//Sprites VS 1. Characters.
// ---- Created with geo-11 v0.6.198 on Mon Aug 25 19:54:27 2025
cbuffer cb4 : register(b4)
{
  float4 cb4[276];
}

cbuffer cb3 : register(b3)
{
  float4 cb3[47];
}




// 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,r4;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r1.xyzw = float4(0,0,0,1);
  r2.xyzw = float4(1,1,1,1);
  r3.xyzw = v0.xyzx * float4(1,1,1,0) + float4(0,0,0,1);
  r0.z = dot(r3.xyzw, cb4[22].xyzw);
  r4.w = dot(r3.xyzw, cb4[20].xyzw);
  r3.w = dot(r3.xyzw, cb4[21].xyzw);
  r3.z = -0.5 + r4.w;
  r3.y = r3.z + r3.z;
  r3.z = -0.5 + r3.w;
  r3.xw = float2(1,-1);
  r0.x = r3.y * cb4[23].x + r3.w;
  r3.w = r3.z + r3.z;
  r0.y = r3.w * -cb4[24].x + r3.x;
  r0.w = 1;
  r1.xy = v1.xy * float2(1,-1);
  r2.xyzw = v2.xyzw;
  o0.xyzw = r0.xyzw;
  
  if (r0.z>0.6) {
    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;
  r0.x = asint(cb3[38].x) & 1;
  o2.xyzw = r0.xxxx ? float4(1,1,1,1) : r2.xyzw;
  o3.xyzw = float4(0,0,0,1);
  o4.xyzw = float4(1,0,0,0);
  r0.x = asint(cb3[38].x) & 8;
  o5.xyzw = r0.xxxx ? float4(0,0,0,1) : r1.xyzw;
  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 19:54:27 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 CB3[47], immediateIndexed
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 5
mov r1.xyzw, l(0,0,0,1.000000)
mov r2.xyzw, l(1.000000,1.000000,1.000000,1.000000)
mad r3.xyzw, v0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000), l(0.000000, 0.000000, 0.000000, 1.000000)
dp4 r0.z, r3.xyzw, cb4[22].xyzw
dp4 r4.w, r3.xyzw, cb4[20].xyzw
dp4 r3.w, r3.xyzw, cb4[21].xyzw
add r3.z, r4.wwww, l(-0.500000, -0.500000, -0.500000, -0.500000)
add r3.y, r3.zzzz, r3.zzzz
add r3.z, r3.wwww, l(-0.500000, -0.500000, -0.500000, -0.500000)
mov r3.xw, l(1.000000,0,-0.500000,-1.000000)
mad r0.x, r3.yyyy, cb4[23].xxxx, r3.wwww
add r3.w, r3.zzzz, r3.zzzz
mad r0.y, r3.wwww, -cb4[24].xxxx, r3.xxxx
mov r0.w, l(1.000000,1.000000,1.000000,1.000000)
mul r1.xy, l(1.000000, -1.000000, -0.500000, -1.000000), v1.xyzw
mov r2.xyzw, v2.xyzw
mov o0.xyzw, r0.xyzw
mov o1.xyzw, r0.xyzw
and r0.x, cb3[38].xxxx, l(1, 2, 4, 0)
movc o2.xyzw, r0.xxxx, l(1.000000,1.000000,1.000000,1.000000), r2.xyzw
mov o3.xyzw, l(0,0,0,1.000000)
mov o4.xyzw, l(1.000000,0,0,0)
and r0.x, cb3[38].xxxx, l(8, 16, 32, 64)
movc o5.xyzw, r0.xxxx, l(0,0,0,1.000000), r1.xyzw
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

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