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

cbuffer cb1 : register(b1)
{
  float4 cb1[45];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[13];
}


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 float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3,
  out float3 o5 : TEXCOORD4,
  out float p5 : TEXCOORD6,
  out float4 o6 : TEXCOORD7)
{
  float4 r0,r1,r2,r3;
  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);
  p5.x = r0.z;
  o1.xy = v3.xy * cb0[11].xy + cb0[11].zw;
  o1.zw = v3.xy * cb0[12].xy + cb0[12].zw;
  r0.x = cb2[16].x * v2.x;
  r0.y = cb2[17].x * v2.x;
  r0.zw = cb2[18].xx * v2.xx;
  r1.x = cb2[16].y * v2.y;
  r1.y = cb2[17].y * v2.y;
  r1.zw = cb2[18].yy * v2.yy;
  r0.xyzw = r1.xyzw + r0.xyzw;
  r1.x = cb2[16].z * v2.z;
  r1.y = cb2[17].z * v2.z;
  r1.zw = cb2[18].zz * v2.zz;
  r0.xyzw = r1.xyzw + r0.xyzw;
  r1.x = dot(r0.xyw, r0.xyw);
  r1.x = rsqrt(r1.x);
  r0.xyzw = r1.xxxx * r0.xyzw;
  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;
  r1.w = dot(r1.xyz, r1.xyz);
  r1.w = rsqrt(r1.w);
  r1.xyz = r1.xyz * r1.www;
  r2.xyz = r1.xyz * r0.wxy;
  r2.xyz = r0.ywx * r1.yzx + -r2.xyz;
  r2.xyz = v1.www * r2.xyz;
  o2.y = r2.x;
  o2.z = r0.x;
  r3.xyz = cb2[13].xyz * v0.yyy;
  r3.xyz = cb2[12].xyz * v0.xxx + r3.xyz;
  r3.xyz = cb2[14].xyz * v0.zzz + r3.xyz;
  r3.xyz = cb2[15].xyz * v0.www + r3.xyz;
  o2.w = r3.x;
  o2.x = r1.z;
  o3.x = r1.x;
  o4.x = r1.y;
  o3.w = r3.y;
  o4.w = r3.z;
  o3.z = r0.y;
  o3.y = r2.y;
  o4.y = r2.z;
  o4.z = r0.w;
  r1.x = r0.y * r0.y;
  r1.x = r0.x * r0.x + -r1.x;
  r0.xyzw = r0.xyzw * r0.ywzx;
  r2.x = dot(cb1[41].xyzw, r0.xyzw);
  r2.y = dot(cb1[42].xyzw, r0.xyzw);
  r2.z = dot(cb1[43].xyzw, r0.xyzw);
  o5.xyz = cb1[44].xyz * r1.xxx + r2.xyz;
  o6.xyzw = float4(0,0,0,0);
  return;
}