// HUD - In game 3D HUD
cbuffer cb0 : register(b0)
{
  float4 cb0[144];
}




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


void main(
  float4 v0 : ATTRIBUTE2,
  float4 v1 : ATTRIBUTE3,
  float4 v2 : ATTRIBUTE0,
  out float4 o0 : ATTRIBUTE2,
  out float4 o1 : ATTRIBUTE3,
  out float4 o2 : ATTRIBUTE4,
  out float4 o3 : ATTRIBUTE5,
  out float4 o4 : SV_Position0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  o0.xyzw = v0.xyzw;
  o1.xyzw = v1.xyzw;
  r0.xy = v1.zz * float2(1530.05994,1530.05994) + float2(0.100000001,1.10000002);
  r0.xy = (int2)r0.xy;
  o2.xyzw = cb0[r0.x+0].xyzw;
  o3.xyzw = cb0[r0.y+0].xyzw;
  r0.xyzw = v1.zzzz * float4(1530.05994,1530.05994,1530.05994,1530.05994) + float4(2.0999999,3.0999999,4.0999999,5.0999999);
  r0.xyzw = (int4)r0.xyzw;
  o4.x = dot(v2.xyzw, cb0[r0.x+0].xyzw);
  o4.y = dot(v2.xyzw, cb0[r0.y+0].xyzw);
  o4.z = dot(v2.xyzw, cb0[r0.z+0].xyzw);
  o4.w = dot(v2.xyzw, cb0[r0.w+0].xyzw);
  
float4 stereo = StereoParams.Load(0);
float4 params = IniParams.Load(uint2(2,0));
o4.x -= stereo.x * (o4.w - stereo.y) * params.w;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Wed Dec 11 03:33:26 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                2   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                3   xyzw        1     NONE   float   xyzw
// ATTRIBUTE                0   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                2   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                3   xyzw        1     NONE   float   xyzw
// ATTRIBUTE                4   xyzw        2     NONE   float   xyzw
// ATTRIBUTE                5   xyzw        3     NONE   float   xyzw
// SV_Position              0   xyzw        4      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[144], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output_siv o4.xyzw, position
dcl_temps 1
mov o0.xyzw, v0.xyzw
mov o1.xyzw, v1.xyzw
mad r0.xy, v1.zzzz, l(1530.059937, 1530.059937, 0.000000, 0.000000), l(0.100000, 1.100000, 0.000000, 0.000000)
ftoi r0.xy, r0.xyxx
mov o2.xyzw, cb0[r0.x + 0].xyzw
mov o3.xyzw, cb0[r0.y + 0].xyzw
mad r0.xyzw, v1.zzzz, l(1530.059937, 1530.059937, 1530.059937, 1530.059937), l(2.100000, 3.100000, 4.100000, 5.100000)
ftoi r0.xyzw, r0.xyzw
dp4 o4.x, v2.xyzw, cb0[r0.x + 0].xyzw
dp4 o4.y, v2.xyzw, cb0[r0.y + 0].xyzw
dp4 o4.z, v2.xyzw, cb0[r0.z + 0].xyzw
dp4 o4.w, v2.xyzw, cb0[r0.w + 0].xyzw
ret
// Approximately 0 instruction slots used

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