cbuffer cb2 : register(b2)
{
  float4 cb2[2];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[19];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[15];
}


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 float2 o1 : TEXCOORD0,
  out float p1 : TEXCOORD4,
  out float4 o2 : TEXCOORD1,
  out float3 o3 : TEXCOORD2)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  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;
  r0.xyzw = cb1[3].xyzw * v0.wwww + r0.xyzw;
  o0.xyzw = r0.xyzw; //---------------
float4 stereo = StereoParams.Load(0);
r0.x += stereo.x*(r0.w - stereo.y);
  r0.x = cb2[1].x * r0.z;
  r0.x = -r0.x * r0.x;
  p1.x = exp2(r0.x);
  o1.xy = v3.xy * cb0[14].xy + cb0[14].zw;
  r0.x = cb1[16].x * v2.x;
  r0.y = cb1[17].x * v2.x;
  r0.z = cb1[18].x * v2.x;
  r1.x = cb1[16].y * v2.y;
  r1.y = cb1[17].y * v2.y;
  r1.z = cb1[18].y * v2.y;
  r0.xyz = r1.xyz + r0.xyz;
  r1.x = cb1[16].z * v2.z;
  r1.y = cb1[17].z * v2.z;
  r1.z = cb1[18].z * v2.z;
  r0.xyz = r1.xyz + r0.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  o2.xyz = r0.xyz * r0.www;
  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;
  o3.xyz = cb1[15].xyz * v0.www + r0.xyz;
  return;
}