// ---- Created with 3Dmigoto v1.3.11 on Sat Jul 28 15:34:01 2018
Texture2D<float4> t0 : register(t0);

cbuffer cb1 : register(b1)
{
  float4 cb1[3];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[38];
}




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


void main(
  float4 v0 : ATTRIBUTE0,
  float2 v1 : ATTRIBUTE1,
  out float2 o0 : TEXCOORD0,
  out float2 p0 : TEXCOORD3,
  out float4 o1 : TEXCOORD1,
  out float4 o2 : TEXCOORD2,
  out float2 o3 : TEXCOORD4,
  out float4 o4 : SV_POSITION0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = v1.xy * cb1[1].xy + cb1[1].zw;
  r0.zw = cb1[2].zw * r0.xy;
  o2.zw = r0.xy * cb1[2].zw + cb0[33].xy;
  o0.xy = r0.zw;
  r1.z = cb0[14].y * cb0[14].z;
  r0.x = r1.z * r1.z + 1;
  r0.x = sqrt(r0.x);
  r0.x = 1.41421354 / r0.x;
  r1.y = 1;
  r1.xw = v0.xy * cb1[0].xy + cb1[0].zw;
  r1.xw = cb1[2].xy * r1.xw;
  r2.xy = r1.xw * float2(2,2) + float2(-1,-1);
  r2.z = -r2.y;
  r1.xy = r2.xz * r1.yz;
  o4.xy = r2.xz;
  o3.xy = r2.xy * float2(0.5,0.5) + float2(0.5,0.5);
  o1.yz = r1.xy * r0.xx;
  r0.x = t0.Load(float4(0,0,0,0)).x;
  o1.x = r0.x;
  o2.xy = cb0[0].zw * float2(-0.5,0.5) + r0.zw;
  r0.xy = r0.zw * cb0[0].xy + -cb0[37].zw;
  p0.xy = r0.xy / cb0[37].xy;
  o4.zw = v0.zw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Sat Jul 28 15:34:01 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 3     zw        0     NONE   float     zw
// TEXCOORD                 1   xyz         1     NONE   float   xyz
// TEXCOORD                 2   xyzw        2     NONE   float   xyzw
// TEXCOORD                 4   xy          3     NONE   float   xy
// SV_POSITION              0   xyzw        4      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[38], immediateIndexed
dcl_constantbuffer cb1[3], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v0.xyzw
dcl_input v1.xy
dcl_output o0.xy
dcl_output o0.zw
dcl_output o1.xyz
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output_siv o4.xyzw, position
dcl_temps 3
mad r0.xy, v1.xyxx, cb1[1].xyxx, cb1[1].zwzz
mul r0.zw, r0.xxxy, cb1[2].zzzw
mad o2.zw, r0.xxxy, cb1[2].zzzw, cb0[33].xxxy
mov o0.xy, r0.zwzz
mul r1.z, cb0[14].z, cb0[14].y
mad r0.x, r1.z, r1.z, l(1.000000)
sqrt r0.x, r0.x
div r0.x, l(1.41421354), r0.x
mov r1.y, l(1.000000)
mad r1.xw, v0.xxxy, cb1[0].xxxy, cb1[0].zzzw
mul r1.xw, r1.xxxw, cb1[2].xxxy
mad r2.xy, r1.xwxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mov r2.z, -r2.y
mul r1.xy, r1.yzyy, r2.xzxx
mov o4.xy, r2.xzxx
mad o3.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mul o1.yz, r0.xxxx, r1.xxyx
ld_indexable(texture2d)(float,float,float,float) r0.x, l(0, 0, 0, 0), t0.xyzw
mov o1.x, r0.x
mad o2.xy, cb0[0].zwzz, l(-0.500000, 0.500000, 0.000000, 0.000000), r0.zwzz
mad r0.xy, r0.zwzz, cb0[0].xyxx, -cb0[37].zwzz
div o0.zw, r0.xxxy, cb0[37].xxxy
mov o4.zw, v0.zzzw
ret
// Approximately 0 instruction slots used

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