Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

cbuffer cb3 : register(b3)
{
  float4 cb3[15];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[26];
}

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

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 float3 o4 : TEXCOORD6,
  out float4 o5 : COLOR0,
  out float4 o6 : TEXCOORD9)
{
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = cb3[14].y * 5.000000000e-001 + cb2[18].w;
  r0.x = r0.x / cb3[14].y;
  r0.y = r0.x >= -r0.x;
  r0.x = frac(abs(r0.x));
  r0.x = r0.y ? r0.x : -r0.x;
  r0.zw = cb3[14].yy * r0.xx;
  r1.x = cb2[18].w / cb3[14].y;
  r1.y = r1.x >= -r1.x;
  r1.x = frac(abs(r1.x));
  r1.x = r1.y ? r1.x : -r1.x;
  r0.xy = cb3[14].yy * r1.xx;
  r1.x = t3.SampleLevel(s3_s, v2.xy, 0.000000000e+000).w;
  r1.xyzw = r1.xxxx * float4(5.000000e-001,5.000000e-001,5.000000e-001,5.000000e-001) + r0.xyzw;
  r0.x = cb3[14].y * 5.000000000e-001 + -r0.y;
  r0.yzw = t1.SampleLevel(s1_s, v2.xy, 0.000000000e+000).xyz;
  r0.yzw = r0.yzw * float3(2.000000e+000,2.000000e+000,1.000000e+000) + float3(-9.960938e-001,-9.960938e-001,-0.000000e+000);
  r2.xyzw = r0.zyzy * r0.wwww;
  r2.xyzw = cb3[13].xxxx * r2.xyzw;
  r3.xyzw = cb3[11].wzwz * -r2.xyzw;
  r2.xyzw = cb3[10].wzwz * -r2.zwzw;
  r2.xyzw = r2.xyzw * r1.xyzw;
  r1.xyzw = r3.xyzw * r1.xyzw;
  r3.w = -cb2[25].x + cb0[0].w;
  r3.xyz = cb0[0].xyz;
  r4.xyz = v0.xyz;
  r4.w = 1.000000000e+000;
  r3.x = dot(r4.xyzw, r3.xyzw);
  r5.w = -cb2[25].y + cb0[1].w;
  r5.xyz = cb0[1].xyz;
  r3.y = dot(r4.xyzw, r5.xyzw);
  r5.w = -cb2[25].z + cb0[2].w;
  r5.xyz = cb0[2].xyz;
  r3.z = dot(r4.xyzw, r5.xyzw);
  r3.w = dot(r4.xyzw, cb0[3].xyzw);
  r0.yzw = cb2[25].xyz + r3.xyz;
  r1.xyzw = r0.zyzy * cb3[11].yxyx + r1.xyzw;
  r1.x = t2.SampleLevel(s2_s, r1.xy, 0.000000000e+000).w;
  r1.y = t2.SampleLevel(s2_s, r1.zw, 0.000000000e+000).w;
  r4.y = r1.y * 2.000000000e+000 + -1.000000000e+000;
  r4.x = r1.x * 2.000000000e+000 + -1.000000000e+000;
  r1.xy = cb3[4].yy * r4.xy;
  r2.xyzw = r0.zyzy * cb3[10].yxyx + r2.xyzw;
  r1.z = t2.SampleLevel(s2_s, r2.xy, 0.000000000e+000).w;
  r1.w = t2.SampleLevel(s2_s, r2.zw, 0.000000000e+000).w;
  r2.y = r1.w * 2.000000000e+000 + -1.000000000e+000;
  r2.x = r1.z * 2.000000000e+000 + -1.000000000e+000;
  r1.xy = r2.xy * cb3[4].xx + r1.xy;
  r1.y = r1.y + -r1.x;
  r1.z = 5.000000000e-001 * cb3[14].y;
  r0.x = saturate(abs(r0.x) / r1.z);
  r0.x = r0.x * r1.y + r1.x;
  r3.z = r0.x * v1.z + r3.z;
  o2.z = r0.x * v1.z + r0.w;
  o2.xy = r0.yz;
  r0.x = dot(r3.xyzw, cb1[0].xyzw);
  r0.y = dot(r3.xyzw, cb1[1].xyzw);
  r0.z = dot(r3.xyzw, cb1[2].xyzw);
  r0.w = dot(r3.xyzw, cb1[3].xyzw);
  
  float4 stereoParams = StereoParams.Load(0);
  float4  r24 = r0;  
  r0.x += stereoParams.x * (r0.w - stereoParams.y);
  o0.xyzw = r24.xyzw;
  
