cbuffer cb3 : register(b3)
{
  float4 cb3[1];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[19];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[6];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[12];
}


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

void main( 
  float4 v0 : POSITION0,
  float4 v1 : TANGENT0,
  float3 v2 : NORMAL0,
  float4 v3 : TEXCOORD0,
  float4 v4 : TEXCOORD1,
  float4 v5 : TEXCOORD2,
  float4 v6 : TEXCOORD3,
  float4 v7 : COLOR0,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD0,
  out float p1 : TEXCOORD5,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3,
  out float4 o5 : TEXCOORD6,
  out float4 o6 : TEXCOORD7,
  out float3 o7 : TEXCOORD8)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb2[1].xyzw * v0.yyyy;
  r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb2[3].xyzw * v0.wwww + r0.xyzw;
  o0.xyzw = r0.xyzw;
  
float4 stereo = StereoParams.Load(0);
r0.x += stereo.x*(r0.w - stereo.y);

  p1.x = r0.z;
  o3.zw = r0.zw;
  o1.xy = v3.xy * cb0[11].xy + cb0[11].zw;
  r1.xyz = cb2[13].xyz * v0.yyy;
  r1.xyz = cb2[12].xyz * v0.xxx + r1.xyz;
  r1.xyz = cb2[14].xyz * v0.zzz + r1.xyz;
  o2.xyz = cb2[15].xyz * v0.www + r1.xyz;
  r0.y = cb1[5].x * r0.y;
  r0.xz = float2(0.5,0.5) * r0.xw;
  r0.w = 0.5 * r0.y;
  o3.xy = r0.xw + r0.zz;
  o4.xy = v4.xy * cb3[0].xy + cb3[0].zw;
  o4.zw = float2(0,0);
  r0.y = cb2[16].x * v2.x;
  r0.z = cb2[17].x * v2.x;
  r0.x = cb2[18].x * v2.x;
  r1.y = cb2[16].y * v2.y;
  r1.z = cb2[17].y * v2.y;
  r1.x = cb2[18].y * v2.y;
  r0.xyz = r1.xyz + r0.xyz;
  r1.y = cb2[16].z * v2.z;
  r1.z = cb2[17].z * v2.z;
  r1.x = cb2[18].z * v2.z;
  r0.xyz = r1.xyz + r0.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  o5.z = r0.y;
  r1.xyz = cb2[13].yzx * v1.yyy;
  r1.xyz = cb2[12].yzx * v1.xxx + r1.xyz;
  r1.xyz = cb2[14].yzx * v1.zzz + r1.xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  r2.xyz = r1.xyz * r0.xyz;
  r2.xyz = r0.zxy * r1.yzx + -r2.xyz;
  r2.xyz = v1.www * r2.xyz;
  o5.y = r2.x;
  o5.x = r1.z;
  o6.z = r0.z;
  o7.z = r0.x;
  o6.x = r1.x;
  o7.x = r1.y;
  o6.y = r2.y;
  o7.y = r2.z;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.9 on Tue Nov 17 20:01:41 2015
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TANGENT                  0   xyzw        1     NONE   float   xyzw
// NORMAL                   0   xyz         2     NONE   float   xyz 
// TEXCOORD                 0   xyzw        3     NONE   float   xy  
// TEXCOORD                 1   xyzw        4     NONE   float   xy  
// TEXCOORD                 2   xyzw        5     NONE   float       
// TEXCOORD                 3   xyzw        6     NONE   float       
// COLOR                    0   xyzw        7     NONE   float       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy  
// TEXCOORD                 5     z         1     NONE   float     z 
// TEXCOORD                 1   xyz         2     NONE   float   xyz 
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 6   xyz         5     NONE   float   xyz 
// TEXCOORD                 7   xyz         6     NONE   float   xyz 
// TEXCOORD                 8   xyz         7     NONE   float   xyz 
//
vs_4_0
dcl_constantbuffer cb0[12], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[19], immediateIndexed
dcl_constantbuffer cb3[1], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_input v4.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.z
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyz
dcl_output o6.xyz
dcl_output o7.xyz
dcl_temps 3
mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb2[3].xyzw, v0.wwww, r0.xyzw
mov o0.xyzw, r0.xyzw
mov o1.z, r0.z
mov o3.zw, r0.zzzw
mad o1.xy, v3.xyxx, cb0[11].xyxx, cb0[11].zwzz
mul r1.xyz, v0.yyyy, cb2[13].xyzx
mad r1.xyz, cb2[12].xyzx, v0.xxxx, r1.xyzx
mad r1.xyz, cb2[14].xyzx, v0.zzzz, r1.xyzx
mad o2.xyz, cb2[15].xyzx, v0.wwww, r1.xyzx
mul r0.y, r0.y, cb1[5].x
mul r0.xz, r0.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
mul r0.w, r0.y, l(0.500000)
add o3.xy, r0.zzzz, r0.xwxx
mad o4.xy, v4.xyxx, cb3[0].xyxx, cb3[0].zwzz
mov o4.zw, l(0,0,0,0)
mul r0.y, v2.x, cb2[16].x
mul r0.z, v2.x, cb2[17].x
mul r0.x, v2.x, cb2[18].x
mul r1.y, v2.y, cb2[16].y
mul r1.z, v2.y, cb2[17].y
mul r1.x, v2.y, cb2[18].y
add r0.xyz, r0.xyzx, r1.xyzx
mul r1.y, v2.z, cb2[16].z
mul r1.z, v2.z, cb2[17].z
mul r1.x, v2.z, cb2[18].z
add r0.xyz, r0.xyzx, r1.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mov o5.z, r0.y
mul r1.xyz, v1.yyyy, cb2[13].yzxy
mad r1.xyz, cb2[12].yzxy, v1.xxxx, r1.xyzx
mad r1.xyz, cb2[14].yzxy, v1.zzzz, r1.xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
mul r2.xyz, r0.xyzx, r1.xyzx
mad r2.xyz, r0.zxyz, r1.yzxy, -r2.xyzx
mul r2.xyz, r2.xyzx, v1.wwww
mov o5.y, r2.x
mov o5.x, r1.z
mov o6.z, r0.z
mov o7.z, r0.x
mov o6.x, r1.x
mov o7.x, r1.y
mov o6.y, r2.y
mov o7.y, r2.z
ret 
// Approximately 0 instruction slots used

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