//HUD VS 11. Top left corner.
// ---- Created with 3Dmigoto v0.6.181 on Sat Dec 30 13:31:23 2023
cbuffer cb0 : register(b0)
{
  float4 cb0[9];
}




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


void main(
  float4 v0 : POSITION0,
  float4 v1 : TEXCOORD0,
  float2 v2 : TEXCOORD1,
  out float4 o0 : SV_Position0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2)
{
  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));
  float4 iniparams11 = IniParams.Load(int2(11,0));
  
  o0.x = dot(v0.xyzw, cb0[1].xyzw);
  o0.y = dot(v0.xyzw, cb0[2].xyzw);
  o0.z = dot(v0.xyzw, cb0[3].xyzw);
  o0.w = dot(v0.xyzw, cb0[4].xyzw);
  if (o0.w!=1.0 && o0.w<20.0) {
    o0.x+=stereo.x*(o0.w-stereo.y);
  } else if (iniparams11.x==1) {
    o0.x+=stereo.x*o0.w*iniparams10.x;
  }
  r0.xyz = log2(cb0[5].xyz);
  r0.xyz = float3(2.20000005,2.20000005,2.20000005) * r0.xyz;
  o1.xyz = exp2(r0.xyz);
  o1.w = cb0[5].w;
  o2.zw = v1.xy;
  r0.xy = v2.xy;
  r0.z = 1;
  o2.x = dot(r0.xyz, cb0[7].xyw);
  o2.y = dot(r0.xyz, cb0[8].xyw);
  o3.z = dot(r0.xyz, cb0[0].xyw);
  o3.w = dot(r0.xyz, cb0[6].xyw);
  o3.xy = v1.xy;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sat Dec 30 13:31:23 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xy          2     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[9], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 1
dp4 o0.x, v0.xyzw, cb0[1].xyzw
dp4 o0.y, v0.xyzw, cb0[2].xyzw
dp4 o0.z, v0.xyzw, cb0[3].xyzw
dp4 o0.w, v0.xyzw, cb0[4].xyzw
log r0.xyz, cb0[5].xyzx
mul r0.xyz, r0.xyzx, l(2.200000, 2.200000, 2.200000, 0.000000)
exp o1.xyz, r0.xyzx
mov o1.w, cb0[5].w
mov o2.zw, v1.xxxy
mov r0.xy, v2.xyxx
mov r0.z, l(1.000000)
dp3 o2.x, r0.xyzx, cb0[7].xywx
dp3 o2.y, r0.xyzx, cb0[8].xywx
dp3 o3.z, r0.xyzx, cb0[0].xywx
dp3 o3.w, r0.xyzx, cb0[6].xywx
mov o3.xy, v1.xyxx
ret
// Approximately 0 instruction slots used

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