// ---- Created with 3Dmigoto v1.3.16 on Sun Apr 07 13:45:51 2019

cbuffer _Globals : register(b0)
{
  float4 g_ConstColor : packoffset(c128);
  float4 g_ConstColorAdd : packoffset(c129);
  float4 g_TextBlurWeights : packoffset(c12);
  float4x4 g_WorldViewProj : packoffset(c0);
  float4x4 g_WorldView : packoffset(c4);
  float4x4 g_World : packoffset(c8);
  float4x4 g_Proj : packoffset(c84);
}



// 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;
float4 stereo = StereoParams.Load(0);
float4 ini = IniParams.Load(int2(10,0));
float4 tex_filter = IniParams.Load(int2(20,0));
  r0.xyz = v0.xyz;
  r0.w = 1;
  o0.x = dot(r0.xyzw, g_WorldViewProj._m00_m10_m20_m30);
  o0.y = dot(r0.xyzw, g_WorldViewProj._m01_m11_m21_m31);
  o0.z = dot(r0.xyzw, g_WorldViewProj._m02_m12_m22_m32);
  o0.w = dot(r0.xyzw, g_WorldViewProj._m03_m13_m23_m33);
  o1.xy = v1.xy;

if(tex_filter.x==2.0)
{
o0.x+=stereo.x*ini.x;
}

  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.3.16 on Sun Apr 07 13:45:51 2019
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4 g_ConstColor;               // Offset: 2048 Size:    16 [unused]
//   float4 g_ConstColorAdd;            // Offset: 2064 Size:    16 [unused]
//   float4 g_TextBlurWeights;          // Offset:  192 Size:    16 [unused]
//   float4x4 g_WorldViewProj;          // Offset:    0 Size:    64
//   float4x4 g_WorldView;              // Offset:   64 Size:    64 [unused]
//   float4x4 g_World;                  // Offset:  128 Size:    64 [unused]
//   float4x4 g_Proj;                   // Offset: 1344 Size:    64 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals                          cbuffer      NA          NA    0        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 cb0[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, cb0[0].xyzw
dp4 o0.y, r0.xyzw, cb0[1].xyzw
dp4 o0.z, r0.xyzw, cb0[2].xyzw
dp4 o0.w, r0.xyzw, cb0[3].xyzw
mov o1.xy, v1.xyxx
ret
// Approximately 8 instruction slots used

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