cbuffer cb3 : register(b3)
{
  float4 cb3[2];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[25];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[4];
}


Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
  float4 v0 : SV_POSITION0,
  float4 v1 : COLOR0,
  float2 v2 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : TEXCOORD0,
  out float4 o3 : TEXCOORD1,
  out float3 o4 : TEXCOORD3,
  out float2 o5 : TEXCOORD9)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.w = -cb2[24].x + cb0[0].w;
  r0.xyz = cb0[0].xyz;
  r1.xyz = v0.xyz;
  r1.w = 1.000000000e+000;
  r0.x = dot(r1.xyzw, r0.xyzw);
  r2.w = -cb2[24].y + cb0[1].w;
  r2.xyz = cb0[1].xyz;
  r0.y = dot(r1.xyzw, r2.xyzw);
  r2.w = -cb2[24].z + cb0[2].w;
  r2.xyz = cb0[2].xyz;
  r0.z = dot(r1.xyzw, r2.xyzw);
  r0.w = dot(r1.xyzw, cb0[3].xyzw);
  r1.x = dot(r0.xyzw, cb1[0].xyzw);
  r1.y = dot(r0.xyzw, cb1[1].xyzw);
  r1.z = dot(r0.xyzw, cb1[2].xyzw);
  r1.w = dot(r0.xyzw, cb1[3].xyzw);
  
  float4 stereoParams = StereoParams.Load(0);
  float4  r24 = r1;  
  r1.x += stereoParams.x * (r1.w - stereoParams.y);
  o0.xyzw = r24.xyzw;
  
  //o0.xyzw = r1.xyzw;
  o1.xyz = v1.xyz;
  r0.w = cb3[0].x * r1.w;
  r2.x = saturate(r0.w);
  o2.z = r0.w;
  o1.w = v1.w * r2.x;
  r0.w = dot(cb2[14].xyz, r0.xyz);
  r2.x = dot(r0.xyz, r0.xyz);
  o4.xyz = r0.xyz;
  r0.x = sqrt(r2.x);
  r0.y = r0.w / r0.x;
  r0.xz = r0.xx * cb2[13].wx + cb2[7].ww;
  r0.xz = float2(1.442695e+000,1.442695e+000) * r0.xz;
  r0.xz = exp2(r0.xz);
  r0.xz = max(cb2[7].yy, r0.xz);
  r0.y = -cb2[13].y + r0.y;
  r0.y = saturate(cb2[13].z * r0.y);
  r0.z = r0.z + -r0.x;
  o2.w = saturate(r0.y * r0.z + r0.x);
  r0.x = cb3[1].z * cb2[17].w;
  sincos(r0.x, r0.x, r2.x);
  r0.yz = float2(-5.000000e-001,-5.000000e-001) + v2.yx;
  r0.xw = r0.xx * r0.yz;
  r3.x = r2.x * r0.z + -r0.x;
  r3.y = r2.x * r0.y + r0.w;
  r0.xy = float2(5.000000e-001,5.000000e-001) + r3.xy;
  o2.xy = cb3[1].xy * cb2[17].ww + r0.xy;
  r0.xyzw = cb2[21].xyzw * r1.wwww;
  o3.xyzw = r1.xyzw * cb2[20].xyzw + r0.xyzw;
  o5.xy = v2.xy;  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.1.16 on Sun Jun 07 16:37:56 2015
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0     NONE   float   xyz 
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy  
//
//
// 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   xyzw        2     NONE   float   xyzw
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyz         4     NONE   float   xyz 
// TEXCOORD                 9   xy          5     NONE   float   xy  
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[4], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[25], immediateIndexed
dcl_constantbuffer cb3[2], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyz
dcl_output o5.xy
dcl_temps 4
add r0.w, cb0[0].w, -cb2[24].x
mov r0.xyz, cb0[0].xyzx
mov r1.xyz, v0.xyzx
mov r1.w, l(1.000000)
dp4 r0.x, r1.xyzw, r0.xyzw
add r2.w, cb0[1].w, -cb2[24].y
mov r2.xyz, cb0[1].xyzx
dp4 r0.y, r1.xyzw, r2.xyzw
add r2.w, cb0[2].w, -cb2[24].z
mov r2.xyz, cb0[2].xyzx
dp4 r0.z, r1.xyzw, r2.xyzw
dp4 r0.w, r1.xyzw, cb0[3].xyzw
dp4 r1.x, r0.xyzw, cb1[0].xyzw
dp4 r1.y, r0.xyzw, cb1[1].xyzw
dp4 r1.z, r0.xyzw, cb1[2].xyzw
dp4 r1.w, r0.xyzw, cb1[3].xyzw
mov o0.xyzw, r1.xyzw
mov o1.xyz, v1.xyzx
mul r0.w, r1.w, cb3[0].x
mov_sat r2.x, r0.w
mov o2.z, r0.w
mul o1.w, r2.x, v1.w
dp3 r0.w, cb2[14].xyzx, r0.xyzx
dp3 r2.x, r0.xyzx, r0.xyzx
mov o4.xyz, r0.xyzx
sqrt r0.x, r2.x
div r0.y, r0.w, r0.x
mad r0.xz, r0.xxxx, cb2[13].wwxw, cb2[7].wwww
mul r0.xz, r0.xxzx, l(1.442695, 0.000000, 1.442695, 0.000000)
exp r0.xz, r0.xxzx
max r0.xz, r0.xxzx, cb2[7].yyyy
add r0.y, r0.y, -cb2[13].y
mul_sat r0.y, r0.y, cb2[13].z
add r0.z, -r0.x, r0.z
mad_sat o2.w, r0.y, r0.z, r0.x
mul r0.x, cb2[17].w, cb3[1].z
sincos r0.x, r2.x, r0.x
add r0.yz, v2.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r0.xw, r0.yyyz, r0.xxxx
mad r3.x, r2.x, r0.z, -r0.x
mad r3.y, r2.x, r0.y, r0.w
add r0.xy, r3.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad o2.xy, cb3[1].xyxx, cb2[17].wwww, r0.xyxx
mul r0.xyzw, r1.wwww, cb2[21].xyzw
mad o3.xyzw, r1.xyzw, cb2[20].xyzw, r0.xyzw
mov o5.xy, v2.xyxx
ret 
// Approximately 0 instruction slots used

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