//damn fuck of war fix -- LOSTI
// ---- Created with 3Dmigoto v1.3.11 on Sat Jan 26 15:04:53 2019
cbuffer cb2 : register(b2)
{
  float4 cb2[21];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[150];
}




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


void main(
  float4 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : TEXCOORD0,
  out float3 o1 : TEXCOORD1,
  //out float3 o20 : TEXCOORD2,
  out float4 o2 : SV_POSITION0)

{
  float4 r0,r1,r50;
  uint4 bitmask, uiDest;
  float4 fDest;

float4 stereo = StereoParams.Load(0);
float4 iniParams = IniParams.Load(0);
float SwitchFOW = IniParams.Load(int2(4,0)).y;

  o0.xy = v1.xy;
  r0.xyzw = cb1[1].xyzw * v0.yyyy;
  r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb1[3].xyzw + r0.xyzw;
  r1.xyzw = cb2[18].xyzw * r0.yyyy;
  r1.xyzw = cb2[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb2[19].xyzw * r0.zzzz + r1.xyzw;
  r0.xyzw = cb2[20].xyzw * r0.wwww + r1.xyzw;


if (r1.w!=1.0)
{
//FOG OF WAR FIX - LOSTI
//caclulation for the 1st correction value for the FogOfWar - upper part of the screen
r50.x=((-0.0205*stereo.y)+0.993);
//caclulation for the 2nd correction value for the FogOfWar - lower part of the screen
r50.y=((0.0000000749*(stereo.y*stereo.y*stereo.y*stereo.y*stereo.y))+(-0.0000078484*(stereo.y*stereo.y*stereo.y*stereo.y))+(0.0003292746*(stereo.y*stereo.y*stereo.y))+(-0.0069016720*(stereo.y*stereo.y))+(0.0415023396*stereo.y)+0.6863504766);



//Fog Of War Fix - LOSTI -- PART 1
//remove halo coming with the fix part 2
if(SwitchFOW==0.0)
{
if(r0.y<1.0)
{
  r0.x -= stereo.x*r50.x;
}
else
{
  r0.x -= stereo.x*r50.y;
}
}
}

//original code - not changed
  r1.xy = r0.xy / r0.ww;
  o2.xyzw = r0.xyzw;
  r0.xyz = cb0[148].xyz * r1.xxx;
  r1.xyz = cb0[147].xyz * -r1.yyy;
  r0.xyz = r0.xyz * cb0[146].yyy + cb0[149].xyz;
  o1.xyz = r1.xyz * cb0[146].xxx + r0.xyz;
//original code - not changed

//Fog Of War Approx Fix - LOSTI -- PART 2
if(SwitchFOW==0.0)
{
if(o2.y<1.0)
{
  o2.x += stereo.x*r50.x;
}
else
{
  o2.x += stereo.x*r50.y;
}
}

if(SwitchFOW==3.0)
{
  o2=0;
}


  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Sat Jan 26 15:04:53 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 1   xyz         1     NONE   float   xyz
// SV_POSITION              0   xyzw        2      POS   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[150], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[21], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output o0.xy
dcl_output o1.xyz
dcl_output_siv o2.xyzw, position
dcl_temps 2
mov o0.xy, v1.xyxx
mul r0.xyzw, v0.yyyy, cb1[1].xyzw
mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb1[3].xyzw
mul r1.xyzw, r0.yyyy, cb2[18].xyzw
mad r1.xyzw, cb2[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb2[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb2[20].xyzw, r0.wwww, r1.xyzw
div r1.xy, r0.xyxx, r0.wwww
mov o2.xyzw, r0.xyzw
mul r0.xyz, r1.xxxx, cb0[148].xyzx
mul r1.xyz, -r1.yyyy, cb0[147].xyzx
mad r0.xyz, r0.xyzx, cb0[146].yyyy, cb0[149].xyzx
mad o1.xyz, r1.xyzx, cb0[146].xxxx, r0.xyzx
ret
// Approximately 0 instruction slots used

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