//HUD VS 1. Main.
// ---- Created with geo-11 v0.6.198 on Thu Oct 22 00:12:11 2026
cbuffer cb3 : register(b3)
{
  float4 cb3[21];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[4];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[7];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[42];
}




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


void main(
  float4 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  float4 v2 : COLOR0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float2 o2 : TEXCOORD0,
  out float2 p2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams3 = IniParams.Load(int2(3,0));
  float4 iniparams10 = IniParams.Load(int2(10,0));
  float4 iniparams11 = IniParams.Load(int2(11,0));
  
  r0.xyzw = cb2[1].xyzw * v0.yyyy;
  r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb2[3].xyzw + r0.xyzw;
  r1.xyzw = cb3[18].xyzw * r0.yyyy;
  r1.xyzw = cb3[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb3[19].xyzw * r0.zzzz + r1.xyzw;
  r0.xyzw = cb3[20].xyzw * r0.wwww + r1.xyzw;
  o0.xyzw = r0.xyzw;
  
  if (o0.w==1.0 && iniparams11.x==1) {
    if (iniparams10.z==1) {
	  o0.x+=stereo.x*(o0.w-stereo.y*0.0075);
	} else {
      o0.x+=stereo.x*iniparams10.x;
	}
	if (iniparams10.y==1) {
	  o0.xyzw = 0;
	}
  }
  
  o1.xyzw = v2.xyzw;
  r0.y = cb1[5].x * r0.y;
  r1.xzw = float3(0.5,0.5,0.5) * r0.xwy;
  p2.xy = r1.xw + r1.zz;
  o2.xy = v1.xy;
  r0.xy = cb3[6].xy * cb1[6].yy;
  r0.xy = cb3[5].xy * cb1[6].xx + r0.xy;
  r0.xy = r0.ww / abs(r0.xy);
  r0.xy = cb0[41].xy * float2(0.25,0.25) + abs(r0.xy);
  o3.zw = float2(0.25,0.25) / r0.xy;
  r0.xyzw = max(float4(-2e+10,-2e+10,-2e+10,-2e+10), cb0[40].xyzw);
  r0.xyzw = min(float4(2e+10,2e+10,2e+10,2e+10), r0.xyzw);
  r0.xy = v0.xy * float2(2,2) + -r0.xy;
  o3.xy = r0.xy + -r0.zw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Thu Oct 22 00:12:11 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// TEXCOORD                 0   xy          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
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1     zw        2     NONE   float     zw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer CB0[42], immediateIndexed
dcl_constantbuffer CB1[7], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB3[21], 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.xy
dcl_output o2.zw
dcl_output o3.xyzw
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb2[3].xyzw
mul r1.xyzw, r0.yyyy, cb3[18].xyzw
mad r1.xyzw, cb3[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb3[20].xyzw, r0.wwww, r1.xyzw
mov o0.xyzw, r0.xyzw
mov o1.xyzw, v2.xyzw
mul r0.y, r0.y, cb1[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
add o2.zw, r1.zzzz, r1.xxxw
mov o2.xy, v1.xyxx
mul r0.xy, cb1[6].yyyy, cb3[6].xyxx
mad r0.xy, cb3[5].xyxx, cb1[6].xxxx, r0.xyxx
div r0.xy, r0.wwww, |r0.xyxx|
mad r0.xy, cb0[41].xyxx, l(0.250000, 0.250000, 0.000000, 0.000000), |r0.xyxx|
div o3.zw, l(0.000000, 0.000000, 0.250000, 0.250000), r0.xxxy
max r0.xyzw, cb0[40].xyzw, l(-20000000000.000000, -20000000000.000000, -20000000000.000000, -20000000000.000000)
min r0.xyzw, r0.xyzw, l(20000000000.000000, 20000000000.000000, 20000000000.000000, 20000000000.000000)
mad r0.xy, v0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), -r0.xyxx
add o3.xy, -r0.zwzz, r0.xyxx
ret
// Approximately 0 instruction slots used

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