//HUD VS 7.
// ---- Created with 3Dmigoto v0.6.181 on Sun Dec 24 11:26:32 2023
cbuffer cb2 : register(b2)
{
  float4 cb2[15];
}

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 : COLOR0,
  float4 v2 : TEXCOORD0,
  float4 v3 : TEXCOORD1,
  float2 v4 : TEXCOORD2,
  out float4 o0 : SV_Position0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float2 o4 : TEXCOORD3)
{
  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[4].x);
  if (r0.x != 0) {
    r0.x = dot(v0.xyzw, cb0[5].xyzw);
    r0.y = dot(v0.xyzw, cb0[6].xyzw);
    r0.z = dot(v0.xyzw, cb0[7].xyzw);
    r0.w = dot(v0.xyzw, cb0[8].xyzw);
  } else {
    r0.x = dot(v0.xyzw, cb0[0].xyzw);
    r0.y = dot(v0.xyzw, cb0[1].xyzw);
    r0.z = dot(v0.xyzw, cb0[2].xyzw);
    r0.w = dot(v0.xyzw, cb0[3].xyzw);
  }
  o3.xy = v4.xy + v2.xy;
  r1.xy = cb2[14].zw * float2(0.00052083336,0.00092592591);
  r1.x = min(r1.x, r1.y);
  r1.y = cb2[14].z * r0.x;
  r1.z = 1.5 * cb0[0].z;
  r1.y = r1.y * 2.60416698e-07 + r1.z;
  r2.x = 0.5 + r1.y;
  r1.y = 2.5 * cb0[1].z;
  r1.y = r0.y * 0.000500000024 + r1.y;
  r2.y = 0.5 + r1.y;
  r1.xy = r2.xy / r1.xx;
  r1.z = 1;
  o2.z = dot(r1.xyz, float3(0.965925992,0.258819014,1));
  o2.w = dot(r1.xyz, float3(-0.258819014,0.965925992,1));
  r1.xyz = log2(v1.xyz);
  r1.xyz = float3(2.20000005,2.20000005,2.20000005) * r1.xyz;
  o1.xyz = exp2(r1.xyz);
  o0.xyzw = r0.xyzw;
  if (o0.w!=1.0 && o0.w<20.0) {
    o0.x+=stereo.x*(o0.w-stereo.y);
  }
  o1.w = v1.w;
  o2.xy = v3.xy;
  o3.zw = v2.xy;
  o4.xy = v3.xy;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.181 on Sun Dec 24 11:26:32 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
// TEXCOORD                 2   xy          4     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
// TEXCOORD                 3   xy          4     NONE   float   xy
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[9], immediateIndexed
dcl_constantbuffer CB2[15], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xy
dcl_input v3.xy
dcl_input v4.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xy
dcl_temps 3
lt r0.x, l(0.000000), cb0[4].x
if_nz r0.x
  dp4 r0.x, v0.xyzw, cb0[5].xyzw
  dp4 r0.y, v0.xyzw, cb0[6].xyzw
  dp4 r0.z, v0.xyzw, cb0[7].xyzw
  dp4 r0.w, v0.xyzw, cb0[8].xyzw
else
  dp4 r0.x, v0.xyzw, cb0[0].xyzw
  dp4 r0.y, v0.xyzw, cb0[1].xyzw
  dp4 r0.z, v0.xyzw, cb0[2].xyzw
  dp4 r0.w, v0.xyzw, cb0[3].xyzw
endif
add o3.xy, v2.xyxx, v4.xyxx
mul r1.xy, l(0.000520833360, 0.000925925910, 0.000000, 0.000000), cb2[14].zwzz
min r1.x, r1.y, r1.x
mul r1.y, r0.x, cb2[14].z
mul r1.z, cb0[0].z, l(1.500000)
mad r1.y, r1.y, l(2.604166980E-07), r1.z
add r2.x, r1.y, l(0.500000)
mul r1.y, cb0[1].z, l(2.500000)
mad r1.y, r0.y, l(0.000500), r1.y
add r2.y, r1.y, l(0.500000)
div r1.xy, r2.xyxx, r1.xxxx
mov r1.z, l(1.000000)
dp3 o2.z, r1.xyzx, l(0.965926, 0.258819, 1.000000, 0.000000)
dp3 o2.w, r1.xyzx, l(-0.258819, 0.965926, 1.000000, 0.000000)
log r1.xyz, v1.xyzx
mul r1.xyz, r1.xyzx, l(2.200000, 2.200000, 2.200000, 0.000000)
exp o1.xyz, r1.xyzx
mov o0.xyzw, r0.xyzw
mov o1.w, v1.w
mov o2.xy, v3.xyxx
mov o3.zw, v2.xxxy
mov o4.xy, v3.xyxx
ret
// Approximately 0 instruction slots used

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