//HUD VS 2. Life bars.
// ---- Created with geo-11 v0.6.198 on Thu Oct 22 00:13:02 2026
cbuffer cb3 : register(b3)
{
  float4 cb3[21];
}

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

cbuffer cb1 : register(b1)
{
  float4 cb1[6];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[39];
}




// 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 float2 o0 : TEXCOORD0,
  out float2 p0 : TEXCOORD1,
  out float2 o1 : TEXCOORD2,
  out float2 p1 : TEXCOORD3,
  out float2 o2 : TEXCOORD4,
  out float2 p2 : TEXCOORD5,
  out float2 o3 : TEXCOORD6,
  out float2 p3 : SIZE0,
  out float2 o4 : SCALE0,
  out float4 o5 : SV_POSITION0,
  out float4 o6 : COLOR0)
{
  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;
  r1.x = cb1[5].x * r0.y;
  r1.w = 0.5 * r1.x;
  r1.xz = float2(0.5,0.5) * r0.xw;
  o5.xyzw = r0.xyzw;
  
  if (o5.w==1.0 && iniparams11.x==1) {
    if (iniparams10.z==1) {
	  o5.x+=stereo.x*(o5.w-stereo.y*0.0075);
	} else {
      o5.x+=stereo.x*iniparams10.x;
	}
	if (iniparams10.y==1) {
	  o5.xyzw = 0;
	}
  }
  
  p0.xy = r1.xw + r1.zz;
  o0.xy = v1.xy;
  o1.xy = v1.xy * cb0[13].xy + cb0[13].zw;
  r0.xy = cb1[0].yy * cb0[14].zw;
  r0.zw = float2(0.00999999978,0.00999999978) * cb0[38].xy;
  r1.xy = cb0[14].xy * r0.zw;
  r1.xy = cb0[37].xy * r1.xy;
  p1.xy = v1.xy * r1.xy + r0.xy;
  r0.xy = cb0[15].xy * r0.zw;
  r0.xy = cb0[37].xy * r0.xy;
  r1.xy = cb1[0].yy * cb0[15].zw;
  o2.xy = v1.xy * r0.xy + r1.xy;
  r0.xy = cb0[16].xy * r0.zw;
  r0.zw = cb0[27].xy * r0.zw;
  r0.xyzw = cb0[37].xyxy * r0.xyzw;
  r1.xy = cb1[0].yy * cb0[16].zw;
  p2.xy = v1.xy * r0.xy + r1.xy;
  r0.xy = cb1[0].yy * cb0[27].zw;
  o3.xy = v1.xy * r0.zw + r0.xy;
  p3.xy = cb0[38].xy;
  o4.xy = cb0[37].xy;
  o6.xyzw = v2.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Thu Oct 22 00:13:02 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
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 1     zw        0     NONE   float     zw
// TEXCOORD                 2   xy          1     NONE   float   xy
// TEXCOORD                 3     zw        1     NONE   float     zw
// TEXCOORD                 4   xy          2     NONE   float   xy
// TEXCOORD                 5     zw        2     NONE   float     zw
// TEXCOORD                 6   xy          3     NONE   float   xy
// SIZE                     0     zw        3     NONE   float     zw
// SCALE                    0   xy          4     NONE   float   xy
// SV_POSITION              0   xyzw        5      POS   float   xyzw
// COLOR                    0   xyzw        6     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer CB0[39], immediateIndexed
dcl_constantbuffer CB1[6], 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 o0.xy
dcl_output o0.zw
dcl_output o1.xy
dcl_output o1.zw
dcl_output o2.xy
dcl_output o2.zw
dcl_output o3.xy
dcl_output o3.zw
dcl_output o4.xy
dcl_output_siv o5.xyzw, position
dcl_output o6.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
mul r1.x, r0.y, cb1[5].x
mul r1.w, r1.x, l(0.500000)
mul r1.xz, r0.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
mov o5.xyzw, r0.xyzw
add o0.zw, r1.zzzz, r1.xxxw
mov o0.xy, v1.xyxx
mad o1.xy, v1.xyxx, cb0[13].xyxx, cb0[13].zwzz
mul r0.xy, cb0[14].zwzz, cb1[0].yyyy
mul r0.zw, cb0[38].xxxy, l(0.000000, 0.000000, 0.010000, 0.010000)
mul r1.xy, r0.zwzz, cb0[14].xyxx
mul r1.xy, r1.xyxx, cb0[37].xyxx
mad o1.zw, v1.xxxy, r1.xxxy, r0.xxxy
mul r0.xy, r0.zwzz, cb0[15].xyxx
mul r0.xy, r0.xyxx, cb0[37].xyxx
mul r1.xy, cb0[15].zwzz, cb1[0].yyyy
mad o2.xy, v1.xyxx, r0.xyxx, r1.xyxx
mul r0.xy, r0.zwzz, cb0[16].xyxx
mul r0.zw, r0.zzzw, cb0[27].xxxy
mul r0.xyzw, r0.xyzw, cb0[37].xyxy
mul r1.xy, cb0[16].zwzz, cb1[0].yyyy
mad o2.zw, v1.xxxy, r0.xxxy, r1.xxxy
mul r0.xy, cb0[27].zwzz, cb1[0].yyyy
mad o3.xy, v1.xyxx, r0.zwzz, r0.xyxx
mov o3.zw, cb0[38].xxxy
mov o4.xy, cb0[37].xyxx
mov o6.xyzw, v2.xyzw
ret
// Approximately 0 instruction slots used

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