//HUD-Ingame-"V" and player level badge-FIXED
cbuffer cb0 : register(b0)
{
  float4 cb0[144];
}


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

void main( 
  float4 v0 : ATTRIBUTE0,
  uint v1 : ATTRIBUTE1,
  out float4 o0 : ATTRIBUTE4,
  out float4 o1 : ATTRIBUTE5,
  out float2 o2 : ATTRIBUTE6,
  out float4 o3 : SV_Position0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = (int)v1.x * 6;
  r0.y = mad((int)v1.x, 6, 1);
  r0.xy = (uint2)r0.xy;
  r0.xy = float2(0.100000001,0.100000001) + r0.xy;
  r0.xy = (int2)r0.xy;
  o1.xyzw = cb0[r0.y+0].xyzw;
  o0.xyzw = cb0[r0.x+0].xyzw;
  r0.xyzw = mad((int4)v1.xxxx, int4(6,6,6,6), int4(2,2,4,4));
  r0.xyzw = (uint4)r0.xyzw;
  r0.xyzw = float4(0.100000001,1.10000002,0.100000001,1.10000002) + r0.xyzw;
  r0.xyzw = (int4)r0.xyzw;
  o2.x = dot(v0.xyzw, cb0[r0.z+0].xyzw);
  o2.y = dot(v0.xyzw, cb0[r0.w+0].xyzw);
  o3.x = dot(v0.xyzw, cb0[r0.x+0].xyzw);
  o3.y = dot(v0.xyzw, cb0[r0.y+0].xyzw);
  o3.zw = float2(0,1);
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);

o3.x+=stereo.x*params.z;

o2.x+=stereo.x*params.z/2;

  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.9 on Sun Feb 21 21:37:10 2016
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   x           1     NONE    uint   x   
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                4   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                5   xyzw        1     NONE   float   xyzw
// ATTRIBUTE                6   xy          2     NONE   float   xy  
// SV_Position              0   xyzw        3      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[144], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.x
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output_siv o3.xyzw, position
dcl_temps 1
imul null, r0.x, v1.x, l(6)
imad r0.y, v1.x, l(6), l(1)
utof r0.xy, r0.xyxx
add r0.xy, r0.xyxx, l(0.100000, 0.100000, 0.000000, 0.000000)
ftoi r0.xy, r0.xyxx
mov o1.xyzw, cb0[r0.y + 0].xyzw
mov o0.xyzw, cb0[r0.x + 0].xyzw
imad r0.xyzw, v1.xxxx, l(6, 6, 6, 6), l(2, 2, 4, 4)
utof r0.xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, l(0.100000, 1.100000, 0.100000, 1.100000)
ftoi r0.xyzw, r0.xyzw
dp4 o2.x, v0.xyzw, cb0[r0.z + 0].xyzw
dp4 o2.y, v0.xyzw, cb0[r0.w + 0].xyzw
dp4 o3.x, v0.xyzw, cb0[r0.x + 0].xyzw
dp4 o3.y, v0.xyzw, cb0[r0.y + 0].xyzw
mov o3.zw, l(0,0,0,1.000000)
ret 
// Approximately 0 instruction slots used

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