//characters
cbuffer cb_object1 : register(b0)
{
  float4x4 u_mvMatrix : packoffset(c0);
  float4x4 u_mvpMatrix : packoffset(c4);
  float4x4 u_mlpMatrix : packoffset(c8);
  float4x4 u_mlpMatrix2 : packoffset(c12);
  float4 u_tex0ScaleOffset : packoffset(c16);
  float4 u_tex1ScaleOffset : packoffset(c17);
}

cbuffer cb_object2 : register(b1)
{
  float2 u_depthRange : packoffset(c0);
  float3 u_lightPosition : packoffset(c1);
  float4 u_diffuseColor : packoffset(c2);
  float4 u_fogColor : packoffset(c3);
  float u_fogMinDistance : packoffset(c4);
}

cbuffer cb_object3 : register(b2)
{
  int u_bonesPerVertex : packoffset(c0);
  int pad1 : packoffset(c0.y);
  int pad2 : packoffset(c0.z);
  int pad3 : packoffset(c0.w);
  float4 u_boneWeightsMask : packoffset(c1);
  float4x4 u_boneMatrixArray[64] : packoffset(c2);
}

Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
  float4 v0 : POSITION0,
  float3 v1 : NORMAL0,
  float2 v2 : TEXCOORD0,
  float3 v3 : TANGENT0,
  float3 v4 : BINORMAL0,
  float2 v5 : TEXCOORD1,
  uint4 v6 : BLENDINDICES0,
  float4 v7 : BLENDWEIGHT0,
  out float4 o0 : SV_Position0,
  out float4 o1 : POSITION1,
  out float4 o2 : POSITION2,
  out float4 o3 : NORMAL0,
  out float3 o4 : COLOR0,
  out float3 o5 : COLOR3,
  out float2 o6 : TEXCOORD0,
  out float2 p6 : TEXCOORD1,
  out float3 o7 : COLOR1,
  out float3 o8 : COLOR2)
{
  float4 r0,r1,r2,r3,r4,r5,r6;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = (int)0 < (int)u_bonesPerVertex;
  if (r0.x != 0) {
    r0.xyzw = u_boneWeightsMask.xyzw * v7.xyzw;
    r1.x = dot(r0.xyzw, r0.xyzw);
    r1.x = rsqrt(r1.x);
    r0.xyzw = r1.xxxx * r0.xyzw;
    r1.xyzw = (uint4)v6.xyzw << 2;
    r2.xyz = v0.xyz;
    r2.w = 1.000000000e+000;
    r3.x = dot(r2.xyzw, u_boneMatrixArray[r1.x/4]._m00_m10_m20_m30);
    r3.y = dot(r2.xyzw, u_boneMatrixArray[r1.x/4]._m01_m11_m21_m31);
    r3.z = dot(r2.xyzw, u_boneMatrixArray[r1.x/4]._m02_m12_m22_m32);
    r3.w = dot(r2.xyzw, u_boneMatrixArray[r1.x/4]._m03_m13_m23_m33);

    r4.x = dot(r2.xyzw, u_boneMatrixArray[r1.y/4]._m00_m10_m20_m30);
    r4.y = dot(r2.xyzw, u_boneMatrixArray[r1.y/4]._m01_m11_m21_m31);
    r4.z = dot(r2.xyzw, u_boneMatrixArray[r1.y/4]._m02_m12_m22_m32);
    r4.w = dot(r2.xyzw, u_boneMatrixArray[r1.y/4]._m03_m13_m23_m33);

    r4.xyzw = r4.xyzw * r0.yyyy;
float4 stereo = StereoParams.Load(0);
float4 iniParams = IniParams.Load(0);
//if(stereo.y < 6)
//{
    //r3.xyzw = r0.xxxx * r3.xyzw + r4.xyzw; //-----DISABLED
//}

    r4.x = dot(r2.xyzw, u_boneMatrixArray[r1.z/4]._m00_m10_m20_m30);
    r4.y = dot(r2.xyzw, u_boneMatrixArray[r1.z/4]._m01_m11_m21_m31);
    r4.z = dot(r2.xyzw, u_boneMatrixArray[r1.z/4]._m02_m12_m22_m32);
    r4.w = dot(r2.xyzw, u_boneMatrixArray[r1.z/4]._m03_m13_m23_m33);
    r3.xyzw = r0.zzzz * r4.xyzw + r3.xyzw;
    r4.x = dot(r2.xyzw, u_boneMatrixArray[r1.w/4]._m00_m10_m20_m30);
    r4.y = dot(r2.xyzw, u_boneMatrixArray[r1.w/4]._m01_m11_m21_m31);
    r4.z = dot(r2.xyzw, u_boneMatrixArray[r1.w/4]._m02_m12_m22_m32);
    r4.w = dot(r2.xyzw, u_boneMatrixArray[r1.w/4]._m03_m13_m23_m33);

    r2.xyzw = r0.wwww * r4.xyzw + r3.xyzw;

