// HUD, lower right corner

		vs_3_0 				// vs_2_0
		def c200, 0.9, 1.0, 0.0625, -1.0

    dcl_position v0
    dcl_color v2
    dcl_texcoord v3
		dcl_position o0
		dcl_color o1
		dcl_texcoord o2
		
		dcl_2d s0

    mov r0, c10
    mad r4, v0, r0, c11
    	add r4, r4, c50		// add oPos, r4, c50

		// At this point r4 is the output position, correctly
		// placed, but without stereo.
		
		// Fetch the Separation (r30.x) and Convergence (r30.y)  
		// using Helix's trick
		texldl r30, c200.z, s0
		
		// To create stereo effects, we need to calculate:
		//  Xnew = Xold - Separation * (W - Convergence)

		mul r30.w, r4.w, r30.y
		
		// (W - Convergence)
		add r30.w, r30.w, -r30.y
//		mov r30.w, c200.w	
		
		// multiply that times Separation for:
		//   Separation * (W - Convergence)
		mul r30.z, r30.x, r30.w
		
		// Subtract that from Xold for the complete:
		//  Xold - Separation * (W - Convergence)
		add r4.x, r4.x, -r30.z
		
		mov o0, r4

		mul o1, v2, c2 	// mul oD0, v2, c2

		mov o2, v3  // mov oT0, v3

// approximately 5 instruction slots used
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