// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Sat Nov 15 07:21:11 2025
//
//
// 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 9
ld_indexable(buffer)(float,float,float,float) r8.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o5.x, r8.z
ld r0.xyzw, l(21, 0, 0, 0), t120.xyzw
mul r1.xyzw, v0.yyyy, cb2[1].xyzw
mad r1.xyzw, cb2[0].xyzw, v0.xxxx, r1.xyzw
mad r1.xyzw, cb2[2].xyzw, v0.zzzz, r1.xyzw
add r1.xyzw, r1.xyzw, cb2[3].xyzw
mul r2.xyzw, r1.yyyy, cb3[18].xyzw
mad r2.xyzw, cb3[17].xyzw, r1.xxxx, r2.xyzw
mad r2.xyzw, cb3[19].xyzw, r1.zzzz, r2.xyzw
mad r1.xyzw, cb3[20].xyzw, r1.wwww, r2.xyzw
mul o1.xyzw, v1.xyzw, cb0[2].xyzw
mad o2.xy, v2.xyxx, cb0[5].xyxx, cb0[5].zwzz
mul r0.yz, cb3[6].xxyx, cb1[6].yyyy
mad r0.yz, cb3[5].xxyx, cb1[6].xxxx, r0.yyzy
div r0.yz, r1.wwww, |r0.yyzy|
mad r0.yz, cb0[6].xxyx, l(0.000000, 0.250000, 0.250000, 0.000000), |r0.yyzy|
div o4.zw, l(0.000000, 0.000000, 0.250000, 0.250000), r0.yyyz
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 r0.yz, v0.xxyx, l(0.000000, 2.000000, 2.000000, 0.000000), -r2.xxyx
add o4.xy, -r2.zwzz, r0.yzyy
lt r0.yz, |r1.yyxy|, l(0.000000, 0.800000, 0.800000, 0.000000)
and r0.y, r0.z, r0.y
eq r0.z, r1.w, l(1.000000)
and r0.y, r0.y, r0.z
ne r0.x, r0.x, l(1.000000)
and r0.x, r0.x, r0.y
if_nz r0.x
  ld r0.xyzw, l(0, 0, 0, 0), t125.xyzw
  ld r2.xyzw, l(14, 0, 0, 0), t120.xyzw
  eq r0.z, r2.x, l(15.000000)
  if_nz r0.z
    ne r0.z, r0.x, l(0.000000)
    if_nz r0.z
      add r0.z, -r0.y, l(0.000100)
      mul r0.w, r0.x, r0.z
      mad r0.z, -r0.z, r0.x, r0.x
      mul r0.y, r0.y, r0.x
      mul r0.y, r0.y, l(10.000000)
      resinfo_uint r3.xyzw, l(0), t110.xyzw
      iadd r2.yz, r3.xxyx, l(0, -1, -1, 0)
      utof r3.xy, r3.xyxx
      mul r2.w, r3.y, l(0.500000)
      utof r2.yz, r2.yyzy
      min r2.z, r2.z, r2.w
      ftoi r4.y, r2.z
      mov r4.zw, l(0,0,0,0)
      mov r2.z, l(0)
      mov r2.w, r0.w
      mov r3.y, r0.w
      mov r3.zw, l(0,0,0,0)
      loop
        uge r5.x, r3.z, l(255)
        mov r3.w, l(0)
        breakc_nz r5.x
        mad r3.y, r0.z, l(0.00392156886), r3.y
        mad r5.x, r3.y, l(0.500000), l(0.500000)
        mul r5.x, r3.x, r5.x
        max r5.x, r5.x, l(0.000000)
        min r5.x, r2.y, r5.x
        ftoi r4.x, r5.x
        ld r5.xyzw, r4.xyzw, t110.xyzw
        ne r4.x, r5.x, l(1.000000)
        mul r5.y, r5.x, l(0.000100)
        div r5.y, l(0.000100), r5.y
        add r5.x, r5.x, r5.y
        and r4.x, r4.x, r5.x
        eq r5.x, r4.x, l(0.000000)
        if_nz r5.x
          mov r2.z, r0.x
          mov r3.w, l(-1)
          break
        endif
        add r5.y, r0.x, -r3.y
        div r5.y, r0.y, r5.y
        lt r4.x, r4.x, r5.y
        if_nz r4.x
          mov r2.z, l(0)
          mov r3.w, l(0)
          break
        endif
        mov r2.w, r3.y
        iadd r3.z, r3.z, l(1)
        mov r3.w, r5.x
        mov r2.z, l(0)
      endloop
      movc r0.y, r3.w, r2.z, r2.w
    else
      mov r0.y, l(0)
    endif
    add r1.x, r0.y, r1.x
  else
    eq r0.y, r2.x, l(16.000000)
    add r0.x, r0.x, r1.x
    movc r1.x, r0.y, r0.x, r1.x
  endif
endif
mov r6.xyzw, r1.xyzw
mov o3.xyzw, v0.xyzw
add r7.x, -r8.y, r6.w
mul r7.y, r8.x, r8.w
mad r7.x, r7.x, r7.y, r6.x
ne r7.y, l(1.000000), r6.w
movc r6.x, r7.y, r7.x, r6.x
mov o0.xyzw, r6.xyzw
ret
// Approximately 99 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with 3Dmigoto v0.6.164 on Sat Nov 15 07:21:11 2025
//
// 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;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r8.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o5.x = r8.z;
