// Lights and Reflections 2D
cbuffer cb2 : register(b2)
{
  float4 cb2[53];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[74];
}




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


void main(
  float3 v0 : SV_POSITION0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float3 o3 : TEXCOORD2)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = cb0[22].xy * v0.xy;
  r0.z = v0.z * cb0[22].z + cb0[22].z;
  r0.w = 1;
  r1.x = dot(cb0[53].xyzw, r0.xyzw);
  r1.y = dot(cb0[54].xyzw, r0.xyzw);
  r1.z = dot(cb0[55].xyzw, r0.xyzw);
  r1.w = 1;
  r0.x = dot(cb0[46].xyzw, r1.xyzw);
  r0.y = dot(cb0[47].xyzw, r1.xyzw);
  r0.z = dot(cb0[48].xyzw, r1.xyzw);
  r0.w = dot(cb0[49].xyzw, r1.xyzw);
  o3.xyz = cb0[57].xyz + -r1.xyz;
  o0.xyzw = r0.xyzw;
  
  //Fix, 2D, PS correction
  float4 stereo = StereoParams.Load(0);
  o0.x -= stereo.x * (o0.w - stereo.y);
  
  r1.xy = cb2[22].xy * r0.ww;
  r1.zw = float2(1,-1) * cb2[22].xy;
  r0.xy = r0.xy * r1.zw + r1.xy;
  o1.xyzw = r0.xyzw;
  r1.xy = cb0[72].zw * cb0[71].xy;
  r1.z = -r1.y;
  r0.xy = -r1.xz * r0.ww + r0.xy;
  r0.zw = cb2[21].xy * r0.ww;
  r1.xy = float2(0.5,0.5) / cb2[22].xy;
  r0.xy = r1.xy * r0.xy;
  o2.xy = r0.xy * cb2[21].zw + r0.zw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.8 on Wed Apr 04 19:00:43 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyz         0     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xy          2     NONE   float   xy
// TEXCOORD                 2   xyz         3     NONE   float   xyz
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[74], immediateIndexed
dcl_constantbuffer cb2[53], immediateIndexed
dcl_input v0.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o3.xyz
dcl_temps 2
mul r0.xy, v0.xyxx, cb0[22].xyxx
mad r0.z, v0.z, cb0[22].z, cb0[22].z
mov r0.w, l(1.000000)
dp4 r1.x, cb0[53].xyzw, r0.xyzw
dp4 r1.y, cb0[54].xyzw, r0.xyzw
dp4 r1.z, cb0[55].xyzw, r0.xyzw
mov r1.w, l(1.000000)
dp4 r0.x, cb0[46].xyzw, r1.xyzw
dp4 r0.y, cb0[47].xyzw, r1.xyzw
dp4 r0.z, cb0[48].xyzw, r1.xyzw
dp4 r0.w, cb0[49].xyzw, r1.xyzw
add o3.xyz, -r1.xyzx, cb0[57].xyzx
mov o0.xyzw, r0.xyzw
mul r1.xy, r0.wwww, cb2[22].xyxx
mul r1.zw, cb2[22].xxxy, l(0.000000, 0.000000, 1.000000, -1.000000)
mad r0.xy, r0.xyxx, r1.zwzz, r1.xyxx
mov o1.xyzw, r0.xyzw
mul r1.xy, cb0[71].xyxx, cb0[72].zwzz
mov r1.z, -r1.y
mad r0.xy, -r1.xzxx, r0.wwww, r0.xyxx
mul r0.zw, r0.wwww, cb2[21].xxxy
div r1.xy, l(0.500000, 0.500000, 0.000000, 0.000000), cb2[22].xyxx
mul r0.xy, r0.xyxx, r1.xyxx
mad o2.xy, r0.xyxx, cb2[21].zwzz, r0.zwzz
ret
// Approximately 0 instruction slots used

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