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 float2 o4 : 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;
  r0.w = dot(r0.xyz, r0.xyz);
  r2.x = rsqrt(r0.w);
  r0.w = sqrt(r0.w);
  r0.w = r0.w * cb2[7].z + cb2[7].w;
  r0.w = 1.442695022e+000 * r0.w;
  r0.w = exp2(r0.w);
  o2.w = saturate(max(cb2[7].y, r0.w));
  r0.xyz = r2.xxx * r0.xyz;
  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.x = dot(r0.xyz, r2.xyz);
  r0.x = r0.x * r0.x;
  r0.x = saturate(r0.x * cb3[1].z + cb3[1].w);
  r0.yzw = v1.xyz * r0.xxx;
  r2.xyz = -cb3[3].xyz + cb3[2].xyz;
  r2.xyz = r0.xxx * r2.xyz + cb3[3].xyz;
  o1.xyz = r2.xyz * r0.yzw;
  r0.y = cb3[0].x * r1.w;
  r0.z = saturate(r0.y);
  o2.z = r0.y;
  r0.y = v1.w * r0.z;
  o1.w = r0.y * r0.x;
  o2.xy = v2.xy;
  r0.xyzw = cb2[21].xyzw * r1.wwww;
  o3.xyzw = r1.xyzw * cb2[20].xyzw + r0.xyzw;
  r0.x = cb3[4].z * cb2[17].w;
  sincos(r0.x, r0.x, r1.x);
  r0.yz = float2(-5.000000e-001,-5.000000e-001) + v2.yx;
  r0.xw = r0.xx * r0.yz;
  r2.x = r1.x * r0.z + -r0.x;
  r2.y = r1.x * r0.y + r0.w;
  r0.xy = float2(5.000000e-001,5.000000e-001) + r2.xy;
  o4.xy = cb3[4].xy * cb2[17].ww + r0.xy;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.1.17 on Thu Jun 11 08:33:14 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                 9   xy          4     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.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
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r2.x, r0.w
sqrt r0.w, r0.w
mad r0.w, r0.w, cb2[7].z, cb2[7].w
mul r0.w, r0.w, l(1.442695)
exp r0.w, r0.w
max_sat o2.w, r0.w, cb2[7].y
mul r0.xyz, r0.xyzx, r2.xxxx
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.x, r0.xyzx, r2.xyzx
mul r0.x, r0.x, r0.x
mad_sat r0.x, r0.x, cb3[1].z, cb3[1].w
mul r0.yzw, r0.xxxx, v1.xxyz
add r2.xyz, cb3[2].xyzx, -cb3[3].xyzx
mad r2.xyz, r0.xxxx, r2.xyzx, cb3[3].xyzx
mul o1.xyz, r0.yzwy, r2.xyzx
mul r0.y, r1.w, cb3[0].x
mov_sat r0.z, r0.y
mov o2.z, r0.y
mul r0.y, r0.z, v1.w
mul o1.w, r0.x, r0.y
mov o2.xy, v2.xyxx
mul r0.xyzw, r1.wwww, cb2[21].xyzw
mad o3.xyzw, r1.xyzw, cb2[20].xyzw, r0.xyzw
mul r0.x, cb2[17].w, cb3[4].z
sincos r0.x, r1.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 r2.x, r1.x, r0.z, -r0.x
mad r2.y, r1.x, r0.y, r0.w
add r0.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad o4.xy, cb3[4].xyxx, cb2[17].wwww, r0.xyxx
ret 
// Approximately 0 instruction slots used

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