// room controls
// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.7.9 on Sun Jul  5 01:20:20 2026
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
//   float4 vfuniforms[96];             // Offset:    0 Size:  1536
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// IniParams                         texture  float4          1d  120        1
// StereoParams                      texture  float4          2d  125        1
// Constants                         cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// COLOR                    1   xyzw        1     NONE   float   xyzw
// SV_Position              0   xyzw        2     NONE   float   xyzw
// SV_InstanceID            0   x           3   INSTID    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// COLOR                    1   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// SV_Position              0   xyzw        4      POS   float   xyzw
// P                        0   x           5  RTINDEX    uint   x
//
vs_5_0
dcl_output_siv o5.x, rendertarget_array_index
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[96], dynamicIndexed
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.xyzw
dcl_input_sgv v3.x, instance_id
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output_siv o4.xyzw, position
dcl_temps 4
ld_indexable(buffer)(float,float,float,float) r3.xyzw, l(0, 0, 0, 0), t125.xyzw
mov o5.x, r3.z
mov o0.xyzw, v0.xyzw
mov o1.xyzw, v1.xyzw
ishl r0.x, v3.x, l(2)
utof r0.x, r0.x
add r0.x, r0.x, l(0.100000)
ftou r0.x, r0.x
mov o2.xyzw, cb0[r0.x + 0].xyzw
bfi r0.xyz, l(30, 30, 30, 0), l(2, 2, 2, 0), v3.xxxx, l(2, 2, 1, 0)
utof r0.xyz, r0.xyzx
add r0.xyz, r0.xyzx, l(0.100000, 1.100000, 0.100000, 0.000000)
ftou r0.xyz, r0.xyzx
mov o3.xyzw, cb0[r0.z + 0].xyzw
dp4 r0.x, v2.xyzw, cb0[r0.x + 0].xyzw
dp4 r1.y, v2.xyzw, cb0[r0.y + 0].xyzw
ld_indexable(buffer)(float,float,float,float) r0.y, l(0, 0, 0, 0), t125.yxzw
ld_indexable(texture1d)(float,float,float,float) r0.z, l(0, 0, 0, 0), t120.xyzw
mad r1.x, r0.y, r0.z, r0.x
mov r1.zw, l(0,0,0,1.000000)
add r2.x, -r3.y, r1.w
mul r2.y, r3.x, r3.w
mad r2.x, r2.x, r2.y, r1.x
ne r2.y, l(1.000000), r1.w
movc r1.x, r2.y, r2.x, r1.x
mov o4.xyzw, r1.xyzw
ret
// Approximately 19 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.7.9 on Sun Jul  5 01:20:20 2026
//
// cbuffer Constants : register(b0)
// {
//   float4 vfuniforms[96] : packoffset(c0);
// }
//
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : COLOR0,
//   float4 v1 : COLOR1,
//   float4 v2 : SV_Position0,
//   uint v3 : SV_InstanceID0,
//   out float4 o0 : COLOR0,
//   out float4 o1 : COLOR1,
//   out float4 o2 : TEXCOORD0,
//   out float4 o3 : TEXCOORD1,
//   out float4 o4 : SV_Position0,
//   out uint o5 : P0)
// {
// // Needs manual fix for instruction:
// // unknown dcl_: dcl_input_sgv v3.x, instance_id
//   float4 r0,r1,r2,r3;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r3.xyzw = StereoParams.Load(float4(0,0,0,0)).xyzw;
//   o5.x = r3.z;
//   o0.xyzw = v0.xyzw;
//   o1.xyzw = v1.xyzw;
//   r0.x = (uint)v3.x << 2;
//   r0.x = (uint)r0.x;
//   r0.x = 0.100000001 + r0.x;
//   r0.x = (uint)r0.x;
//   o2.xyzw = vfuniforms[r0.x].xyzw;
//   bitmask.x = ((~(-1 << 30)) << 2) & 0xffffffff;  r0.x = (((uint)v3.x << 2) & bitmask.x) | ((uint)2 & ~bitmask.x);
//   bitmask.y = ((~(-1 << 30)) << 2) & 0xffffffff;  r0.y = (((uint)v3.x << 2) & bitmask.y) | ((uint)2 & ~bitmask.y);
//   bitmask.z = ((~(-1 << 30)) << 2) & 0xffffffff;  r0.z = (((uint)v3.x << 2) & bitmask.z) | ((uint)1 & ~bitmask.z);
//   r0.xyz = (uint3)r0.xyz;
//   r0.xyz = float3(0.100000001,1.10000002,0.100000001) + r0.xyz;
//   r0.xyz = (uint3)r0.xyz;
//   o3.xyzw = vfuniforms[r0.z].xyzw;
//   r0.x = dot(v2.xyzw, vfuniforms[r0.x].xyzw);
//   r1.y = dot(v2.xyzw, vfuniforms[r0.y].xyzw);
//   r0.y = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.z = IniParams.Load(float4(0,0,0,0)).z;
//   r1.x = r0.y * r0.z + r0.x;
//   r1.zw = float2(0,1);
//   r2.x = r1.w + -r3.y;
//   r2.y = r3.w * r3.x;
//   r2.x = r2.x * r2.y + r1.x;
//   r2.y = cmp(1.000000 != r1.w);
//   r1.x = r2.y ? r2.x : r1.x;
//   o4.xyzw = r1.xyzw;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