//float4 stereo = StereoParams.Load(0);
//r2.x += stereo.x*(r0.w - stereo.y);
//r2.w = 1;

    r3.x = dot(v1.xyz, u_boneMatrixArray[r1.x/4]._m00_m10_m20);
    r3.y = dot(v1.xyz, u_boneMatrixArray[r1.x/4]._m01_m11_m21);
    r3.z = dot(v1.xyz, u_boneMatrixArray[r1.x/4]._m02_m12_m22);
    r4.x = dot(v1.xyz, u_boneMatrixArray[r1.y/4]._m00_m10_m20);
    r4.y = dot(v1.xyz, u_boneMatrixArray[r1.y/4]._m01_m11_m21);
    r4.z = dot(v1.xyz, u_boneMatrixArray[r1.y/4]._m02_m12_m22);
    r4.xyz = r4.xyz * r0.yyy;
    r3.xyz = r3.xyz * r0.xxx + r4.xyz;
    r4.x = dot(v1.xyz, u_boneMatrixArray[r1.z/4]._m00_m10_m20);
    r4.y = dot(v1.xyz, u_boneMatrixArray[r1.z/4]._m01_m11_m21);
    r4.z = dot(v1.xyz, u_boneMatrixArray[r1.z/4]._m02_m12_m22);
    r3.xyz = r4.xyz * r0.zzz + r3.xyz;
    r4.x = dot(v1.xyz, u_boneMatrixArray[r1.w/4]._m00_m10_m20);
    r4.y = dot(v1.xyz, u_boneMatrixArray[r1.w/4]._m01_m11_m21);
    r4.z = dot(v1.xyz, u_boneMatrixArray[r1.w/4]._m02_m12_m22);
    r3.xyz = r4.xyz * r0.www + r3.xyz;
    r4.x = dot(v3.xyz, u_boneMatrixArray[r1.x/4]._m00_m10_m20);
    r4.y = dot(v3.xyz, u_boneMatrixArray[r1.x/4]._m01_m11_m21);
    r4.z = dot(v3.xyz, u_boneMatrixArray[r1.x/4]._m02_m12_m22);
    r5.x = dot(v3.xyz, u_boneMatrixArray[r1.y/4]._m00_m10_m20);
    r5.y = dot(v3.xyz, u_boneMatrixArray[r1.y/4]._m01_m11_m21);
    r5.z = dot(v3.xyz, u_boneMatrixArray[r1.y/4]._m02_m12_m22);
    r5.xyz = r5.xyz * r0.yyy;
    r4.xyz = r4.xyz * r0.xxx + r5.xyz;
    r5.x = dot(v3.xyz, u_boneMatrixArray[r1.z/4]._m00_m10_m20);
    r5.y = dot(v3.xyz, u_boneMatrixArray[r1.z/4]._m01_m11_m21);
    r5.z = dot(v3.xyz, u_boneMatrixArray[r1.z/4]._m02_m12_m22);
    r4.xyz = r5.xyz * r0.zzz + r4.xyz;
    r5.x = dot(v3.xyz, u_boneMatrixArray[r1.w/4]._m00_m10_m20);
    r5.y = dot(v3.xyz, u_boneMatrixArray[r1.w/4]._m01_m11_m21);
    r5.z = dot(v3.xyz, u_boneMatrixArray[r1.w/4]._m02_m12_m22);
    r4.xyz = r5.xyz * r0.www + r4.xyz;
    r5.x = dot(v4.xyz, u_boneMatrixArray[r1.x/4]._m00_m10_m20);
    r5.y = dot(v4.xyz, u_boneMatrixArray[r1.x/4]._m01_m11_m21);
    r5.z = dot(v4.xyz, u_boneMatrixArray[r1.x/4]._m02_m12_m22);
    r6.x = dot(v4.xyz, u_boneMatrixArray[r1.y/4]._m00_m10_m20);
    r6.y = dot(v4.xyz, u_boneMatrixArray[r1.y/4]._m01_m11_m21);
    r6.z = dot(v4.xyz, u_boneMatrixArray[r1.y/4]._m02_m12_m22);
    r6.xyz = r6.xyz * r0.yyy;
    r5.xyz = r5.xyz * r0.xxx + r6.xyz;
    r6.x = dot(v4.xyz, u_boneMatrixArray[r1.z/4]._m00_m10_m20);
    r6.y = dot(v4.xyz, u_boneMatrixArray[r1.z/4]._m01_m11_m21);
    r6.z = dot(v4.xyz, u_boneMatrixArray[r1.z/4]._m02_m12_m22);
    r0.xyz = r6.xyz * r0.zzz + r5.xyz;
    r1.x = dot(v4.xyz, u_boneMatrixArray[r1.w/4]._m00_m10_m20);
    r1.y = dot(v4.xyz, u_boneMatrixArray[r1.w/4]._m01_m11_m21);
    r1.z = dot(v4.xyz, u_boneMatrixArray[r1.w/4]._m02_m12_m22);
    r0.xyz = r1.xyz * r0.www + r0.xyz;
  } else {
    r2.xyzw = v0.xyzw;
    r3.xyz = v1.xyz;
    r4.xyz = v3.xyz;
    r0.xyz = v4.xyz;
  }
  r1.x = dot(r3.xyz, u_mvMatrix._m00_m10_m20);
  r1.y = dot(r3.xyz, u_mvMatrix._m01_m11_m21);
  r1.z = dot(r3.xyz, u_mvMatrix._m02_m12_m22);
  o3.w = dot(r3.xyz, u_mvMatrix._m03_m13_m23);
  r3.x = dot(r2.xyzw, u_mvpMatrix._m00_m10_m20_m30);
  r3.y = dot(r2.xyzw, u_mvpMatrix._m01_m11_m21_m31);
  r3.z = dot(r2.xyzw, u_mvpMatrix._m02_m12_m22_m32);
  r3.w = dot(r2.xyzw, u_mvpMatrix._m03_m13_m23_m33);

