cbuffer cb1 : register(b1)
{
  float4 cb1[16];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[2];
}


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 float3 o0 : TEXCOORD0,
  out float4 o1 : SV_POSITION0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = cb1[13].xyz * v0.yyy;
  r0.xyz = cb1[12].xyz * v0.xxx + r0.xyz;
  r0.xyz = cb1[14].xyz * v0.zzz + r0.xyz;
  r0.xyz = cb1[15].xyz * v0.www + r0.xyz;
  o0.xyz = -cb0[1].xyz + r0.xyz;
  r0.xyzw = cb1[1].xyzw * v0.yyyy;
  r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
  o1.xyzw = cb1[3].xyzw * v0.wwww + r0.xyzw;
  return;
}