cbuffer cb3 : register(b3)
{
  float4 cb3 : packoffset(c0);
}

cbuffer cb2 : register(b2)
{
  float4 cb2[25] : packoffset(c0);
}

cbuffer cb1 : register(b1)
{
  float4 cb1[4] : packoffset(c0);
}

cbuffer cb0 : register(b0)
{
  float4 cb0[4] : packoffset(c0);
}

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)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.w = cb0[0].w + -cb2[24].x;
  r0.xyz = cb0[0].xyz;
  r1.xyz = v0.xyz;
  r1.w = 1.000000000e+000;
  r0.x = dot(r1.xyzw, r0.xyzw);
  r2.w = cb0[1].w + -cb2[24].y;
  r2.xyz = cb0[1].xyz;
  r0.y = dot(r1.xyzw, r2.xyzw);
  r2.w = cb0[2].w + -cb2[24].z;
  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.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);
  o2.xy = v2.xy;
  r0.xyzw = cb2[21].xyzw * r1.wwww;
  o3.xyzw = r1.xyzw * cb2[20].xyzw + r0.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789
//
//   using 3Dmigoto v1.1.16 on Sun Jun 07 17:13:58 2015
//
//
// Buffer Definitions: 
//
// cbuffer cb3
// {
//
//   float4 cb3;                        // Offset:    0 Size:    16
//
// }
//
// cbuffer cb2
// {
//
//   float4 cb2[25];                    // Offset:    0 Size:   400
//
// }
//
// cbuffer cb1
// {
//
//   float4 cb1[4];                     // Offset:    0 Size:    64
//
// }
//
// cbuffer cb0
// {
//
//   float4 cb0[4];                     // Offset:    0 Size:    64
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cb0                               cbuffer      NA          NA    0        1
// cb1                               cbuffer      NA          NA    1        1
// cb2                               cbuffer      NA          NA    2        1
// cb3                               cbuffer      NA          NA    3        1
//
//
//
// 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 
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb3[1], immediateIndexed
dcl_constantbuffer cb2[25], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb0[4], 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_temps 3
add r0.w, -cb2[24].x, cb0[0].w
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, -cb2[24].y, cb0[1].w
mov r2.xyz, cb0[1].xyzx
dp4 r0.y, r1.xyzw, r2.xyzw
add r2.w, -cb2[24].z, cb0[2].w
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
mov o2.xy, v2.xyxx
mul r0.xyzw, r1.wwww, cb2[21].xyzw
mad o3.xyzw, r1.xyzw, cb2[20].xyzw, r0.xyzw
ret 
// Approximately 39 instruction slots used

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