float4 stereo = StereoParams.Load(0);

  r5.x = dot(r2.xyzw, u_mvMatrix._m00_m10_m20_m30);
  r5.y = dot(r2.xyzw, u_mvMatrix._m01_m11_m21_m31);
  r5.z = dot(r2.xyzw, u_mvMatrix._m02_m12_m22_m32);
  o1.w = dot(r2.xyzw, u_mvMatrix._m03_m13_m23_m33);
  o2.x = dot(v0.xyzw, u_mvMatrix._m00_m10_m20_m30);
  o2.y = dot(v0.xyzw, u_mvMatrix._m01_m11_m21_m31);
  o2.z = dot(v0.xyzw, u_mvMatrix._m02_m12_m22_m32);
  o2.w = dot(v0.xyzw, u_mvMatrix._m03_m13_m23_m33);
  r2.x = dot(r3.xyzw, u_mlpMatrix._m00_m10_m20_m30);
  r2.y = dot(r3.xyzw, u_mlpMatrix._m01_m11_m21_m31);
  r2.z = dot(r3.xyzw, u_mlpMatrix._m02_m12_m22_m32);
  r0.w = dot(r3.xyzw, u_mlpMatrix._m03_m13_m23_m33);
  o4.xyz = saturate(r2.xyz / r0.www);
  r2.x = dot(r3.xyzw, u_mlpMatrix2._m00_m10_m20_m30);
  r2.y = dot(r3.xyzw, u_mlpMatrix2._m01_m11_m21_m31);
  r2.z = dot(r3.xyzw, u_mlpMatrix2._m02_m12_m22_m32);
  r0.w = dot(r3.xyzw, u_mlpMatrix2._m03_m13_m23_m33);
  o5.xyz = saturate(r2.xyz / r0.www);
  r2.x = dot(r4.xyz, u_mvMatrix._m00_m10_m20);
  r2.y = dot(r4.xyz, u_mvMatrix._m01_m11_m21);
  r2.z = dot(r4.xyz, u_mvMatrix._m02_m12_m22);
  r4.x = dot(r0.xyz, u_mvMatrix._m00_m10_m20);
  r4.y = dot(r0.xyz, u_mvMatrix._m01_m11_m21);
  r4.z = dot(r0.xyz, u_mvMatrix._m02_m12_m22);
  o7.x = dot(u_lightPosition.xyz, r2.xyz);
  o7.y = dot(u_lightPosition.xyz, r4.xyz);
  o7.z = dot(u_lightPosition.xyz, r1.xyz);
  o8.x = dot(-r5.xyz, r2.xyz);
  o8.y = dot(-r5.xyz, r4.xyz);
  o8.z = dot(-r5.xyz, r1.xyz);
  p6.xy = v5.xy * u_tex1ScaleOffset.xy + u_tex1ScaleOffset.zw;
  o6.xy = v2.xy * u_tex0ScaleOffset.xy + u_tex0ScaleOffset.zw;
  o0.xyzw = r3.xyzw;
//o0.x += stereo.x*(o0.w - stereo.y);
  o1.xyz = r5.xyz;
  o3.xyz = r1.xyz;


