// HUD - Ingame 3D HUD - Text - Small
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Wed Dec 11 01:11:22 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                2   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                4   xy          1     NONE   float   xy
// ATTRIBUTE                0   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                4   xy          0     NONE   float   xy
// ATTRIBUTE                2   xyzw        1     NONE   float   xyzw
// SV_Position              0   xyzw        2      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[6], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output o0.xy
dcl_output o1.xyzw
dcl_output_siv o2.xyzw, position
dcl_temps 20
dcl_resource_texture2d (float,float,float,float) t125
dcl_resource_texture1d (float,float,float,float) t120
ld_indexable(texture2d)(float,float,float,float) r16.xyzw, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture1d)(float,float,float,float) r17.xyzw, l(2, 0, 0, 0), t120.xyzw
ld_indexable(texture1d)(float,float,float,float) r18.xyzw, l(0, 0, 0, 0), t120.xyzw
mov o0.xy, v1.xyxx
// mov r1.xy, v1.xyxx
mad o1.xyzw, v0.xyzw, cb0[1].xyzw, cb0[0].xyzw
// mad r1.xyzw, v0.xyzw, cb0[1].xyzw, cb0[0].xyzw
// dp4 o2.x, v2.xyzw, cb0[2].xyzw
// dp4 o2.y, v2.xyzw, cb0[3].xyzw
// dp4 o2.z, v2.xyzw, cb0[4].xyzw
// dp4 o2.w, v2.xyzw, cb0[5].xyzw
dp4 r2.x, v2.xyzw, cb0[2].xyzw
dp4 r2.y, v2.xyzw, cb0[3].xyzw
dp4 r2.z, v2.xyzw, cb0[4].xyzw
dp4 r2.w, v2.xyzw, cb0[5].xyzw

add r16.w, r2.w, -r16.y
mul r16.w, r16.w, r17.w
mad r2.x, r16.w, -r16.x, r2.x
mov o2.xyzw, r2.xyzw


// mad r1.x, r18.w, -r16.x, r1.x
// mov o1.xyzw, r1.xyzw

ret
// Approximately 0 instruction slots used
