//cinematics 2
// ---- Created with 3Dmigoto v1.3.11 on Sat Aug 11 16:45:03 2018

cbuffer cb_g_CInstance : register(b4)
{

  struct
  {
    float4x4 m_WorldViewProj;
    float4x4 m_World;
    float4 m_LODBlendFactor;
    float4 m_DisolveFactor;
    float4 m_AlphaTestValue;
    float4 m_WetnessBias;
    uint m_InstanceOffset;
  } g_CInstance : packoffset(c0);

}



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


void main(
  float3 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_Position0,
  out float2 o1 : TEXCOORD0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = v0.xyz;
  r0.w = 1;
  o0.x = dot(r0.xyzw, g_CInstance.m_WorldViewProj._m00_m10_m20_m30);
  o0.y = dot(r0.xyzw, g_CInstance.m_WorldViewProj._m01_m11_m21_m31);
  o0.z = dot(r0.xyzw, g_CInstance.m_WorldViewProj._m02_m12_m22_m32);
  o0.w = dot(r0.xyzw, g_CInstance.m_WorldViewProj._m03_m13_m23_m33);
  o1.xy = v1.xy;


float4 iniParams = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
float corrhere = IniParams.Load(int2(2,0)).z;
o0.x += stereo.x * 0.1*corrhere;

  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.3.11 on Sat Aug 11 16:45:03 2018
//
//
// Buffer Definitions:
//
// cbuffer cb_g_CInstance
// {
//
//   struct CommonInstanceConsts
//   {
//
//       float4x4 m_WorldViewProj;      // Offset:    0
//       float4x4 m_World;              // Offset:   64
//       float4 m_LODBlendFactor;       // Offset:  128
//       float4 m_DisolveFactor;        // Offset:  144
//       float4 m_AlphaTestValue;       // Offset:  160
//       float4 m_WetnessBias;          // Offset:  176
//       uint m_InstanceOffset;         // Offset:  192
//
//   } g_CInstance;                     // Offset:    0 Size:   196
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cb_g_CInstance                    cbuffer      NA          NA    4        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyz         0     NONE   float   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb4[4], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_temps 1
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 o0.x, r0.xyzw, cb4[0].xyzw
dp4 o0.y, r0.xyzw, cb4[1].xyzw
dp4 o0.z, r0.xyzw, cb4[2].xyzw
dp4 o0.w, r0.xyzw, cb4[3].xyzw
mov o1.xy, v1.xyxx
ret
// Approximately 8 instruction slots used

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