//HUD VS 6.
// ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 11:26:10 2023
cbuffer cb2 : register(b2)
{
  float4 cb2[15];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[12];
}




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


void main(
  float4 v0 : POSITION0,
  float4 v1 : COLOR0,
  float4 v2 : TEXCOORD0,
  float2 v3 : TEXCOORD1,
  out float4 o0 : SV_Position0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams3 = IniParams.Load(int2(3,0));
  float4 iniparams10 = IniParams.Load(int2(10,0));
  float4 iniparams11 = IniParams.Load(int2(11,0));
  
  r0.x = cmp(0 < cb0[7].x);
  if (r0.x != 0) {
    r1.x = dot(v0.xyzw, cb0[8].xyzw);
    r1.y = dot(v0.xyzw, cb0[9].xyzw);
    r1.z = dot(v0.xyzw, cb0[10].xyzw);
    r1.w = dot(v0.xyzw, cb0[11].xyzw);
  } else {
    r1.x = dot(v0.xyzw, cb0[2].xyzw);
    r1.y = dot(v0.xyzw, cb0[3].xyzw);
    r1.z = dot(v0.xyzw, cb0[4].xyzw);
    r1.w = dot(v0.xyzw, cb0[5].xyzw);
  }
  r2.xy = v3.xy;
  r2.z = 1;
  o3.z = dot(r2.xyz, cb0[1].xyw);
  o3.w = dot(r2.xyz, cb0[6].xyw);
  r0.yz = cb2[14].zw * float2(0.00052083336,0.00092592591);
  r0.y = min(r0.y, r0.z);
  r0.z = cb2[14].z * r1.x;
  r2.xy = float2(0.000177343769,2.60416698e-07) * r0.zz;
  o2.z = r0.z * 3.33658875e-07 + 0.465000004;
  r0.zw = float2(0.280499995,0.000500000024) * r1.yy;
  o2.w = r1.y * -0.000617187528 + 0.5;
  r2.xy = cb0[2].zz * float2(1.5,1.5) + r2.xy;
  r0.zw = cb0[3].zz * float2(2.5,2.5) + r0.zw;
  r2.xy = float2(0.5,0.5) + r2.xy;
  r2.zw = float2(0.5,0.5) + r0.zw;
  r0.xz = r0.xx ? r2.xz : r2.yw;
  r0.xy = r0.xz / r0.yy;
  r0.z = 1;
  o2.x = dot(r0.xyz, float3(0.965925992,0.258819014,1));
  o2.y = dot(r0.xyz, float3(-0.258819014,0.965925992,1));
  r0.xyz = cb0[0].xyz * cb0[0].xyz;
  r2.xyz = log2(abs(v1.xyz));
  r2.xyz = float3(2.20000005,2.20000005,2.20000005) * r2.xyz;
  r2.xyz = exp2(r2.xyz);
  o1.xyz = r2.xyz * r0.xyz;
  o1.w = cb0[0].w * v1.w;
  o0.xyzw = r1.xyzw;
  if (o0.w!=1.0 && o0.w<20.0) {
    o0.x+=stereo.x*(o0.w-stereo.y);
  }
  o3.xy = v2.xy;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 11:26:10 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1   xy          3     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[12], immediateIndexed
dcl_constantbuffer CB2[15], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xy
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 3
lt r0.x, l(0.000000), cb0[7].x
if_nz r0.x
  dp4 r1.x, v0.xyzw, cb0[8].xyzw
  dp4 r1.y, v0.xyzw, cb0[9].xyzw
  dp4 r1.z, v0.xyzw, cb0[10].xyzw
  dp4 r1.w, v0.xyzw, cb0[11].xyzw
else
  dp4 r1.x, v0.xyzw, cb0[2].xyzw
  dp4 r1.y, v0.xyzw, cb0[3].xyzw
  dp4 r1.z, v0.xyzw, cb0[4].xyzw
  dp4 r1.w, v0.xyzw, cb0[5].xyzw
endif
mov r2.xy, v3.xyxx
mov r2.z, l(1.000000)
dp3 o3.z, r2.xyzx, cb0[1].xywx
dp3 o3.w, r2.xyzx, cb0[6].xywx
mul r0.yz, l(0.000000, 0.000520833360, 0.000925925910, 0.000000), cb2[14].zzwz
min r0.y, r0.z, r0.y
mul r0.z, r1.x, cb2[14].z
mul r2.xy, r0.zzzz, l(0.000177343769, 2.604166980E-07, 0.000000, 0.000000)
mad o2.z, r0.z, l(3.336588748E-07), l(0.465000)
mul r0.zw, r1.yyyy, l(0.000000, 0.000000, 0.280500, 0.000500)
mad o2.w, r1.y, l(-0.000617187528), l(0.500000)
mad r2.xy, cb0[2].zzzz, l(1.500000, 1.500000, 0.000000, 0.000000), r2.xyxx
mad r0.zw, cb0[3].zzzz, l(0.000000, 0.000000, 2.500000, 2.500000), r0.zzzw
add r2.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
add r2.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
movc r0.xz, r0.xxxx, r2.xxzx, r2.yywy
div r0.xy, r0.xzxx, r0.yyyy
mov r0.z, l(1.000000)
dp3 o2.x, r0.xyzx, l(0.965926, 0.258819, 1.000000, 0.000000)
dp3 o2.y, r0.xyzx, l(-0.258819, 0.965926, 1.000000, 0.000000)
mul r0.xyz, cb0[0].xyzx, cb0[0].xyzx
log r2.xyz, |v1.xyzx|
mul r2.xyz, r2.xyzx, l(2.200000, 2.200000, 2.200000, 0.000000)
exp r2.xyz, r2.xyzx
mul o1.xyz, r0.xyzx, r2.xyzx
mul o1.w, v1.w, cb0[0].w
mov o0.xyzw, r1.xyzw
mov o3.xy, v2.xyxx
ret
// Approximately 0 instruction slots used

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