// For Hunting - Menu Blur
cbuffer cb1 : register(b1)
{
  float4 cb1[3];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[16];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main( 
  float4 v0 : ATTRIBUTE0,
  float2 v1 : ATTRIBUTE1,
  out float4 o0 : TEXCOORD0,
  out float4 o1 : TEXCOORD1,
  out float4 o2 : TEXCOORD2,
  out float4 o3 : TEXCOORD3,
  out float4 o4 : TEXCOORD4,
  out float4 o5 : TEXCOORD5,
  out float4 o6 : TEXCOORD6,
  out float4 o7 : TEXCOORD7,
  out float4 o8 : TEXCOORD8,
  out float4 o9 : TEXCOORD9,
  out float4 o10 : TEXCOORD10,
  out float4 o11 : TEXCOORD11,
  out float4 o12 : TEXCOORD12,
  out float4 o13 : TEXCOORD13,
  out float4 o14 : TEXCOORD14,
  out float4 o15 : TEXCOORD15,
  out float4 o16 : TEXCOORD16,
  out float4 o17 : SV_POSITION0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = v1.xy * cb1[1].xy + cb1[1].zw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[0].xyzw;
  o1.xyzw = r1.xyzw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[1].xyzw;
  o2.xyzw = r1.xyzw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[2].xyzw;
  o3.xyzw = r1.xyzw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[3].xyzw;
  o4.xyzw = r1.xyzw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[4].xyzw;
  o5.xyzw = r1.xyzw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[5].xyzw;
  o6.xyzw = r1.xyzw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[6].xyzw;
  o7.xyzw = r1.xyzw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[7].xyzw;
  o8.xyzw = r1.xyzw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[8].xyzw;
  o9.xyzw = r1.xyzw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[9].xyzw;
  o10.xyzw = r1.xyzw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[10].xyzw;
  o11.xyzw = r1.xyzw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[11].xyzw;
  o12.xyzw = r1.xyzw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[12].xyzw;
  o13.xyzw = r1.xyzw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[13].xyzw;
  o14.xyzw = r1.xyzw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[14].xyzw;
  o15.xyzw = r1.xyzw;
  r1.xyzw = r0.xyyx * cb1[2].zwwz + cb0[15].xyzw;
  r0.xy = cb1[2].zw * r0.xy;
  o0.xy = r0.xy;
  o16.xyzw = r1.xyzw;
  r0.xy = v0.xy * cb1[0].xy + cb1[0].zw;
  r0.xy = cb1[2].xy * r0.xy;
  r0.xy = r0.xy * float2(2,2) + float2(-1,-1);
  o17.xy = float2(1,-1) * r0.xy;
  o17.zw = v0.zw;
  
  o17 = 0;
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.57 on Mon Jun 05 20:30:33 2017
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   xy          1     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy  
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// TEXCOORD                 2   xyzw        2     NONE   float   xyzw
// TEXCOORD                 3   xyzw        3     NONE   float   xyzw
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// TEXCOORD                 6   xyzw        6     NONE   float   xyzw
// TEXCOORD                 7   xyzw        7     NONE   float   xyzw
// TEXCOORD                 8   xyzw        8     NONE   float   xyzw
// TEXCOORD                 9   xyzw        9     NONE   float   xyzw
// TEXCOORD                10   xyzw       10     NONE   float   xyzw
// TEXCOORD                11   xyzw       11     NONE   float   xyzw
// TEXCOORD                12   xyzw       12     NONE   float   xyzw
// TEXCOORD                13   xyzw       13     NONE   float   xyzw
// TEXCOORD                14   xyzw       14     NONE   float   xyzw
// TEXCOORD                15   xyzw       15     NONE   float   xyzw
// TEXCOORD                16   xyzw       16     NONE   float   xyzw
// SV_POSITION              0   xyzw       17      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[16], immediateIndexed
dcl_constantbuffer cb1[3], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_output o0.xy
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.xyzw
dcl_output o9.xyzw
dcl_output o10.xyzw
dcl_output o11.xyzw
dcl_output o12.xyzw
dcl_output o13.xyzw
dcl_output o14.xyzw
dcl_output o15.xyzw
dcl_output o16.xyzw
dcl_output_siv o17.xyzw, position
dcl_temps 2
mad r0.xy, v1.xyxx, cb1[1].xyxx, cb1[1].zwzz
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[0].xyzw
mov o1.xyzw, r1.xyzw
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[1].xyzw
mov o2.xyzw, r1.xyzw
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[2].xyzw
mov o3.xyzw, r1.xyzw
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[3].xyzw
mov o4.xyzw, r1.xyzw
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[4].xyzw
mov o5.xyzw, r1.xyzw
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[5].xyzw
mov o6.xyzw, r1.xyzw
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[6].xyzw
mov o7.xyzw, r1.xyzw
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[7].xyzw
mov o8.xyzw, r1.xyzw
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[8].xyzw
mov o9.xyzw, r1.xyzw
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[9].xyzw
mov o10.xyzw, r1.xyzw
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[10].xyzw
mov o11.xyzw, r1.xyzw
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[11].xyzw
mov o12.xyzw, r1.xyzw
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[12].xyzw
mov o13.xyzw, r1.xyzw
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[13].xyzw
mov o14.xyzw, r1.xyzw
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[14].xyzw
mov o15.xyzw, r1.xyzw
mad r1.xyzw, r0.xyyx, cb1[2].zwwz, cb0[15].xyzw
mul r0.xy, r0.xyxx, cb1[2].zwzz
mov o0.xy, r0.xyxx
mov o16.xyzw, r1.xyzw
mad r0.xy, v0.xyxx, cb1[0].xyxx, cb1[0].zwzz
mul r0.xy, r0.xyxx, cb1[2].xyxx
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul o17.xy, r0.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000)
mov o17.zw, v0.zzzw
ret 
// Approximately 0 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
