//HUD VS 37. Tutorial.
// ---- Created with 3Dmigoto v0.6.152 on Sun Apr  2 22:17:08 2023

cbuffer Constants : register(b0)
{
  float4 vfuniforms[96] : packoffset(c0);
}



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float2 v0 : TEXCOORD0,
  float4 v1 : SV_Position0,
  uint v2 : COLOR1,
  out float2 o0 : TEXCOORD0,
  out float4 o1 : SV_Position0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams3 = IniParams.Load(int2(3,0));
  float4 iniparams10 = IniParams.Load(int2(10,0));
  
  o0.xy = v0.xy;
  r0.x = (uint)v2.x << 2;
  r0.x = (uint)r0.x;
  r0.xyzw = float4(0.100000001,1.10000002,2.0999999,3.0999999) + r0.xxxx;
  r0.xyzw = (uint4)r0.xyzw;
  o1.x = dot(v1.xyzw, vfuniforms[r0.x].xyzw);
  o1.y = dot(v1.xyzw, vfuniforms[r0.y].xyzw);
  o1.z = dot(v1.xyzw, vfuniforms[r0.z].xyzw);
  o1.w = dot(v1.xyzw, vfuniforms[r0.w].xyzw);
  if (o1.w!=1) {
    o1.x-=stereo.x*(o1.w-stereo.y);
	o1.x+=stereo.x*iniparams10.x*o1.w;
  }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.152 on Sun Apr  2 22:17:08 2023
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
//   float4 vfuniforms[96];             // Offset:    0 Size:  1536
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Constants                         cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// SV_Position              0   xyzw        1     NONE   float   xyzw
// COLOR                    1   x           2     NONE    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// SV_Position              0   xyzw        1      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[96], dynamicIndexed
dcl_input v0.xy
dcl_input v1.xyzw
dcl_input v2.x
dcl_output o0.xy
dcl_output_siv o1.xyzw, position
dcl_temps 1
mov o0.xy, v0.xyxx
ishl r0.x, v2.x, l(2)
utof r0.x, r0.x
add r0.xyzw, r0.xxxx, l(0.100000, 1.100000, 2.100000, 3.100000)
ftou r0.xyzw, r0.xyzw
dp4 o1.x, v1.xyzw, cb0[r0.x + 0].xyzw
dp4 o1.y, v1.xyzw, cb0[r0.y + 0].xyzw
dp4 o1.z, v1.xyzw, cb0[r0.z + 0].xyzw
dp4 o1.w, v1.xyzw, cb0[r0.w + 0].xyzw
ret
// Approximately 10 instruction slots used

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