//if(r0.w < 1)
//{
//o0.w=1;
//}
//o0 = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Buffer Definitions: 
//
// cbuffer cb_object1
// {
//
//   float4x4 u_mvMatrix;               // Offset:    0 Size:    64
//   float4x4 u_mvpMatrix;              // Offset:   64 Size:    64
//   float4x4 u_mlpMatrix;              // Offset:  128 Size:    64
//   float4x4 u_mlpMatrix2;             // Offset:  192 Size:    64
//   float4 u_tex0ScaleOffset;          // Offset:  256 Size:    16
//   float4 u_tex1ScaleOffset;          // Offset:  272 Size:    16
//
// }
//
// cbuffer cb_object2
// {
//
//   float2 u_depthRange;               // Offset:    0 Size:     8 [unused]
//   float3 u_lightPosition;            // Offset:   16 Size:    12
//   float4 u_diffuseColor;             // Offset:   32 Size:    16 [unused]
//   float4 u_fogColor;                 // Offset:   48 Size:    16 [unused]
//   float u_fogMinDistance;            // Offset:   64 Size:     4 [unused]
//
// }
//
// cbuffer cb_object3
// {
//
//   int u_bonesPerVertex;              // Offset:    0 Size:     4
//   int pad1;                          // Offset:    4 Size:     4 [unused]
//   int pad2;                          // Offset:    8 Size:     4 [unused]
//   int pad3;                          // Offset:   12 Size:     4 [unused]
//   float4 u_boneWeightsMask;          // Offset:   16 Size:    16
//   float4x4 u_boneMatrixArray[64];    // Offset:   32 Size:  4096
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cb_object1                        cbuffer      NA          NA    0        1
// cb_object2                        cbuffer      NA          NA    1        1
// cb_object3                        cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// NORMAL                   0   xyz         1     NONE   float   xyz 
// TEXCOORD                 0   xy          2     NONE   float   xy  
// TANGENT                  0   xyz         3     NONE   float   xyz 
// BINORMAL                 0   xyz         4     NONE   float   xyz 
// TEXCOORD                 1   xy          5     NONE   float   xy  
// BLENDINDICES             0   xyzw        6     NONE    uint   xyzw
// BLENDWEIGHT              0   xyzw        7     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// POSITION                 1   xyzw        1     NONE   float   xyzw
// POSITION                 2   xyzw        2     NONE   float   xyzw
// NORMAL                   0   xyzw        3     NONE   float   xyzw
// COLOR                    0   xyz         4     NONE   float   xyz 
// COLOR                    3   xyz         5     NONE   float   xyz 
