// Light clipping
cbuffer cb1 : register(b1)
{
  float4 cb1[21];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[4];
}




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


void main(
  float4 v0 : POSITION0,
  out float4 o0 : SV_POSITION0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[1].xyzw * v0.yyyy;
  r0.xyzw = cb0[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb0[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb0[3].xyzw + r0.xyzw;
  r1.xyzw = cb1[18].xyzw * r0.yyyy;
  r1.xyzw = cb1[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb1[19].xyzw * r0.zzzz + r1.xyzw;
  o0.xyzw = cb1[20].xyzw * r0.wwww + r1.xyzw;
  
  if(o0.w != 1) {
  float4 stereo = StereoParams.Load(0);
  //o0.x -= stereo.x * (o0.w - stereo.y);
  }
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Sat Jun 02 12:51:12 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[4], immediateIndexed
dcl_constantbuffer cb1[21], immediateIndexed
dcl_input v0.xyz
dcl_output_siv o0.xyzw, position
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, cb0[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb0[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
mul r1.xyzw, r0.yyyy, cb1[18].xyzw
mad r1.xyzw, cb1[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb1[19].xyzw, r0.zzzz, r1.xyzw
mad o0.xyzw, cb1[20].xyzw, r0.wwww, r1.xyzw
ret
// Approximately 0 instruction slots used

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