//HUD-Ingame-Partial lifebar-Fixed
cbuffer cb0 : register(b0)
{
  float4 cb0[2];
}


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

void main( 
  float4 v0 : ATTRIBUTE0,
  out float4 o0 : SV_Position0)
{
  o0.x = dot(v0.xyzw, cb0[0].xyzw);
  o0.y = dot(v0.xyzw, cb0[1].xyzw);
  o0.zw = float2(0,1);
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);

o0.x+=stereo.x*params.z;

  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.9 on Sun Feb 21 21:37:18 2016
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[2], immediateIndexed
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
dp4 o0.x, v0.xyzw, cb0[0].xyzw
dp4 o0.y, v0.xyzw, cb0[1].xyzw
mov o0.zw, l(0,0,0,1.000000)
ret 
// Approximately 0 instruction slots used

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