// Just dump avoid 2D Object
cbuffer cb0 : register(b0)
{
  float4 cb0[29];
}




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


void main(
  float3 v0 : SV_POSITION0,
  float3 v1 : NORMAL0,
  float2 v2 : TEXCOORD0,
  float3 v3 : TANGENT0,
  float3 v4 : BINORMAL0,
  float4 v5 : COLOR0,
  out float4 o0 : SV_POSITION0,
  out float3 o1 : CLIPSPACE0,
  out float3 o2 : CLIPSPACE1,
  out float4 o3 : TEXCOORD0,
  out float4 o4 : TEXCOORD2,
  out float4 o5 : TEXCOORD3,
  out float3 o6 : TEXCOORD4,
  out float4 o7 : COLOR0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = v0.xyz;
  r0.w = 1;
  r1.z = dot(cb0[2].xyzw, r0.xyzw);
  r1.x = dot(cb0[0].xyzw, r0.xyzw);
  r1.y = dot(cb0[1].xyzw, r0.xyzw);
  r1.w = dot(cb0[3].xyzw, r0.xyzw);
  o0.xyzw = r1.xyzw;
  o1.xyz = r1.xyw;
  o2.x = dot(cb0[12].xyzw, r0.xyzw);
  o2.y = dot(cb0[13].xyzw, r0.xyzw);
  o2.z = dot(cb0[15].xyzw, r0.xyzw);
  o3.xy = v2.xy;
  o4.x = dot(cb0[7].xyz, v3.xyz);
  o4.y = dot(cb0[7].xyz, v4.xyz);
  o4.z = dot(cb0[7].xyz, v1.xyz);
  o5.x = dot(cb0[8].xyz, v3.xyz);
  o5.y = dot(cb0[8].xyz, v4.xyz);
  o5.z = dot(cb0[8].xyz, v1.xyz);
  o6.x = dot(cb0[9].xyz, v3.xyz);
  o6.y = dot(cb0[9].xyz, v4.xyz);
  o6.z = dot(cb0[9].xyz, v1.xyz);
  o7.xyzw = cb0[10].xyzw * v5.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.8 on Sat Apr 21 12:11:29 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyz         0     NONE   float   xyz
// NORMAL                   0   xyz         1     NONE   float   xyz
// TEXCOORD                 0   xy          2     NONE   float   xy
// TANGENT                  0   xyz         3     NONE   float   xyz
// BINORMAL                 0   xyz         4     NONE   float   xyz
// COLOR                    0   xyzw        5     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// CLIPSPACE                0   xyz         1     NONE   float   xyz
// CLIPSPACE                1   xyz         2     NONE   float   xyz
// TEXCOORD                 0   xy          3     NONE   float   xy
// TEXCOORD                 2   xyz         4     NONE   float   xyz
// TEXCOORD                 3   xyz         5     NONE   float   xyz
// TEXCOORD                 4   xyz         6     NONE   float   xyz
// COLOR                    0   xyzw        7     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[29], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyz
dcl_input v2.xy
dcl_input v3.xyz
dcl_input v4.xyz
dcl_input v5.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyz
dcl_output o2.xyz
dcl_output o3.xy
dcl_output o4.xyz
dcl_output o5.xyz
dcl_output o6.xyz
dcl_output o7.xyzw
dcl_temps 2
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 r1.z, cb0[2].xyzw, r0.xyzw
dp4 r1.x, cb0[0].xyzw, r0.xyzw
dp4 r1.y, cb0[1].xyzw, r0.xyzw
dp4 r1.w, cb0[3].xyzw, r0.xyzw
mov o0.xyzw, r1.xyzw
mov o1.xyz, r1.xywx
dp4 o2.x, cb0[12].xyzw, r0.xyzw
dp4 o2.y, cb0[13].xyzw, r0.xyzw
dp4 o2.z, cb0[15].xyzw, r0.xyzw
mov o3.xy, v2.xyxx
dp3 o4.x, cb0[7].xyzx, v3.xyzx
dp3 o4.y, cb0[7].xyzx, v4.xyzx
dp3 o4.z, cb0[7].xyzx, v1.xyzx
dp3 o5.x, cb0[8].xyzx, v3.xyzx
dp3 o5.y, cb0[8].xyzx, v4.xyzx
dp3 o5.z, cb0[8].xyzx, v1.xyzx
dp3 o6.x, cb0[9].xyzx, v3.xyzx
dp3 o6.y, cb0[9].xyzx, v4.xyzx
dp3 o6.z, cb0[9].xyzx, v1.xyzx
mul o7.xyzw, v5.xyzw, cb0[10].xyzw
ret
// Approximately 0 instruction slots used

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