  //o0.xyzw = r0.xyzw;
  o1.xy = v2.xy;
  o1.zw = float2(0.000000e+000,0.000000e+000);
  o2.w = 0.000000000e+000;
  r1.x = dot(cb2[15].xyz, r3.xyz);
  r1.y = dot(r3.xyz, r3.xyz);
  o3.xyz = r3.xyz;
  r1.y = sqrt(r1.y);
  r1.x = r1.x / r1.y;
  r1.yz = r1.yy * cb2[14].wx + cb2[8].ww;
  r1.yz = float2(1.442695e+000,1.442695e+000) * r1.yz;
  r1.yz = exp2(r1.yz);
  r1.yz = max(cb2[8].yy, r1.yz);
  r1.x = -cb2[14].y + r1.x;
  r1.x = saturate(cb2[14].z * r1.x);
  r1.z = r1.z + -r1.y;
  o3.w = saturate(r1.x * r1.z + r1.y);
  o4.xyz = cb0[4].xyz;
  o5.xyzw = v1.xyzw;
  r1.xyzw = cb2[22].xyzw * r0.wwww;
  o6.xyzw = r0.xyzw * cb2[21].xyzw + r1.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.1.16 on Mon Jun 08 01:31:51 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  
//
//
// 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                 6   xyz         4     NONE   float   xyz 
// COLOR                    0   xyzw        5     NONE   float   xyzw
// TEXCOORD                 9   xyzw        6     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[5], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[26], immediateIndexed
dcl_constantbuffer cb3[15], immediateIndexed
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
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.xyzw
dcl_output o6.xyzw
dcl_temps 6
mad r0.x, cb3[14].y, l(0.500000), cb2[18].w
div r0.x, r0.x, cb3[14].y
ge r0.y, r0.x, -r0.x
frc r0.x, |r0.x|
movc r0.x, r0.y, r0.x, -r0.x
mul r0.zw, r0.xxxx, cb3[14].yyyy
div r1.x, cb2[18].w, cb3[14].y
ge r1.y, r1.x, -r1.x
frc r1.x, |r1.x|
movc r1.x, r1.y, r1.x, -r1.x
mul r0.xy, r1.xxxx, cb3[14].yyyy
sample_l_indexable(texture2d)(float,float,float,float) r1.x, v2.xyxx, t3.wxyz, s3, l(0.000000)
mad r1.xyzw, r1.xxxx, l(0.500000, 0.500000, 0.500000, 0.500000), r0.xyzw
mad r0.x, cb3[14].y, l(0.500000), -r0.y
sample_l_indexable(texture2d)(float,float,float,float) r0.yzw, v2.xyxx, t1.wxyz, s1, l(0.000000)
mad r0.yzw, r0.yyzw, l(0.000000, 2.000000, 2.000000, 1.000000), l(0.000000, -0.996094, -0.996094, -0.000000)
mul r2.xyzw, r0.wwww, r0.zyzy
mul r2.xyzw, r2.xyzw, cb3[13].xxxx
mul r3.xyzw, -r2.xyzw, cb3[11].wzwz
mul r2.xyzw, -r2.zwzw, cb3[10].wzwz
mul r2.xyzw, r1.xyzw, r2.xyzw
mul r1.xyzw, r1.xyzw, r3.xyzw
add r3.w, cb0[0].w, -cb2[25].x
mov r3.xyz, cb0[0].xyzx
mov r4.xyz, v0.xyzx
mov r4.w, l(1.000000)
dp4 r3.x, r4.xyzw, r3.xyzw
add r5.w, cb0[1].w, -cb2[25].y
mov r5.xyz, cb0[1].xyzx
dp4 r3.y, r4.xyzw, r5.xyzw
add r5.w, cb0[2].w, -cb2[25].z
mov r5.xyz, cb0[2].xyzx
dp4 r3.z, r4.xyzw, r5.xyzw
dp4 r3.w, r4.xyzw, cb0[3].xyzw
add r0.yzw, r3.xxyz, cb2[25].xxyz
mad r1.xyzw, r0.zyzy, cb3[11].yxyx, r1.xyzw
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t2.wxyz, s2, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.y, r1.zwzz, t2.xwyz, s2, l(0.000000)
mad r4.y, r1.y, l(2.000000), l(-1.000000)
mad r4.x, r1.x, l(2.000000), l(-1.000000)
mul r1.xy, r4.xyxx, cb3[4].yyyy
mad r2.xyzw, r0.zyzy, cb3[10].yxyx, r2.xyzw
sample_l_indexable(texture2d)(float,float,float,float) r1.z, r2.xyxx, t2.xywz, s2, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r1.w, r2.zwzz, t2.xyzw, s2, l(0.000000)
mad r2.y, r1.w, l(2.000000), l(-1.000000)
mad r2.x, r1.z, l(2.000000), l(-1.000000)
mad r1.xy, r2.xyxx, cb3[4].xxxx, r1.xyxx
add r1.y, -r1.x, r1.y
mul r1.z, cb3[14].y, l(0.500000)
div_sat r0.x, |r0.x|, r1.z
mad r0.x, r0.x, r1.y, r1.x
mad r3.z, r0.x, v1.z, r3.z
mad o2.z, r0.x, v1.z, r0.w
mov o2.xy, r0.yzyy
dp4 r0.x, r3.xyzw, cb1[0].xyzw
dp4 r0.y, r3.xyzw, cb1[1].xyzw
dp4 r0.z, r3.xyzw, cb1[2].xyzw
dp4 r0.w, r3.xyzw, cb1[3].xyzw
mov o0.xyzw, r0.xyzw
mov o1.xy, v2.xyxx
mov o1.zw, l(0,0,0,0)
mov o2.w, l(0)
dp3 r1.x, cb2[15].xyzx, r3.xyzx
dp3 r1.y, r3.xyzx, r3.xyzx
mov o3.xyz, r3.xyzx
sqrt r1.y, r1.y
div r1.x, r1.x, r1.y
mad r1.yz, r1.yyyy, cb2[14].wwxw, cb2[8].wwww
mul r1.yz, r1.yyzy, l(0.000000, 1.442695, 1.442695, 0.000000)
exp r1.yz, r1.yyzy
max r1.yz, r1.yyzy, cb2[8].yyyy
add r1.x, r1.x, -cb2[14].y
mul_sat r1.x, r1.x, cb2[14].z
add r1.z, -r1.y, r1.z
mad_sat o3.w, r1.x, r1.z, r1.y
mov o4.xyz, cb0[4].xyzx
mov o5.xyzw, v1.xyzw
mul r1.xyzw, r0.wwww, cb2[22].xyzw
mad o6.xyzw, r0.xyzw, cb2[21].xyzw, r1.xyzw
ret 
// Approximately 0 instruction slots used

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