// ---- Created with 3Dmigoto v1.3.16 on Tue Dec 21 14:00:31 2021
cbuffer cb0 : register(b0)
{
  float4 cb0[7];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float2 v0 : ATTRIBUTE0,
  float2 v1 : ATTRIBUTE1,
  float4 v2 : ATTRIBUTE2,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : TEXCOORD1)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;


float4 stereo = StereoParams.Load(0);
float4 tex_filter = IniParams.Load(int2(2,0));
float4 HudDepth = IniParams.Load(int2(20,0));
float4 CrosshairDepth = IniParams.Load(int2(21,0));
float4 AutoDepthSwith = IniParams.Load(int2(22,0));
float4 MenuIndicator = IniParams.Load(int2(23,0));
float4 AimIndicator = IniParams.Load(int2(24,0));
float4 InventoryMenuIndicator = IniParams.Load(int2(25,0));
float4 LeftHUD_X_ScreenDepth = IniParams.Load(int2(13,0));
float4 RightHUD_X_ScreenDepth = IniParams.Load(int2(14,0));
float4 UpperHUD_Y_ScreenDepth = IniParams.Load(int2(15,0));
float4 LowerHUD_Y_ScreenDepth = IniParams.Load(int2(16,0));
float4 AutoDepthAdjustDepth = IniParams.Load(int2(27,0));
float4 HUDToggle = IniParams.Load(int2(71,0));
float4 SubtitleDepthToggle = IniParams.Load(int2(75,0));
float4 SubtitleDepth = IniParams.Load(int2(74,0));
  r0.xyzw = cb0[4].xyzw * v0.yyyy;
  r0.xyzw = v0.xxxx * cb0[3].xyzw + r0.xyzw;
  o0.xyzw = cb0[6].xyzw + r0.xyzw;
  o1.xyzw = v2.xyzw;
  o2.xy = v1.xy;
  o2.zw = float2(0,0);

o0.x+=stereo.x*HudDepth.x;

  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Tue Dec 21 14:00:31 2021
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xy          0     NONE   float   xy
// ATTRIBUTE                1   xy          1     NONE   float   xy
// ATTRIBUTE                2   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[7], immediateIndexed
dcl_input v0.xy
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 1
mul r0.xyzw, v0.yyyy, cb0[4].xyzw
mad r0.xyzw, v0.xxxx, cb0[3].xyzw, r0.xyzw
add o0.xyzw, r0.xyzw, cb0[6].xyzw
mov o1.xyzw, v2.xyzw
mov o2.xy, v1.xyxx
mov o2.zw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used

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