// HUD - Minimap (Inner)
cbuffer cb1 : register(b1)
{
  float4 cb1[3];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[49];
}




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


void main(
  float4 v0 : ATTRIBUTE0,
  float2 v1 : ATTRIBUTE1,
  out float2 o0 : TEXCOORD0,
  out float2 p0 : TEXCOORD3,
  out float4 o1 : TEXCOORD1,
  out float4 o2 : TEXCOORD2,
  out float2 o3 : TEXCOORD4,
  out float4 o4 : SV_POSITION0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = v1.xy * cb1[1].xy + cb1[1].zw;
  r0.zw = cb1[2].zw * r0.xy;
  o2.zw = r0.xy * cb1[2].zw + cb0[43].xy;
  o0.xy = r0.zw;
  r1.z = cb0[22].y * cb0[22].z;
  r0.x = r1.z * r1.z + 1;
  r0.x = sqrt(r0.x);
  r0.x = 1.41421354 / r0.x;
  r1.y = 1;
  r2.xyzw = v0.xyxy * cb1[0].xyxy + cb1[0].zwzw;
  r2.xyzw = cb1[2].xyxy * r2.xyzw;
  r2.xyzw = r2.xyzw * float4(2,2,2,2) + float4(-1,-1,-1,-1);
  r1.xw = r2.xy * float2(1,-1) + cb0[41].xy;
  r1.xy = r1.xw * r1.yz;
  o1.yz = r1.xy * r0.xx;
  o1.x = cb0[48].x;
  o2.xy = cb0[0].zw * float2(-0.5,0.5) + r0.zw;
  r0.xy = r0.zw * cb0[0].xy + -cb0[47].zw;
  p0.xy = r0.xy / cb0[47].xy;
  o3.xy = r2.zw * float2(0.5,0.5) + float2(0.5,0.5);
  r0.xy = float2(1,-1) * r2.xy;
  o4.xy = r0.xy;
  o4.zw = v0.zw;
  
// float4 stereo = StereoParams.Load(0);
// float4 params = IniParams.Load(0);
// float4 params2 = IniParams.Load(uint2(2,0));
// o0.x += stereo.x * params.z;

// if(o4.y > -0.5)
// o4.x -= stereo.x * params2.z;


  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sun Sep 15 23:18:59 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 3     zw        0     NONE   float     zw
// TEXCOORD                 1   xyz         1     NONE   float   xyz
// TEXCOORD                 2   xyzw        2     NONE   float   xyzw
// TEXCOORD                 4   xy          3     NONE   float   xy
// SV_POSITION              0   xyzw        4      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[49], immediateIndexed
dcl_constantbuffer cb1[3], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_output o0.xy
dcl_output o0.zw
dcl_output o1.xyz
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output_siv o4.xyzw, position
dcl_temps 3
mad r0.xy, v1.xyxx, cb1[1].xyxx, cb1[1].zwzz
mul r0.zw, r0.xxxy, cb1[2].zzzw
mad o2.zw, r0.xxxy, cb1[2].zzzw, cb0[43].xxxy
mov o0.xy, r0.zwzz
mul r1.z, cb0[22].z, cb0[22].y
mad r0.x, r1.z, r1.z, l(1.000000)
sqrt r0.x, r0.x
div r0.x, l(1.41421354), r0.x
mov r1.y, l(1.000000)
mad r2.xyzw, v0.xyxy, cb1[0].xyxy, cb1[0].zwzw
mul r2.xyzw, r2.xyzw, cb1[2].xyxy
mad r2.xyzw, r2.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000)
mad r1.xw, r2.xxxy, l(1.000000, 0.000000, 0.000000, -1.000000), cb0[41].xxxy
mul r1.xy, r1.yzyy, r1.xwxx
mul o1.yz, r0.xxxx, r1.xxyx
mov o1.x, cb0[48].x
mad o2.xy, cb0[0].zwzz, l(-0.500000, 0.500000, 0.000000, 0.000000), r0.zwzz
mad r0.xy, r0.zwzz, cb0[0].xyxx, -cb0[47].zwzz
div o0.zw, r0.xxxy, cb0[47].xxxy
mad o3.xy, r2.zwzz, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mul r0.xy, r2.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000)
mov o4.xy, r0.xyxx
mov o4.zw, v0.zzzw
ret
// Approximately 0 instruction slots used

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