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

cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[14];
}


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

void main( 
  float4 v0 : POSITION0,
  out float4 o0 : TEXCOORD0,
  out float4 o1 : TEXCOORD1,
  out float o2 : TEXCOORD2,
  out float4 o3 : SV_POSITION0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[7].xyzw * v0.yyyy;
  r0.xyzw = cb0[6].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb0[8].xyzw * v0.zzzz + r0.xyzw;
  o0.xyzw = cb0[9].xyzw * v0.wwww + r0.xyzw;
  r0.xyzw = cb0[11].xyzw * v0.yyyy;
  r0.xyzw = cb0[10].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb0[12].xyzw * v0.zzzz + r0.xyzw;
  o1.xyzw = cb0[13].xyzw * v0.wwww + r0.xyzw;
  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;
  r1.x = cb2[1].x * r0.z;
  o3.xyzw = r0.xyzw;
  r0.x = -r1.x * r1.x;
  o2.x = exp2(r0.x);
  return;
}