//Object Outline
// ---- Created with 3Dmigoto v1.2.56 on Tue May 30 18:45:46 2017

cbuffer PerFrame : register(b13)
{
  float4x4 global_LightPropertyMatrix : packoffset(c0);
  float4x3 global_FogPropertyMatrix : packoffset(c4);
  float4 global_Data : packoffset(c7);
}

cbuffer PerView : register(b12)
{
  row_major float4x4 global_View : packoffset(c0);
  row_major float4x4 global_Projection : packoffset(c4);
  row_major float4x4 global_ViewProjection : packoffset(c8);
  float4 global_ViewPos : packoffset(c12);
  float4 global_ViewInfo : packoffset(c13);
  float4 global_ScaleAndBias : packoffset(c14);
}

cbuffer CB_PerInstance : register(b0)
{
  row_major float4x4 WorldMatrix : packoffset(c0);
}



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

void main( 
  float3 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_Position0,
  out float2 o1 : TEXCOORD0,
  out float p1 : TEXCOORD1,
  out float p2 : TEXCOORD2,
  out float o2 : TEXCOORD3)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = v0.xyz;
  r0.w = 1;
  r1.w = dot(WorldMatrix._m30_m31_m32_m33, r0.xyzw);
  r1.x = dot(WorldMatrix._m00_m01_m02_m03, r0.xyzw);
  r1.z = dot(WorldMatrix._m20_m21_m22_m23, r0.xyzw);
  r1.y = dot(WorldMatrix._m10_m11_m12_m13, r0.xyzw);
  o0.x = dot(global_ViewProjection._m00_m01_m02_m03, r1.xyzw);
  o0.y = dot(global_ViewProjection._m10_m11_m12_m13, r1.xyzw);
  o0.z = dot(global_ViewProjection._m20_m21_m22_m23, r1.xyzw);
  o0.w = dot(global_ViewProjection._m30_m31_m32_m33, r1.xyzw);
  
float4 s=StereoParams.Load(0);
float4 ini = IniParams.Load(0);

float4 button_text = IniParams.Load(int2(2,0));
if (button_text.y) 
{
o0.x += s.x*(o0.w-s.y);
}

  p1 = dot(global_View._m20_m21_m22_m23, r1.xyzw);
  r0.xyz = global_ViewPos.xyz + -r1.xyz;
  r0.w = -global_FogPropertyMatrix._m22 + r1.y;
  r0.w = r0.w / global_FogPropertyMatrix._m32;
  r0.x = dot(r0.xyz, r0.xyz);
  r0.x = sqrt(r0.x);
  r0.xy = global_FogPropertyMatrix._m31_m21 + -r0.xx;
  r1.xy = global_FogPropertyMatrix._m31_m21 + -global_FogPropertyMatrix._m30_m20;
  r0.xy = r0.xy / r1.xy;
  r0.x = saturate(r0.x);
  o2.x = saturate(r0.y);
  r0.x = max(r0.x, r0.w);
  p2 = min(1, r0.x);
  o1.xy = v1.xy;

  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//   using 3Dmigoto v1.2.56 on Tue May 30 18:45:46 2017
//
//
// Buffer Definitions: 
//
// cbuffer PerFrame
// {
//
//   float4x4 global_LightPropertyMatrix;// Offset:    0 Size:    64 [unused]
//   float4x3 global_FogPropertyMatrix; // Offset:   64 Size:    48
//   float4 global_Data;                // Offset:  112 Size:    16 [unused]
//
// }
//
// cbuffer PerView
// {
//
//   row_major float4x4 global_View;    // Offset:    0 Size:    64
//   row_major float4x4 global_Projection;// Offset:   64 Size:    64 [unused]
//   row_major float4x4 global_ViewProjection;// Offset:  128 Size:    64
//   float4 global_ViewPos;             // Offset:  192 Size:    16
//   float4 global_ViewInfo;            // Offset:  208 Size:    16 [unused]
//   float4 global_ScaleAndBias;        // Offset:  224 Size:    16 [unused]
//
// }
//
// cbuffer CB_PerInstance
// {
//
//   row_major float4x4 WorldMatrix;    // Offset:    0 Size:    64
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// CB_PerInstance                    cbuffer      NA          NA    0        1
// PerView                           cbuffer      NA          NA   12        1
// PerFrame                          cbuffer      NA          NA   13        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  
// TEXCOORD                 1     z         1     NONE   float     z 
// TEXCOORD                 2      w        1     NONE   float      w
// TEXCOORD                 3   x           2     NONE   float   x   
//
vs_4_0
dcl_constantbuffer cb13[7], immediateIndexed
dcl_constantbuffer cb12[13], immediateIndexed
dcl_constantbuffer cb0[4], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.z
dcl_output o1.w
dcl_output o2.x
dcl_temps 2
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 r1.w, cb0[3].xyzw, r0.xyzw
dp4 r1.x, cb0[0].xyzw, r0.xyzw
dp4 r1.z, cb0[2].xyzw, r0.xyzw
dp4 r1.y, cb0[1].xyzw, r0.xyzw
dp4 o0.x, cb12[8].xyzw, r1.xyzw
dp4 o0.y, cb12[9].xyzw, r1.xyzw
dp4 o0.z, cb12[10].xyzw, r1.xyzw
dp4 o0.w, cb12[11].xyzw, r1.xyzw
dp4 o1.z, cb12[2].xyzw, r1.xyzw
add r0.xyz, -r1.xyzx, cb12[12].xyzx
add r0.w, r1.y, -cb13[6].z
div r0.w, r0.w, cb13[6].w
dp3 r0.x, r0.xyzx, r0.xyzx
sqrt r0.x, r0.x
add r0.xy, -r0.xxxx, cb13[5].wzww
add r1.xy, -cb13[4].wzww, cb13[5].wzww
div r0.xy, r0.xyxx, r1.xyxx
mov_sat r0.x, r0.x
mov_sat o2.x, r0.y
max r0.x, r0.w, r0.x
min o1.w, r0.x, l(1.000000)
mov o1.xy, v1.xyxx
ret 
// Approximately 25 instruction slots used

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