// TEXCOORD                 0   xy          6     NONE   float   xy  
// TEXCOORD                 1     zw        6     NONE   float     zw
// COLOR                    1   xyz         7     NONE   float   xyz 
// COLOR                    2   xyz         8     NONE   float   xyz 
//
vs_4_0
dcl_constantbuffer cb0[18], immediateIndexed
dcl_constantbuffer cb1[2], immediateIndexed
dcl_constantbuffer cb2[258], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v2.xy
dcl_input v3.xyz
dcl_input v4.xyz
dcl_input v5.xy
dcl_input v6.xyzw
dcl_input v7.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyz
dcl_output o5.xyz
dcl_output o6.xy
dcl_output o6.zw
dcl_output o7.xyz
dcl_output o8.xyz
dcl_temps 7
ilt r0.x, l(0), cb2[0].x
if_nz r0.x
  mul r0.xyzw, v7.xyzw, cb2[1].xyzw
  dp4 r1.x, r0.xyzw, r0.xyzw
  rsq r1.x, r1.x
  mul r0.xyzw, r0.xyzw, r1.xxxx
  ishl r1.xyzw, v6.xyzw, l(2)
  mov r2.xyz, v0.xyzx
  mov r2.w, l(1.000000)
  dp4 r3.x, r2.xyzw, cb2[r1.x + 2].xyzw
  dp4 r3.y, r2.xyzw, cb2[r1.x + 3].xyzw
  dp4 r3.z, r2.xyzw, cb2[r1.x + 4].xyzw
  dp4 r3.w, r2.xyzw, cb2[r1.x + 5].xyzw
  dp4 r4.x, r2.xyzw, cb2[r1.y + 2].xyzw
  dp4 r4.y, r2.xyzw, cb2[r1.y + 3].xyzw
  dp4 r4.z, r2.xyzw, cb2[r1.y + 4].xyzw
  dp4 r4.w, r2.xyzw, cb2[r1.y + 5].xyzw
  mul r4.xyzw, r0.yyyy, r4.xyzw
  mad r3.xyzw, r0.xxxx, r3.xyzw, r4.xyzw
  dp4 r4.x, r2.xyzw, cb2[r1.z + 2].xyzw
  dp4 r4.y, r2.xyzw, cb2[r1.z + 3].xyzw
  dp4 r4.z, r2.xyzw, cb2[r1.z + 4].xyzw
  dp4 r4.w, r2.xyzw, cb2[r1.z + 5].xyzw
  mad r3.xyzw, r0.zzzz, r4.xyzw, r3.xyzw
  dp4 r4.x, r2.xyzw, cb2[r1.w + 2].xyzw
  dp4 r4.y, r2.xyzw, cb2[r1.w + 3].xyzw
  dp4 r4.z, r2.xyzw, cb2[r1.w + 4].xyzw
  dp4 r4.w, r2.xyzw, cb2[r1.w + 5].xyzw
  mad r2.xyzw, r0.wwww, r4.xyzw, r3.xyzw
  dp3 r3.x, v1.xyzx, cb2[r1.x + 2].xyzx
  dp3 r3.y, v1.xyzx, cb2[r1.x + 3].xyzx
  dp3 r3.z, v1.xyzx, cb2[r1.x + 4].xyzx
  dp3 r4.x, v1.xyzx, cb2[r1.y + 2].xyzx
  dp3 r4.y, v1.xyzx, cb2[r1.y + 3].xyzx
  dp3 r4.z, v1.xyzx, cb2[r1.y + 4].xyzx
  mul r4.xyz, r0.yyyy, r4.xyzx
  mad r3.xyz, r3.xyzx, r0.xxxx, r4.xyzx
  dp3 r4.x, v1.xyzx, cb2[r1.z + 2].xyzx
  dp3 r4.y, v1.xyzx, cb2[r1.z + 3].xyzx
  dp3 r4.z, v1.xyzx, cb2[r1.z + 4].xyzx
  mad r3.xyz, r4.xyzx, r0.zzzz, r3.xyzx
  dp3 r4.x, v1.xyzx, cb2[r1.w + 2].xyzx
  dp3 r4.y, v1.xyzx, cb2[r1.w + 3].xyzx
  dp3 r4.z, v1.xyzx, cb2[r1.w + 4].xyzx
  mad r3.xyz, r4.xyzx, r0.wwww, r3.xyzx
  dp3 r4.x, v3.xyzx, cb2[r1.x + 2].xyzx
  dp3 r4.y, v3.xyzx, cb2[r1.x + 3].xyzx
  dp3 r4.z, v3.xyzx, cb2[r1.x + 4].xyzx
  dp3 r5.x, v3.xyzx, cb2[r1.y + 2].xyzx
  dp3 r5.y, v3.xyzx, cb2[r1.y + 3].xyzx
