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[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 float3 o2 : TEXCOORD1,
  out float p2 : TEXCOORD6,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3,
  out float4 o5 : TEXCOORD4,
  out float4 o6 : TEXCOORD7,
  out float4 o7 : TEXCOORD8,
  out float3 o8 : TEXCOORD9)
{
  float4 r0,r1,r2,r3,r4;
  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);

  o1.xy = v3.xy * cb0[11].xy + cb0[11].zw;
  o1.zw = v3.xy * cb0[12].xy + cb0[12].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;
  r1.xyz = cb2[15].xyz * v0.www + r1.xyz;
  o2.xyz = r1.xyz;
  r1.xyz = cb1[4].xyz + -r1.xyz;
  p2.x = r0.z;
  r2.x = cb2[16].x * v2.x;
  r2.y = cb2[17].x * v2.x;
  r2.z = cb2[18].x * v2.x;
  r3.x = cb2[16].y * v2.y;
  r3.y = cb2[17].y * v2.y;
  r3.z = cb2[18].y * v2.y;
  r2.xyz = r3.xyz + r2.xyz;
  r3.x = cb2[16].z * v2.z;
  r3.y = cb2[17].z * v2.z;
  r3.z = cb2[18].z * v2.z;
  r2.xyz = r3.xyz + r2.xyz;
  r1.w = dot(r2.xyz, r2.xyz);
  r1.w = rsqrt(r1.w);
  r2.xyz = r2.xyz * r1.www;
  o3.z = dot(r1.xyz, r2.xyz);
  r3.xyz = cb2[13].xyz * v1.yyy;
  r3.xyz = cb2[12].xyz * v1.xxx + r3.xyz;
  r3.xyz = cb2[14].xyz * v1.zzz + r3.xyz;
  r1.w = dot(r3.xyz, r3.xyz);
  r1.w = rsqrt(r1.w);
  r3.xyz = r3.xyz * r1.www;
  r4.xyz = r3.yzx * r2.zxy;
  r4.xyz = r2.yzx * r3.zxy + -r4.xyz;
  r4.xyz = v1.www * r4.xyz;
  o3.y = dot(r1.xyz, r4.xyz);
  o3.x = dot(r1.xyz, r3.xyz);
  r0.y = cb1[5].x * r0.y;
  r1.xzw = float3(0.5,0.5,0.5) * r0.xwy;
  o4.zw = r0.zw;
  o4.xy = r1.xw + r1.zz;
  o5.xy = v4.xy * cb3[0].xy + cb3[0].zw;
  o5.zw = float2(0,0);
  o6.z = r2.x;
  o6.x = r3.x;
  o6.y = r4.x;
  o7.z = r2.y;
  o8.z = r2.z;
  o7.x = r3.y;
  o8.x = r3.z;
  o7.y = r4.y;
  o8.y = r4.z;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.9 on Fri Nov 20 22:23:43 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   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyz         2     NONE   float   xyz 
// TEXCOORD                 6      w        2     NONE   float      w
// TEXCOORD                 2   xyz         3     NONE   float   xyz 
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 7   xyz         6     NONE   float   xyz 
// TEXCOORD                 8   xyz         7     NONE   float   xyz 
// TEXCOORD                 9   xyz         8     NONE   float   xyz 
//
vs_4_0
dcl_constantbuffer cb0[13], 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.xyzw
dcl_output o2.xyz
dcl_output o2.w
dcl_output o3.xyz
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyz
dcl_output o7.xyz
dcl_output o8.xyz
dcl_temps 5
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
mad o1.xy, v3.xyxx, cb0[11].xyxx, cb0[11].zwzz
mad o1.zw, v3.xxxy, cb0[12].xxxy, cb0[12].zzzw
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 r1.xyz, cb2[15].xyzx, v0.wwww, r1.xyzx
mov o2.xyz, r1.xyzx
add r1.xyz, -r1.xyzx, cb1[4].xyzx
mov o2.w, r0.z
mul r2.x, v2.x, cb2[16].x
mul r2.y, v2.x, cb2[17].x
mul r2.z, v2.x, cb2[18].x
mul r3.x, v2.y, cb2[16].y
mul r3.y, v2.y, cb2[17].y
mul r3.z, v2.y, cb2[18].y
add r2.xyz, r2.xyzx, r3.xyzx
mul r3.x, v2.z, cb2[16].z
mul r3.y, v2.z, cb2[17].z
mul r3.z, v2.z, cb2[18].z
add r2.xyz, r2.xyzx, r3.xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
dp3 o3.z, r1.xyzx, r2.xyzx
mul r3.xyz, v1.yyyy, cb2[13].xyzx
mad r3.xyz, cb2[12].xyzx, v1.xxxx, r3.xyzx
mad r3.xyz, cb2[14].xyzx, v1.zzzz, r3.xyzx
dp3 r1.w, r3.xyzx, r3.xyzx
rsq r1.w, r1.w
mul r3.xyz, r1.wwww, r3.xyzx
mul r4.xyz, r2.zxyz, r3.yzxy
mad r4.xyz, r2.yzxy, r3.zxyz, -r4.xyzx
mul r4.xyz, r4.xyzx, v1.wwww
dp3 o3.y, r1.xyzx, r4.xyzx
dp3 o3.x, r1.xyzx, r3.xyzx
mul r0.y, r0.y, cb1[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o4.zw, r0.zzzw
add o4.xy, r1.zzzz, r1.xwxx
mad o5.xy, v4.xyxx, cb3[0].xyxx, cb3[0].zwzz
mov o5.zw, l(0,0,0,0)
mov o6.z, r2.x
mov o6.x, r3.x
mov o6.y, r4.x
mov o7.z, r2.y
mov o8.z, r2.z
mov o7.x, r3.y
mov o8.x, r3.z
mov o7.y, r4.y
mov o8.y, r4.z
ret 
// Approximately 0 instruction slots used

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