//HUD- ocean nametag 1
// ---- Created with 3Dmigoto v1.3.16 on Sat Aug 15 15:59:58 2020

cbuffer OverlayShaderDynamics : register(b0)
{
  row_major float4x4 g_ViewProjectionMatrix : packoffset(c0);
  row_major float4x4 g_OverlaySamplingMatrix : packoffset(c4);
  float2 g_vWorldMin : packoffset(c8);
  float2 g_vWorldMax : packoffset(c8.z);
  float g_fWorldZ : packoffset(c9);
}



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


void main(
  float3 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = g_vWorldMax.xy + -g_vWorldMin.xy;
  r0.xy = v1.xy * r0.xy + g_vWorldMin.xy;
  r1.xyzw = g_ViewProjectionMatrix._m10_m11_m12_m13 * r0.yyyy;
  r1.xyzw = r0.xxxx * g_ViewProjectionMatrix._m00_m01_m02_m03 + r1.xyzw;
  o1.xy = r0.xy;
  r0.xyzw = g_fWorldZ * g_ViewProjectionMatrix._m20_m21_m22_m23 + r1.xyzw;
  o0.xyzw = g_ViewProjectionMatrix._m30_m31_m32_m33 + r0.xyzw;
float4 stereo = StereoParams.Load(0);
o0.x += stereo.x*(o0.w - stereo.y);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.0.10011.16384
//
//   using 3Dmigoto v1.3.16 on Sat Aug 15 15:59:58 2020
//
//
// Buffer Definitions:
//
// cbuffer OverlayShaderDynamics
// {
//
//   row_major float4x4 g_ViewProjectionMatrix;// Offset:    0 Size:    64
//   row_major float4x4 g_OverlaySamplingMatrix;// Offset:   64 Size:    64 [unused]
//   float2 g_vWorldMin;                // Offset:  128 Size:     8
//   float2 g_vWorldMax;                // Offset:  136 Size:     8
//   float g_fWorldZ;                   // Offset:  144 Size:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// OverlayShaderDynamics             cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyz         0     NONE   float
// 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_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[10], immediateIndexed
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_temps 2
add r0.xy, -cb0[8].xyxx, cb0[8].zwzz
mad r0.xy, v1.xyxx, r0.xyxx, cb0[8].xyxx
mul r1.xyzw, r0.yyyy, cb0[1].xyzw
mad r1.xyzw, r0.xxxx, cb0[0].xyzw, r1.xyzw
mov o1.xy, r0.xyxx
mad r0.xyzw, cb0[9].xxxx, cb0[2].xyzw, r1.xyzw
add o0.xyzw, r0.xyzw, cb0[3].xyzw
ret
// Approximately 8 instruction slots used

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