//disabled
// ---- Created with 3Dmigoto v1.3.14 on Sat Feb 16 08:24:05 2019
cbuffer cb4 : register(b4)
{
  float4 cb4[4];
}

cbuffer cb3 : register(b3)
{
  float4 cb3[21];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[4];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[6];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[167];
}




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


void main(
  float4 v0 : POSITION0,
  float3 v1 : NORMAL0,
  float4 v2 : COLOR0,
  float4 v3 : TEXCOORD0,
  float4 v4 : TEXCOORD1,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : TEXCOORD0,
  out float4 o3 : TEXCOORD1,
  out float4 o4 : TEXCOORD2,
  out float4 o5 : TEXCOORD3,
  out float4 o6 : TEXCOORD4,
  out float4 o7 : TEXCOORD5)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

float4 stereo = StereoParams.Load(0);
float4 tex_filter = IniParams.Load(int2(2,0)).x;
float4 TEST = IniParams.Load(int2(2,0)).w;


  r0.xyzw = cb2[1].xyzw * v0.yyyy;
  r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw;
  r1.xyzw = cb2[3].xyzw + r0.xyzw;
  r0.xy = cb2[3].xz * v0.ww + r0.xz;
  o5.xy = r0.xy * cb0[12].xy + cb0[12].zw;
  r0.xyzw = cb3[18].xyzw * r1.yyyy;
  r0.xyzw = cb3[17].xyzw * r1.xxxx + r0.xyzw;
  r0.xyzw = cb3[19].xyzw * r1.zzzz + r0.xyzw;
  r0.xyzw = cb3[20].xyzw * r1.wwww + r0.xyzw;
  r2.xy = cb3[7].zw * cb0[166].yy + r0.zw;




  r2.x = r2.x / r2.y;
  o0.z = r2.x * r0.w;
  o0.xyw = r0.xyw;




  o6.w = r0.w;
  r2.xyzw = cb4[3].xyzw * v2.xyzw;
  r3.x = cb0[153].y;
  r3.w = 1;
  o1.xyzw = r3.xxxw * r2.xyzw;
  r2.xy = cmp(float2(0,0) < cb0[162].zx);
  o2.zw = r2.xx ? v3.zw : v3.xy;
  r2.xy = r2.yy ? v3.xy : v3.zw;
  r2.xy = r2.xy * cb0[160].xy + cb0[160].zw;
  r2.zw = v3.xy * cb0[6].xy + cb0[6].zw;
  r3.x = cb1[0].y + cb0[166].x;
  o2.xy = cb0[150].xy * r3.xx + r2.zw;
  r2.z = cmp(0 < cb0[155].z);
  r2.zw = r2.zz ? v3.xy : v3.zw;
  r2.zw = r2.zw * cb0[154].xy + cb0[154].zw;
  o3.zw = cb0[155].xy * r3.xx + r2.zw;
  r2.xy = cb0[161].zw * r3.xx + r2.xy;
  o3.xy = float2(0,0);
  o4.x = r0.z;
  o5.zw = float2(0,0);
  r0.z = cb3[10].z * r1.y;
  r0.z = cb3[9].z * r1.x + r0.z;
  r0.z = cb3[11].z * r1.z + r0.z;
  r0.z = cb3[12].z * r1.w + r0.z;
  o6.z = -r0.z;
  r0.y = cb1[5].x * r0.y;
  r0.xz = float2(0.5,0.5) * r0.xw;
  r0.w = 0.5 * r0.y;
  o6.xy = r0.xw + r0.zz;
  r0.x = v4.x + -v3.x;
  r0.x = cb0[162].y * r0.x + v3.x;
  o7.xy = r0.xx * cb0[161].yy + r2.xy;
  o7.zw = float2(0,0);

//if(TEST.w==1.0)
//{
o6.x=0;

//}
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.14 on Sat Feb 16 08:24:05 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// NORMAL                   0   xyz         1     NONE   float
// COLOR                    0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   xyzw        3     NONE   float   xyzw
// TEXCOORD                 1   xyzw        4     NONE   float   x
//
//
// 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                 0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 2   x           4     NONE   float   x
// TEXCOORD                 3   xyzw        5     NONE   float   xyzw
// TEXCOORD                 4   xyzw        6     NONE   float   xyzw
// TEXCOORD                 5   xyzw        7     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[167], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[4], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_constantbuffer cb4[4], immediateIndexed
dcl_input v0.xyzw
dcl_input v2.xyzw
dcl_input v3.xyzw
dcl_input v4.x
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.x
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_temps 4
mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
add r1.xyzw, r0.xyzw, cb2[3].xyzw
mad r0.xy, cb2[3].xzxx, v0.wwww, r0.xzxx
mad o5.xy, r0.xyxx, cb0[12].xyxx, cb0[12].zwzz
mul r0.xyzw, r1.yyyy, cb3[18].xyzw
mad r0.xyzw, cb3[17].xyzw, r1.xxxx, r0.xyzw
mad r0.xyzw, cb3[19].xyzw, r1.zzzz, r0.xyzw
mad r0.xyzw, cb3[20].xyzw, r1.wwww, r0.xyzw
mad r2.xy, cb3[7].zwzz, cb0[166].yyyy, r0.zwzz
div r2.x, r2.x, r2.y
mul o0.z, r0.w, r2.x
mov o0.xyw, r0.xyxw
mov o6.w, r0.w
mul r2.xyzw, v2.xyzw, cb4[3].xyzw
mov r3.x, cb0[153].y
mov r3.w, l(1.000000)
mul o1.xyzw, r2.xyzw, r3.xxxw
lt r2.xy, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[162].zxzz
movc o2.zw, r2.xxxx, v3.zzzw, v3.xxxy
movc r2.xy, r2.yyyy, v3.xyxx, v3.zwzz
mad r2.xy, r2.xyxx, cb0[160].xyxx, cb0[160].zwzz
mad r2.zw, v3.xxxy, cb0[6].xxxy, cb0[6].zzzw
add r3.x, cb0[166].x, cb1[0].y
mad o2.xy, cb0[150].xyxx, r3.xxxx, r2.zwzz
lt r2.z, l(0.000000), cb0[155].z
movc r2.zw, r2.zzzz, v3.xxxy, v3.zzzw
mad r2.zw, r2.zzzw, cb0[154].xxxy, cb0[154].zzzw
mad o3.zw, cb0[155].xxxy, r3.xxxx, r2.zzzw
mad r2.xy, cb0[161].zwzz, r3.xxxx, r2.xyxx
mov o3.xy, l(0,0,0,0)
mov o4.x, r0.z
mov o5.zw, l(0,0,0,0)
mul r0.z, r1.y, cb3[10].z
mad r0.z, cb3[9].z, r1.x, r0.z
mad r0.z, cb3[11].z, r1.z, r0.z
mad r0.z, cb3[12].z, r1.w, r0.z
mov o6.z, -r0.z
mul r0.y, r0.y, cb1[5].x
mul r0.xz, r0.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
mul r0.w, r0.y, l(0.500000)
add o6.xy, r0.zzzz, r0.xwxx
add r0.x, -v3.x, v4.x
mad r0.x, cb0[162].y, r0.x, v3.x
mad o7.xy, r0.xxxx, cb0[161].yyyy, r2.xyxx
mov o7.zw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used

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