//crosshair + some hud
// Generated by Microsoft (R) HLSL Shader Compiler 9.24.949.2307
//
// Parameters:
//
//   float4x4 TextureMatrix;
//   float4x4 Transform;
//
//
// Registers:
//
//   Name          Reg   Size
//   ------------- ----- ----
//   Transform     c5       4
//   TextureMatrix c9       4
//

    vs_3_0
  def c253, 0.95, 0, 0.0625, 1
  def c254, 0.5, 0.5, 0, 0
  dcl_2d s0
  dcl_2d s1
    dcl_position v0
    dcl_color v1
    dcl_color1 v2
    dcl_color o0
    dcl_color1 o1
    dcl_texcoord o2.xy
    dcl_position o3
    mul r0.xy, c6, v0.y
    mad r0.xy, c5, v0.x, r0
    mad r0.xy, c7, v0.z, r0
    mad r5.xy, c8, v0.w, r0
  mov r14.x, c251.x //texture
  mov r14.y, c250.x //crosshair on/off
  mov r6, v2
  texldl r11, c253.z, s0
  if_eq r14.x, c253.w
   texldl r12, c254, s1
   add r11.y, r12.w, -r11.y
   mul r11.x, r11.x, r11.y
   rcp r12.w, r12.w
   mul r11.x, r11.x, r12.w	
   mul r6.w, r6.w, r14.y
   add r5.x, r5.x, r11.x
  endif
  mov o3.xy, r5.xy
    mul r0.xy, c10, v0.y
    mad r0.xy, c9, v0.x, r0
    mad r0.xy, c11, v0.z, r0
    mov o0, v1
    mad o2.xy, c12, v0.w, r0
   mov o1, r6
    mov o3.zw, v0

// approximately 11 instruction slots used
 