cbuffer cb3 : register(b3)
{
  float4 cb3[13];
}

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

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

cbuffer cb0 : register(b0)
{
  float4 cb0[1];
}


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)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = cb2[16].x * v2.x;
  r0.y = cb2[17].x * v2.x;
  r0.z = cb2[18].x * v2.x;
  r1.x = cb2[16].y * v2.y;
  r1.y = cb2[17].y * v2.y;
  r1.z = cb2[18].y * v2.y;
  r0.xyz = r1.xyz + r0.xyz;
  r1.x = cb2[16].z * v2.z;
  r1.y = cb2[17].z * v2.z;
  r1.z = 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;
  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;
  r1.xyz = cb2[15].xyz + r1.xyz;
  r2.xyz = -r1.xyz * cb0[0].www + cb0[0].xyz;
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = r2.xyz * r0.www;
  r0.w = dot(r0.xyz, r2.xyz);
  r0.w = -r0.w * r0.w + 1;
  r0.w = sqrt(r0.w);
  r0.w = cb1[5].z * r0.w;
  r0.xyz = -r0.xyz * r0.www + r1.xyz;
  r1.xyzw = cb3[10].xyzw * r0.yyyy;
  r1.xyzw = cb3[9].xyzw * r0.xxxx + r1.xyzw;
  r0.xyzw = cb3[11].xyzw * r0.zzzz + r1.xyzw;
  r0.xyzw = cb3[12].xyzw + r0.xyzw;
  r1.xyzw = cb2[1].xyzw * v0.yyyy;
  r1.xyzw = cb2[0].xyzw * v0.xxxx + r1.xyzw;
  r1.xyzw = cb2[2].xyzw * v0.zzzz + r1.xyzw;
  r1.xyzw = cb2[3].xyzw + r1.xyzw;
  r2.x = cb1[5].z != 0.000000;
  r0.xyzw = r2.xxxx ? r0.xyzw : r1.xyzw;
  r1.x = saturate(cb1[5].x / r0.w);
  r0.z = r1.x + r0.z;
  o0.xyw = r0.xyw;
  r0.x = max(0, r0.z);
  r0.x = r0.x + -r0.z;
  o0.z = cb1[5].y * r0.x + r0.z;
  return;
}