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


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

void main( 
  float4 v0 : POSITION0,
  float4 v1 : COLOR0,
  float4 v2 : TEXCOORD0,
  out float4 o0 : COLOR0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : SV_POSITION0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  o0.xyzw = saturate(v1.xyzw);
  o1.xyzw = v2.xyzw * cb0[51].xyxy + cb0[51].zwzw;
  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;
}