// HUD - Text
// ---- Created with 3Dmigoto v1.2.31 on Sun Feb 21 15:48:13 2016

cbuffer _Globals : register(b0)
{
  float4 textColor : packoffset(c0) = {1,1,1,1};
  float4x4 World : packoffset(c1);
  float cameraAspectRatio : packoffset(c5);
  float alphaThreshold : packoffset(c5.y) = {0.5};
  float4 outlineColor : packoffset(c6) = {0,0,0,1};
  float4 outlineValues : packoffset(c7) = {0.469999999,0.5,0.620000005,0.629999995};
  float4 shadowColor : packoffset(c8) = {0,0,0,1};
  float2 shadowUVOffset : packoffset(c9) = {-0.00249999994,-0.00249999994};
  float4 glowColor : packoffset(c10) = {1,0,0,1};
  float2 glowValues : packoffset(c11) = {0.170000002,0.5};
  float2 softEdges : packoffset(c11.z) = {0.5,0.50999999};
}

cbuffer SceneWideParameterConstantBuffer : register(b1)
{
  float4x4 ViewProjection : packoffset(c0);
  float4x4 View : packoffset(c4);
  float4x4 Projection : packoffset(c8);
  float4x4 ViewInverse : packoffset(c12);
  float3 EyePosition : packoffset(c16);
  float cameraNearTimesFar : packoffset(c16.w);
  float3 GlobalAmbientColor : packoffset(c17);
  float cameraFarMinusNear : packoffset(c17.w);
  float2 cameraNearFar : packoffset(c18);
  float2 ViewportWidthHeight : packoffset(c18.z);
  float2 screenWidthHeightInv : packoffset(c19);
  float2 screenWidthHeight : packoffset(c19.z);
  float4x4 PrevViewProj : packoffset(c20);
  float4 Jitter : packoffset(c24);
  float2 InvProjXY : packoffset(c25);
  uint PointLightCount : packoffset(c25.z);
  uint SpotLightCount : packoffset(c25.w);
  uint FoliageSpheresCount : packoffset(c26);
  float time : packoffset(c26.y);
  float2 CubeFadeValues : packoffset(c26.z);
  float4 FogParameters0 : packoffset(c27);
  float4 FogParameters1 : packoffset(c28);
  float4 FogParameters2 : packoffset(c29);
  float4 FogParameters3 : packoffset(c30);
  float3 CubeSunDir : packoffset(c31);
  float padding0 : packoffset(c31.w);
  float3 CubeSunColor : packoffset(c32);
  float padding1 : packoffset(c32.w);
  float2 WindDirection : packoffset(c33);
}



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);

#include <crosshair.hlsl>

void main( 
  float2 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = v0.xy;
  r0.z = 1;
  r1.x = dot(r0.xyz, World._m00_m20_m30);
  r1.y = dot(r0.xyz, World._m01_m21_m31);
  r1.z = dot(r0.xyz, World._m02_m22_m32);
  r1.w = 1;
  o0.x = dot(r1.xyzw, ViewProjection._m00_m10_m20_m30);
  o0.y = dot(r1.xyzw, ViewProjection._m01_m11_m21_m31);
  o0.z = dot(r1.xyzw, ViewProjection._m02_m12_m22_m32);
  o0.w = dot(r1.xyzw, ViewProjection._m03_m13_m23_m33);
  
//float4 stereo = StereoParams.Load(0);
//float4 iniParams = IniParams.Load(0);
//if(iniParams.z == 1)
//{
//o0.x -= stereo.x*(o0.w - stereo.y);
//}

