0 : register(t0);
// Texture2D<float4> t1 : register(t1);
// Texture2D<float4> t2 : register(t2);
// Texture2D<float4> t3 : register(t3);
// TextureCube<float4> t4 : register(t4);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_POSITION0,
//   float4 v1 : TEXCOORD0,
//   float3 v2 : TEXCOORD1,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = cb0[5].z / v2.z;
//   r0.xyz = v2.xyz * r0.xxx;
//   r1.xy = v1.xy / v1.ww;
//   r2.xyzw = t0.Sample(s1_s_s, r1.xy).xyzw;
//   r0.w = cb0[7].x * r2.x + cb0[7].y;
//   r0.w = 1 / r0.w;
//   r0.xyz = r0.xyz * r0.www;
//   r2.xyz = cb1[19].xyz * r0.yyy;
//   r0.xyw = cb1[18].xyz * r0.xxx + r2.xyz;
//   r0.xyz = cb1[20].xyz * r0.zzz + r0.xyw;
//   r0.xyz = cb1[21].xyz + r0.xyz;
//   r2.xyz = -cb0[4].xyz + r0.xyz;
//   r0.w = dot(r2.xyz, r2.xyz);
//   r0.w = rsqrt(r0.w);
//   r2.xyz = r2.xyz * r0.www;
//   r3.xyzw = t3.Sample(s4_s_s, r1.xy).xyzw;
//   r3.xyz = r3.xyz * float3(2,2,2) + float3(-1,-1,-1);
//   r0.w = dot(r3.xyz, r3.xyz);
//   r0.w = rsqrt(r0.w);
//   r3.xyz = r3.xyz * r0.www;
//   r0.w = dot(r2.xyz, r3.xyz);
//   r0.w = r0.w + r0.w;
//   r4.xyz = r3.xyz * -r0.www + r2.xyz;
//   r0.w = dot(r3.xyz, -r2.xyz);
//   r0.w = 1 + -abs(r0.w);
//   r1.z = dot(r4.xyz, r4.xyz);
//   r1.z = rsqrt(r1.z);
//   r2.xyz = r4.xyz * r1.zzz;
//   r3.xyz = cb2[6].www + cb2[0].xyz;
//   r3.xyz = r3.xyz + -r0.xyz;
//   r3.xyz = r3.xyz / r2.xyz;
//   r5.xyz = -cb2[6].www + cb2[1].xyz;
//   r5.xyz = r5.xyz + -r0.xyz;
//   r5.xyz = r5.xyz / r2.xyz;
//   r6.xyz = cmp(float3(0,0,0) < r2.xyz);
//   r3.xyz = r6.xyz ? r3.xyz : r5.xyz;
//   r1.z = min(r3.x, r3.y);
//   r1.z = min(r1.z, r3.z);
//   r3.xyz = -cb2[2].xyz + r0.xyz;
//   r2.xyz = r2.xyz * r1.zzz + r3.xyz;
//   r1.z = cmp(0 < cb2[2].w);
//   r2.xyz = r1.zzz ? r2.xyz : r4.xyz;
//   r3.xyzw = t2.Sample(s3_s_s, r1.xy).xyzw;
//   r1.xyzw = t1.Sample(s2_s_s, r1.xy).xyzw;
//   r1.x = 1 + -r3.w;
//   r1.y = r1.x * -0.699999988 + 1.70000005;
//   r1.y = r1.y * r1.x;
//   r1.y = 6 * r1.y;
//   r2.xyzw = t4.SampleLevel(s0_s_s, r2.xyz, r1.y).xyzw;
//   r1.y = -1 + r2.w;
//   r1.y = cb2[3].w * r1.y + 1;
//   r1.y = cb2[3].x * r1.y;
//   r2.xyz = r1.yyy * r2.xyz;
//   r1.yzw = r2.xyz * r1.www;
//   r2.x = r1.x * r1.x;
//   r2.x = max(0.00200000009, r2.x);
//   r2.x = 0.280000001 * r2.x;
//   r1.x = -r2.x * r1.x + 1;
//   r1.xyz = r1.xxx * r1.yzw;
//   r1.w = max(r3.x, r3.y);
//   r1.w = max(r1.w, r3.z);
//   r1.w = 1 + -r1.w;
//   r1.w = r3.w + -r1.w;
//   r1.w = saturate(1 + r1.w);
//   r2.xyz = r1.www + -r3.xyz;
//   r1.w = r0.w * r0.w;
//   r1.w = r1.w * r1.w;
//   r0.w = r1.w * r0.w;
//   r2.xyz = r0.www * r2.xyz + r3.xyz;
//   o0.xyz = r2.xyz * r1.xyz;
//   r1.xyz = -cb2[0].xyz + r0.xyz;
//   r0.xyz = cb2[1].xyz + -r0.xyz;
//   r0.xyz = max(r1.xyz, r0.xyz);
//   r0.xyz = max(float3(0,0,0), r0.xyz);
//   r0.x = dot(r0.xyz, r0.xyz);
//   r0.x = sqrt(r0.x);
//   r0.x = r0.x / cb2[6].w;
//   o0.w = saturate(1 + -r0.x);
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
