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

cbuffer cb0 : register(b0)
{
  float4 cb0[8];
}


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

void main( 
  float4 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_Position0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3,
  out float2 o5 : TEXCOORD4)
{
  float4 r0;
  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;
  o0.xyzw = cb1[3].xyzw * v0.wwww + r0.xyzw;
  o1.xy = v1.xy;
  o2.xy = cb0[6].xy * cb0[7].xy + v1.xy;
  o3.xy = -cb0[6].xy * cb0[7].xy + v1.xy;
  r0.xy = cb0[7].xy * cb0[6].xy;
  o4.xy = r0.xy * float2(1,-1) + v1.xy;
  o5.xy = -r0.xy * float2(1,-1) + v1.xy;
  return;
}