  o1.xy = v1.xy;
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//   using 3Dmigoto v1.2.31 on Sun Feb 21 15:48:13 2016
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float4 textColor;                  // Offset:    0 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 
//   float4x4 World;                    // Offset:   16 Size:    64
//   float cameraAspectRatio;           // Offset:   80 Size:     4 [unused]
//   float alphaThreshold;              // Offset:   84 Size:     4 [unused]
//      = 0x3f000000 
//   float4 outlineColor;               // Offset:   96 Size:    16 [unused]
//      = 0x00000000 0x00000000 0x00000000 0x3f800000 
//   float4 outlineValues;              // Offset:  112 Size:    16 [unused]
//      = 0x3ef0a3d7 0x3f000000 0x3f1eb852 0x3f2147ae 
//   float4 shadowColor;                // Offset:  128 Size:    16 [unused]
//      = 0x00000000 0x00000000 0x00000000 0x3f800000 
//   float2 shadowUVOffset;             // Offset:  144 Size:     8 [unused]
//      = 0xbb23d70a 0xbb23d70a 
//   float4 glowColor;                  // Offset:  160 Size:    16 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x3f800000 
//   float2 glowValues;                 // Offset:  176 Size:     8 [unused]
//      = 0x3e2e147b 0x3f000000 
//   float2 softEdges;                  // Offset:  184 Size:     8 [unused]
//      = 0x3f000000 0x3f028f5c 
//
// }
//
// cbuffer SceneWideParameterConstantBuffer
// {
//
//   float4x4 ViewProjection;           // Offset:    0 Size:    64
//   float4x4 View;                     // Offset:   64 Size:    64 [unused]
//   float4x4 Projection;               // Offset:  128 Size:    64 [unused]
//   float4x4 ViewInverse;              // Offset:  192 Size:    64 [unused]
//   float3 EyePosition;                // Offset:  256 Size:    12 [unused]
//   float cameraNearTimesFar;          // Offset:  268 Size:     4 [unused]
//   float3 GlobalAmbientColor;         // Offset:  272 Size:    12 [unused]
//   float cameraFarMinusNear;          // Offset:  284 Size:     4 [unused]
//   float2 cameraNearFar;              // Offset:  288 Size:     8 [unused]
//   float2 ViewportWidthHeight;        // Offset:  296 Size:     8 [unused]
//   float2 screenWidthHeightInv;       // Offset:  304 Size:     8 [unused]
//   float2 screenWidthHeight;          // Offset:  312 Size:     8 [unused]
//   float4x4 PrevViewProj;             // Offset:  320 Size:    64 [unused]
//   float4 Jitter;                     // Offset:  384 Size:    16 [unused]
//   float2 InvProjXY;                  // Offset:  400 Size:     8 [unused]
//   uint PointLightCount;              // Offset:  408 Size:     4 [unused]
//   uint SpotLightCount;               // Offset:  412 Size:     4 [unused]
//   uint FoliageSpheresCount;          // Offset:  416 Size:     4 [unused]
//   float time;                        // Offset:  420 Size:     4 [unused]
//   float2 CubeFadeValues;             // Offset:  424 Size:     8 [unused]
//   float4 FogParameters0;             // Offset:  432 Size:    16 [unused]
//   float4 FogParameters1;             // Offset:  448 Size:    16 [unused]
//   float4 FogParameters2;             // Offset:  464 Size:    16 [unused]
//   float4 FogParameters3;             // Offset:  480 Size:    16 [unused]
//   float3 CubeSunDir;                 // Offset:  496 Size:    12 [unused]
//   float padding0;                    // Offset:  508 Size:     4 [unused]
//   float3 CubeSunColor;               // Offset:  512 Size:    12 [unused]
//   float padding1;                    // Offset:  524 Size:     4 [unused]
//   float2 WindDirection;              // Offset:  528 Size:     8 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals                          cbuffer      NA          NA    0        1
// SceneWideParameterConstantBuffer    cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xy          0     NONE   float   xy  
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
vs_4_0
dcl_constantbuffer cb0[4], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_input v0.xy
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_temps 2
mov r0.xy, v0.xyxx
mov r0.z, l(1.000000)
dp3 r1.x, r0.xyzx, cb0[1].xzwx
dp3 r1.y, r0.xyzx, cb0[2].xzwx
dp3 r1.z, r0.xyzx, cb0[3].xzwx
mov r1.w, l(1.000000)
dp4 o0.x, r1.xyzw, cb1[0].xyzw
dp4 o0.y, r1.xyzw, cb1[1].xyzw
dp4 o0.z, r1.xyzw, cb1[2].xyzw
dp4 o0.w, r1.xyzw, cb1[3].xyzw
mov o1.xy, v1.xyxx
ret 
// Approximately 12 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
