//HUD-Ingame-Stun gauge-FIXED

cbuffer cb0 : register(b0)
{
  float4 cb0[6];
}


Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main( 
  float4 v0 : ATTRIBUTE3,
  float4 v1 : ATTRIBUTE0,
  out float4 o0 : ATTRIBUTE3,
  out float2 o1 : ATTRIBUTE4,
  out float2 p1 : ATTRIBUTE5,
  out float4 o2 : SV_Position0)
{
  o0.xyzw = v0.xyzw;
  o1.x = dot(v1.xyzw, cb0[2].xyzw);
  o1.y = dot(v1.xyzw, cb0[3].xyzw);
  p1.x = dot(v1.xyzw, cb0[4].xyzw);
  p1.y = dot(v1.xyzw, cb0[5].xyzw);
  o2.x = dot(v1.xyzw, cb0[0].xyzw);
  o2.y = dot(v1.xyzw, cb0[1].xyzw);
  o2.zw = float2(0,1);
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);

o2.x+=stereo.x*params.z;

  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.9 on Sun Feb 21 21:36:50 2016
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                3   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                0   xyzw        1     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                3   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                4   xy          1     NONE   float   xy  
// ATTRIBUTE                5     zw        1     NONE   float     zw
// 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.xyzw
dcl_output o0.xyzw
dcl_output o1.xy
dcl_output o1.zw
dcl_output_siv o2.xyzw, position
mov o0.xyzw, v0.xyzw
dp4 o1.x, v1.xyzw, cb0[2].xyzw
dp4 o1.y, v1.xyzw, cb0[3].xyzw
dp4 o1.z, v1.xyzw, cb0[4].xyzw
dp4 o1.w, v1.xyzw, cb0[5].xyzw
dp4 o2.x, v1.xyzw, cb0[0].xyzw
dp4 o2.y, v1.xyzw, cb0[1].xyzw
mov o2.zw, l(0,0,0,1.000000)
ret 
// Approximately 0 instruction slots used

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