cbuffer cb0 : register(b0)
{
  float4 cb0[55];
}


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

void main( 
  float4 v0 : POSITION0,
  out float4 o0 : COLOR0,
  out float o1 : FOG0,
  out float4 o2 : SV_POSITION0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[5].xyzw * v0.yyyy;
  r0.xyzw = cb0[4].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb0[6].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb0[7].xyzw * v0.wwww + r0.xyzw;
  o0.xyzw = saturate(cb0[12].xyzw);
  r1.x = dot(r0.xyz, r0.xyz);
  r1.x = rsqrt(r1.x);
  r1.x = rcp(r1.x);
  r1.x = cb0[50].y * r1.x;
  r1.x = r1.x * r1.x;
  o1.x = saturate(exp2(-r1.x));
  r0.xyzw = cb0[1].xyzw * v0.yyyy;
  r0.xyzw = cb0[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb0[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb0[3].xyzw * v0.wwww + r0.xyzw;
  o2.xyzw = r0.xyzw;
  return;
}