cbuffer cb2 : register(b2)
{
  float4 cb2[28];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[8];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[5];
}


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 : TEXCOORD1,
  out float4 o2 : TEXCOORD0,
  out float4 o3 : TEXCOORD5,
  out float4 o4 : TEXCOORD4,
  out float3 o5 : TEXCOORD6,
  out float4 o6 : COLOR0,
  out float4 o7 : TEXCOORD9)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.w = -cb2[27].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[27].y + cb0[1].w;
  r2.xyz = cb0[1].xyz;
  r0.y = dot(r1.xyzw, r2.xyzw);
  r2.w = -cb2[27].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.xy = v2.xy;
  o1.zw = float2(0.000000e+000,0.000000e+000);
  o2.w = 0.000000000e+000;
  o2.xyz = cb2[27].xyz + r0.xyz;
  r2.x = dot(r0.xyz, r0.xyz);
  r2.x = sqrt(r2.x);
  r2.y = dot(cb2[17].xyz, r0.xyz);
  r2.y = r2.y / r2.x;
  r2.xz = r2.xx * cb2[16].wx + cb2[8].ww;
  r2.xz = float2(1.442695e+000,1.442695e+000) * r2.xz;
  r2.xz = exp2(r2.xz);
  r2.xz = max(cb2[8].yy, r2.xz);
  r2.y = -cb2[16].y + r2.y;
  r2.y = saturate(cb2[16].z * r2.y);
  r2.z = r2.z + -r2.x;
  o3.w = saturate(r2.y * r2.z + r2.x);
  o3.xyz = r0.xyz;
  o4.x = dot(r0.xyzw, cb1[4].xyzw);
  o4.y = dot(r0.xyzw, cb1[5].xyzw);
  o4.z = dot(r0.xyzw, cb1[6].xyzw);
  o4.w = dot(r0.xyzw, cb1[7].xyzw);
  o5.xyz = cb0[4].xyz;
  o6.xyzw = v1.xyzw;
  r0.xyzw = cb2[24].xyzw * r1.wwww;
  o7.xyzw = r1.xyzw * cb2[23].xyzw + r0.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.1.16 on Mon Jun 08 00:58:38 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
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 5   xyzw        3     NONE   float   xyzw
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 6   xyz         5     NONE   float   xyz 
// COLOR                    0   xyzw        6     NONE   float   xyzw
// TEXCOORD                 9   xyzw        7     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[5], immediateIndexed
dcl_constantbuffer cb1[8], immediateIndexed
dcl_constantbuffer cb2[28], 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.xyzw
dcl_output o5.xyz
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_temps 3
add r0.w, cb0[0].w, -cb2[27].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[27].y
mov r2.xyz, cb0[1].xyzx
dp4 r0.y, r1.xyzw, r2.xyzw
add r2.w, cb0[2].w, -cb2[27].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.xy, v2.xyxx
mov o1.zw, l(0,0,0,0)
mov o2.w, l(0)
add o2.xyz, r0.xyzx, cb2[27].xyzx
dp3 r2.x, r0.xyzx, r0.xyzx
sqrt r2.x, r2.x
dp3 r2.y, cb2[17].xyzx, r0.xyzx
div r2.y, r2.y, r2.x
mad r2.xz, r2.xxxx, cb2[16].wwxw, cb2[8].wwww
mul r2.xz, r2.xxzx, l(1.442695, 0.000000, 1.442695, 0.000000)
exp r2.xz, r2.xxzx
max r2.xz, r2.xxzx, cb2[8].yyyy
add r2.y, r2.y, -cb2[16].y
mul_sat r2.y, r2.y, cb2[16].z
add r2.z, -r2.x, r2.z
mad_sat o3.w, r2.y, r2.z, r2.x
mov o3.xyz, r0.xyzx
dp4 o4.x, r0.xyzw, cb1[4].xyzw
dp4 o4.y, r0.xyzw, cb1[5].xyzw
dp4 o4.z, r0.xyzw, cb1[6].xyzw
dp4 o4.w, r0.xyzw, cb1[7].xyzw
mov o5.xyz, cb0[4].xyzx
mov o6.xyzw, v1.xyzw
mul r0.xyzw, r1.wwww, cb2[24].xyzw
mad o7.xyzw, r1.xyzw, cb2[23].xyzw, r0.xyzw
ret 
// Approximately 0 instruction slots used

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