  dp3 r5.z, v3.xyzx, cb2[r1.y + 4].xyzx
  mul r5.xyz, r0.yyyy, r5.xyzx
  mad r4.xyz, r4.xyzx, r0.xxxx, r5.xyzx
  dp3 r5.x, v3.xyzx, cb2[r1.z + 2].xyzx
  dp3 r5.y, v3.xyzx, cb2[r1.z + 3].xyzx
  dp3 r5.z, v3.xyzx, cb2[r1.z + 4].xyzx
  mad r4.xyz, r5.xyzx, r0.zzzz, r4.xyzx
  dp3 r5.x, v3.xyzx, cb2[r1.w + 2].xyzx
  dp3 r5.y, v3.xyzx, cb2[r1.w + 3].xyzx
  dp3 r5.z, v3.xyzx, cb2[r1.w + 4].xyzx
  mad r4.xyz, r5.xyzx, r0.wwww, r4.xyzx
  dp3 r5.x, v4.xyzx, cb2[r1.x + 2].xyzx
  dp3 r5.y, v4.xyzx, cb2[r1.x + 3].xyzx
  dp3 r5.z, v4.xyzx, cb2[r1.x + 4].xyzx
  dp3 r6.x, v4.xyzx, cb2[r1.y + 2].xyzx
  dp3 r6.y, v4.xyzx, cb2[r1.y + 3].xyzx
  dp3 r6.z, v4.xyzx, cb2[r1.y + 4].xyzx
  mul r6.xyz, r0.yyyy, r6.xyzx
  mad r5.xyz, r5.xyzx, r0.xxxx, r6.xyzx
  dp3 r6.x, v4.xyzx, cb2[r1.z + 2].xyzx
  dp3 r6.y, v4.xyzx, cb2[r1.z + 3].xyzx
  dp3 r6.z, v4.xyzx, cb2[r1.z + 4].xyzx
  mad r0.xyz, r6.xyzx, r0.zzzz, r5.xyzx
  dp3 r1.x, v4.xyzx, cb2[r1.w + 2].xyzx
  dp3 r1.y, v4.xyzx, cb2[r1.w + 3].xyzx
  dp3 r1.z, v4.xyzx, cb2[r1.w + 4].xyzx
  mad r0.xyz, r1.xyzx, r0.wwww, r0.xyzx
else 
  mov r2.xyzw, v0.xyzw
  mov r3.xyz, v1.xyzx
  mov r4.xyz, v3.xyzx
  mov r0.xyz, v4.xyzx
endif 
dp3 r1.x, r3.xyzx, cb0[0].xyzx
dp3 r1.y, r3.xyzx, cb0[1].xyzx
dp3 r1.z, r3.xyzx, cb0[2].xyzx
dp3 o3.w, r3.xyzx, cb0[3].xyzx
dp4 r3.x, r2.xyzw, cb0[4].xyzw
dp4 r3.y, r2.xyzw, cb0[5].xyzw
dp4 r3.z, r2.xyzw, cb0[6].xyzw
dp4 r3.w, r2.xyzw, cb0[7].xyzw
dp4 r5.x, r2.xyzw, cb0[0].xyzw
dp4 r5.y, r2.xyzw, cb0[1].xyzw
dp4 r5.z, r2.xyzw, cb0[2].xyzw
dp4 o1.w, r2.xyzw, cb0[3].xyzw
dp4 o2.x, v0.xyzw, cb0[0].xyzw
dp4 o2.y, v0.xyzw, cb0[1].xyzw
dp4 o2.z, v0.xyzw, cb0[2].xyzw
dp4 o2.w, v0.xyzw, cb0[3].xyzw
dp4 r2.x, r3.xyzw, cb0[8].xyzw
dp4 r2.y, r3.xyzw, cb0[9].xyzw
dp4 r2.z, r3.xyzw, cb0[10].xyzw
dp4 r0.w, r3.xyzw, cb0[11].xyzw
div_sat o4.xyz, r2.xyzx, r0.wwww
dp4 r2.x, r3.xyzw, cb0[12].xyzw
dp4 r2.y, r3.xyzw, cb0[13].xyzw
dp4 r2.z, r3.xyzw, cb0[14].xyzw
dp4 r0.w, r3.xyzw, cb0[15].xyzw
div_sat o5.xyz, r2.xyzx, r0.wwww
dp3 r2.x, r4.xyzx, cb0[0].xyzx
dp3 r2.y, r4.xyzx, cb0[1].xyzx
dp3 r2.z, r4.xyzx, cb0[2].xyzx
dp3 r4.x, r0.xyzx, cb0[0].xyzx
dp3 r4.y, r0.xyzx, cb0[1].xyzx
dp3 r4.z, r0.xyzx, cb0[2].xyzx
dp3 o7.x, cb1[1].xyzx, r2.xyzx
dp3 o7.y, cb1[1].xyzx, r4.xyzx
dp3 o7.z, cb1[1].xyzx, r1.xyzx
dp3 o8.x, -r5.xyzx, r2.xyzx
dp3 o8.y, -r5.xyzx, r4.xyzx
dp3 o8.z, -r5.xyzx, r1.xyzx
mad o6.zw, v5.xxxy, cb0[17].xxxy, cb0[17].zzzw
mad o6.xy, v2.xyxx, cb0[16].xyxx, cb0[16].zwzz
mov o0.xyzw, r3.xyzw
mov o1.xyz, r5.xyzx
mov o3.xyz, r1.xyzx
ret 
// Approximately 127 instruction slots used

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