cbuffer cb3 : register(b3)
{
  float4 cb3[5];
}

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,
  float3 v3 : NORMAL0,
  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;
  r2.xyz = v3.xyz * float3(2.000000e+000,2.000000e+000,2.000000e+000) + float3(-1.000000e+000,-1.000000e+000,-1.000000e+000);
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = r2.xyz * r0.www;
  r3.x = dot(r2.xyz, cb0[0].xyz);
  r3.y = dot(r2.xyz, cb0[1].xyz);
  r3.z = dot(r2.xyz, cb0[2].xyz);
  r0.w = dot(r3.xyz, r3.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = r3.xyz * r0.www;
  r0.w = dot(r0.xyz, r0.xyz);
  r2.w = rsqrt(r0.w);
  r0.w = sqrt(r0.w);
  r3.xyz = r2.www * r0.xyz;
  r2.x = dot(r3.xyz, r2.xyz);
  r2.x = r2.x * r2.x;
  r2.x = saturate(r2.x * cb3[2].z + cb3[2].w);
  r2.yzw = -cb3[4].xyz + cb3[3].xyz;
  r2.yzw = r2.xxx * r2.yzw + cb3[4].xyz;
  o1.xyz = v1.xyz * r2.yzw;
  r2.y = cb3[0].x * r1.w;
  r2.z = saturate(r2.y);
  o2.z = r2.y;
  r2.y = v1.w * r2.z;
  o1.w = r2.y * r2.x;
  r2.x = dot(cb2[14].xyz, r0.xyz);
  o4.xyz = r0.xyz;
  r0.x = r2.x / r0.w;
  r0.yz = r0.ww * cb2[13].wx + cb2[7].ww;
  r0.yz = float2(1.442695e+000,1.442695e+000) * r0.yz;
  r0.yz = exp2(r0.yz);
  r0.yz = max(cb2[7].yy, r0.yz);
  r0.x = -cb2[13].y + r0.x;
  r0.x = saturate(cb2[13].z * r0.x);
  r0.z = r0.z + -r0.y;
  o2.w = saturate(r0.x * r0.z + r0.y);
  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 v1.1.17 on Thu Jun 11 09:09:51 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  
// NORMAL                   0   xyz         3     NONE   float   xyz 
//
//
// 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[5], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xy
dcl_input v3.xyz
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
mad r2.xyz, v3.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
dp3 r3.x, r2.xyzx, cb0[0].xyzx
dp3 r3.y, r2.xyzx, cb0[1].xyzx
dp3 r3.z, r2.xyzx, cb0[2].xyzx
dp3 r0.w, r3.xyzx, r3.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r3.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r2.w, r0.w
sqrt r0.w, r0.w
mul r3.xyz, r0.xyzx, r2.wwww
dp3 r2.x, r3.xyzx, r2.xyzx
mul r2.x, r2.x, r2.x
mad_sat r2.x, r2.x, cb3[2].z, cb3[2].w
add r2.yzw, cb3[3].xxyz, -cb3[4].xxyz
mad r2.yzw, r2.xxxx, r2.yyzw, cb3[4].xxyz
mul o1.xyz, r2.yzwy, v1.xyzx
mul r2.y, r1.w, cb3[0].x
mov_sat r2.z, r2.y
mov o2.z, r2.y
mul r2.y, r2.z, v1.w
mul o1.w, r2.x, r2.y
dp3 r2.x, cb2[14].xyzx, r0.xyzx
mov o4.xyz, r0.xyzx
div r0.x, r2.x, r0.w
mad r0.yz, r0.wwww, cb2[13].wwxw, cb2[7].wwww
mul r0.yz, r0.yyzy, l(0.000000, 1.442695, 1.442695, 0.000000)
exp r0.yz, r0.yyzy
max r0.yz, r0.yyzy, cb2[7].yyyy
add r0.x, r0.x, -cb2[13].y
mul_sat r0.x, r0.x, cb2[13].z
add r0.z, -r0.y, r0.z
mad_sat o2.w, r0.x, r0.z, r0.y
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

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