//   r0.xyzw = IniParams.Load(float4(21,0,0,0)).xyzw;
//   r1.xyzw = cb2[1].xyzw * v0.yyyy;
//   r1.xyzw = cb2[0].xyzw * v0.xxxx + r1.xyzw;
//   r1.xyzw = cb2[2].xyzw * v0.zzzz + r1.xyzw;
//   r1.xyzw = cb2[3].xyzw + r1.xyzw;
//   r2.xyzw = cb3[18].xyzw * r1.yyyy;
//   r2.xyzw = cb3[17].xyzw * r1.xxxx + r2.xyzw;
//   r2.xyzw = cb3[19].xyzw * r1.zzzz + r2.xyzw;
//   r1.xyzw = cb3[20].xyzw * r1.wwww + r2.xyzw;
//   o1.xyzw = cb0[2].xyzw * v1.xyzw;
//   o2.xy = v2.xy * cb0[5].xy + cb0[5].zw;
//   r0.yz = cb1[6].yy * cb3[6].xy;
//   r0.yz = cb3[5].xy * cb1[6].xx + r0.yz;
//   r0.yz = r1.ww / abs(r0.yz);
//   r0.yz = cb0[6].xy * float2(0.25,0.25) + abs(r0.yz);
//   o4.zw = float2(0.25,0.25) / r0.yz;
//   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);
//   r0.yz = v0.xy * float2(2,2) + -r2.xy;
//   o4.xy = r0.yz + -r2.zw;
//   r0.yz = cmp(abs(r1.yx) < float2(0.800000012,0.800000012));
//   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 != 1.000000);
//   r0.x = r0.x ? r0.y : 0;
//   if (r0.x != 0) {
//     r0.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//     r2.xyzw = IniParams.Load(float4(14,0,0,0)).xyzw;
//     r0.z = cmp(r2.x == 15.000000);
//     if (r0.z != 0) {
//       r0.z = cmp(r0.x != 0.000000);
//       if (r0.z != 0) {
//         r0.z = 9.99999975e-05 + -r0.y;
//         r0.w = r0.z * r0.x;
//         r0.z = -r0.z * r0.x + r0.x;
//         r0.y = r0.x * r0.y;
//         r0.y = 10 * r0.y;
//         DepthBuffer.GetDimensions(0, uiDest.x, uiDest.y, uiDest.z);
//         r3.xyzw = uiDest.xyzw;
//         r2.yz = (int2)r3.xy + int2(-1,-1);
//         r3.xy = (uint2)r3.xy;
//         r2.w = 0.5 * r3.y;
//         r2.yz = (uint2)r2.yz;
//         r2.z = min(r2.w, r2.z);
//         r4.y = (int)r2.z;
//         r4.zw = float2(0,0);
//         r2.z = 0;
//         r2.w = r0.w;
//         r3.y = r0.w;
//         r3.zw = float2(0,0);
//         while (true) {
//           r5.x = cmp((uint)r3.z >= 255);
//           r3.w = 0;
//           if (r5.x != 0) break;
//           r3.y = r0.z * 0.00392156886 + r3.y;
//           r5.x = r3.y * 0.5 + 0.5;
//           r5.x = r5.x * r3.x;
//           r5.x = max(0, r5.x);
//           r5.x = min(r5.x, r2.y);
//           r4.x = (int)r5.x;
//           r5.x = DepthBuffer.Load(r4.xyz).x;
//           r4.x = cmp(r5.x != 1.000000);
//           r5.y = 9.99999975e-05 * r5.x;
//           r5.y = 9.99999975e-05 / r5.y;
//           r5.x = r5.y + r5.x;
//           r4.x = r4.x ? r5.x : 0;
//           r5.x = cmp(r4.x == 0.000000);
//           if (r5.x != 0) {
//             r2.z = r0.x;
//             r3.w = -1;
//             break;
//           }
//           r5.y = -r3.y + r0.x;
//           r5.y = r0.y / r5.y;
//           r4.x = cmp(r4.x < r5.y);
//           if (r4.x != 0) {
//             r2.z = 0;
//             r3.w = 0;
//             break;
//           }
//           r2.w = r3.y;
//           r3.z = (int)r3.z + 1;
//           r3.w = r5.x;
//           r2.z = 0;
//         }
//         r0.y = r3.w ? r2.z : r2.w;
//       } else {
//         r0.y = 0;
//       }
//       r1.x = r1.x + r0.y;
//     } else {
//       r0.y = cmp(r2.x == 16.000000);
//       r0.x = r1.x + r0.x;
//       r1.x = r0.y ? r0.x : r1.x;
//     }
//   }
//   r6.xyzw = r1.xyzw;
//   o3.xyzw = v0.xyzw;
//   r7.x = r6.w + -r8.y;
//   r7.y = r8.w * r8.x;
//   r7.x = r7.x * r7.y + r6.x;
//   r7.y = cmp(1.000000 != r6.w);
//   r6.x = r7.y ? r7.x : r6.x;
//   o0.xyzw = r6.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
