//HUD-MainMenu-Background map

Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[6];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[41];
}


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

void main( 
  float4 v0 : TEXCOORD0,
  float4 v1 : SV_Position0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);

// v0.x+=stereo.x*(params.z*1.1);

  r0.xyz = float3(0.358433008,0.409999996,0) * cb1[5].yyy;
  r0.xyz = cb1[5].xxx * float3(1,0.352292001,0.516553998) + r0.xyz;
  r0.xyz = cb1[5].zzz * float3(0,0.529711008,1) + r0.xyz;
  r1.xyz = float3(0.0667470023,0.194999993,0) * cb1[5].yyy;
  r1.xyz = cb1[5].xxx * float3(0.239999995,0,0.0472100005) + r1.xyz;
  r1.xyz = cb1[5].zzz * float3(0.116635002,0.0312770009,1) + r1.xyz;
  r0.xyz = -r1.xyz + r0.xyz;
  r2.xy = v0.xy / v0.ww;
  r2.xy = r2.xy * cb0[40].xy + cb0[40].wz;
  r2.xy = r2.xy * float2(1,-1) + float2(-0.00499999989,1);
  r2.xy = t0.Sample(s0_s, r2.xy).xw;
  r0.xyz = r2.yyy * r0.xyz + r1.xyz;
  r0.xyz = r0.xyz * r2.xxx;
  r0.xyz = r0.xyz * cb1[5].www + cb1[2].xyz;
  o0.xyz = max(float3(0,0,0), r0.xyz);
  o0.w = 1;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.9 on Sun Feb 21 23:03:06 2016
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xy w
// SV_Position              0   xyzw        1      POS   float       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[41], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v0.xyw
dcl_output o0.xyzw
dcl_temps 3
mul r0.xyz, cb1[5].yyyy, l(0.358433, 0.410000, 0.000000, 0.000000)
mad r0.xyz, cb1[5].xxxx, l(1.000000, 0.352292, 0.516554, 0.000000), r0.xyzx
mad r0.xyz, cb1[5].zzzz, l(0.000000, 0.529711, 1.000000, 0.000000), r0.xyzx
mul r1.xyz, cb1[5].yyyy, l(0.066747, 0.195000, 0.000000, 0.000000)
mad r1.xyz, cb1[5].xxxx, l(0.240000, 0.000000, 0.047210, 0.000000), r1.xyzx
mad r1.xyz, cb1[5].zzzz, l(0.116635, 0.031277, 1.000000, 0.000000), r1.xyzx
add r0.xyz, r0.xyzx, -r1.xyzx
div r2.xy, v0.xyxx, v0.wwww
mad r2.xy, r2.xyxx, cb0[40].xyxx, cb0[40].wzww
mad r2.xy, r2.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), l(-0.005000, 1.000000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r2.xy, r2.xyxx, t0.xwyz, s0
mad r0.xyz, r2.yyyy, r0.xyzx, r1.xyzx
mul r0.xyz, r2.xxxx, r0.xyzx
mad r0.xyz, r0.xyzx, cb1[5].wwww, cb1[2].xyzx
max o0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o0.w, l(1.000000)
ret 
// Approximately 0 instruction slots used

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