//HUD VS 1 and some sprite aura.
// ---- Created with geo-11 v0.6.198 on Mon Aug 25 19:58:34 2025
cbuffer cb4 : register(b4)
{
  float4 cb4[276];
}




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


void main(
  float4 v0 : POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : COLOR0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD8,
  out float4 o2 : COLOR0,
  out float4 o3 : COLOR1,
  out float4 o4 : TEXCOORD9,
  out float4 o5 : TEXCOORD0,
  out float4 o6 : TEXCOORD1,
  out float4 o7 : TEXCOORD2,
  out float4 o8 : TEXCOORD3,
  out float4 o9 : TEXCOORD4,
  out float4 o10 : TEXCOORD5,
  out float4 o11 : TEXCOORD6,
  out float4 o12 : TEXCOORD7)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r1.xyzw = v0.xyzx * float4(1,1,1,0) + float4(0,0,0,1);
  r0.z = dot(r1.xyzw, cb4[22].xyzw);
  r2.w = dot(r1.xyzw, cb4[20].xyzw);
  r1.w = dot(r1.xyzw, cb4[21].xyzw);
  r2.w = -0.5 + r2.w;
  r3.w = r2.w + r2.w;
  r2.w = -0.5 + r1.w;
  r1.xw = float2(1,-1);
  r0.x = r3.w * cb4[23].x + r1.w;
  r1.w = r2.w + r2.w;
  r0.y = r1.w * -cb4[24].x + r1.x;
  r0.w = 1;
  o5.xy = float2(1,-1) * v1.xy;
  o2.xyzw = saturate(v2.xyzw);
  o0.xyzw = r0.xyzw;
  
  if (r0.z>0.6853) {
    o0.x+=stereo.x*(o0.w-stereo.y*(1-r0.z)/3.0);
  } else {
    o0.x+=stereo.x*(o0.w-stereo.y*0.003125);
  }
  
  o1.xyzw = r0.xyzw;
  o4.xyzw = float4(1,0,0,0);
  o3.xyzw = float4(0,0,0,1);
  o5.zw = float2(0,1);
  o6.xyzw = float4(0,0,0,1);
  o7.xyzw = float4(0,0,0,1);
  o8.xyzw = float4(0,0,0,1);
  o9.xyzw = float4(0,0,0,1);
  o10.xyzw = float4(0,0,0,1);
  o11.xyzw = float4(0,0,0,1);
  o12.xyzw = float4(0,0,0,1);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Mon Aug 25 19:58:34 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 8   xyzw        1     NONE   float   xyzw
// COLOR                    0   xyzw        2     NONE   float   xyzw
// COLOR                    1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 9   xyzw        4     NONE   float   xyzw
// TEXCOORD                 0   xyzw        5     NONE   float   xyzw
// TEXCOORD                 1   xyzw        6     NONE   float   xyzw
// TEXCOORD                 2   xyzw        7     NONE   float   xyzw
// TEXCOORD                 3   xyzw        8     NONE   float   xyzw
// TEXCOORD                 4   xyzw        9     NONE   float   xyzw
// TEXCOORD                 5   xyzw       10     NONE   float   xyzw
// TEXCOORD                 6   xyzw       11     NONE   float   xyzw
// TEXCOORD                 7   xyzw       12     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB4[276], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.xyzw
dcl_output o9.xyzw
dcl_output o10.xyzw
dcl_output o11.xyzw
dcl_output o12.xyzw
dcl_temps 4
mad r1.xyzw, v0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000), l(0.000000, 0.000000, 0.000000, 1.000000)
dp4 r0.z, r1.xyzw, cb4[22].xyzw
dp4 r2.w, r1.xyzw, cb4[20].xyzw
dp4 r1.w, r1.xyzw, cb4[21].xyzw
add r2.w, r2.wwww, l(-0.500000, -0.500000, -0.500000, -0.500000)
add r3.w, r2.wwww, r2.wwww
add r2.w, r1.wwww, l(-0.500000, -0.500000, -0.500000, -0.500000)
mov r1.xw, l(1.000000,0,-0.500000,-1.000000)
mad r0.x, r3.wwww, cb4[23].xxxx, r1.wwww
add r1.w, r2.wwww, r2.wwww
mad r0.y, r1.wwww, -cb4[24].xxxx, r1.xxxx
mov r0.w, l(1.000000,1.000000,1.000000,1.000000)
mul o5.xy, v1.xyzw, l(1.000000, -1.000000, -0.500000, -1.000000)
mov_sat o2.xyzw, v2.xyzw
mov o0.xyzw, r0.xyzw
mov o1.xyzw, r0.xyzw
mov o4.xyzw, l(1.000000,0,0,0)
mov o3.xyzw, l(0,0,0,1.000000)
mov o5.zw, l(0,0,0,1.000000)
mov o6.xyzw, l(0,0,0,1.000000)
mov o7.xyzw, l(0,0,0,1.000000)
mov o8.xyzw, l(0,0,0,1.000000)
mov o9.xyzw, l(0,0,0,1.000000)
mov o10.xyzw, l(0,0,0,1.000000)
mov o11.xyzw, l(0,0,0,1.000000)
mov o12.xyzw, l(0,0,0,1.000000)
ret
// Approximately 0 instruction slots used

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