//HUD-Ingame-Player1/2/CPU
cbuffer cb0 : register(b0)
{
  float4 cb0[96];
}


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

void main( 
  float4 v0 : ATTRIBUTE2,
  float2 v1 : ATTRIBUTE4,
  float4 v2 : ATTRIBUTE0,
  uint v3 : ATTRIBUTE1,
  out float2 o0 : ATTRIBUTE4,
  out float4 o1 : ATTRIBUTE2,
  out float4 o2 : SV_Position0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  o0.xy = v1.xy;
  r0.x = (uint)v3.x << 2;
  r0.x = (uint)r0.x;
  r0.x = 0.100000001 + r0.x;
  bitmask.y = ((~(-1 << 30)) << 2) & 0xffffffff;
  r0.y = (((uint)v3.x << 2) & bitmask.y) | ((uint)2 & ~bitmask.y);
  bitmask.z = ((~(-1 << 30)) << 2) & 0xffffffff;
  r0.z = (((uint)v3.x << 2) & bitmask.z) | ((uint)2 & ~bitmask.z);
  bitmask.w = ((~(-1 << 30)) << 2) & 0xffffffff;
  r0.w = (((uint)v3.x << 2) & bitmask.w) | ((uint)1 & ~bitmask.w);
  r0.yzw = (uint3)r0.yzw;
  r0.yzw = float3(0.100000001,1.10000002,0.100000001) + r0.yzw;
  r0.xyzw = (int4)r0.xyzw;
  o1.xyzw = v0.xyzw * cb0[r0.w+0].xyzw + cb0[r0.x+0].xyzw;
  o2.x = dot(v2.xyzw, cb0[r0.y+0].xyzw);
  o2.y = dot(v2.xyzw, cb0[r0.z+0].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 21:59:44 2016
//
//
// 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
// ATTRIBUTE                1   x           3     NONE    uint   x   
//
//
// 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[96], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xyzw
dcl_input v3.x
dcl_output o0.xy
dcl_output o1.xyzw
dcl_output_siv o2.xyzw, position
dcl_temps 1
mov o0.xy, v1.xyxx
ishl r0.x, v3.x, l(2)
utof r0.x, r0.x
add r0.x, r0.x, l(0.100000)
bfi r0.yzw, l(0, 30, 30, 30), l(0, 2, 2, 2), v3.xxxx, l(0, 2, 2, 1)
utof r0.yzw, r0.yyzw
add r0.yzw, r0.yyzw, l(0.000000, 0.100000, 1.100000, 0.100000)
ftoi r0.xyzw, r0.xyzw
mad o1.xyzw, v0.xyzw, cb0[r0.w + 0].xyzw, cb0[r0.x + 0].xyzw
dp4 o2.x, v2.xyzw, cb0[r0.y + 0].xyzw
dp4 o2.y, v2.xyzw, cb0[r0.z + 0].xyzw
mov o2.zw, l(0,0,0,1.000000)
ret 
// Approximately 0 instruction slots used

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