//fog of war overlay scren depth -- nedd fix
// ---- Created with 3Dmigoto v1.3.11 on Tue Jan 22 17:21:27 2019
cbuffer cb2 : register(b2)
{
  float4 cb2[21];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[4];
}




// 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 : SV_POSITION0,
  out float2 o1 : TEXCOORD0,
  out float2 p1 : TEXCOORD1,
  out float2 o2 : TEXCOORD2,
  out float2 p2 : TEXCOORD3)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  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;
  o0.xyzw = cb2[20].xyzw * r0.wwww + r1.xyzw;


  r0.xy = cb0[2].xy + v1.xy;
  o1.xy = r0.xy * cb0[3].xy + cb0[3].zw;
  r0.xyzw = cb0[2].xyxy * float4(-0.5,-0.5,0.5,-0.5) + v1.xyxy;
  p1.xy = r0.xy * cb0[3].xy + cb0[3].zw;
  o2.xy = r0.zw * cb0[3].xy + cb0[3].zw;
  r0.xy = cb0[2].xy * float2(-0.5,0.5) + v1.xy;
  p2.xy = r0.xy * cb0[3].xy + cb0[3].zw;


float DisableFOW = IniParams.Load(int2(3,0)).y;

if(DisableFOW==1.0)
{
//o0=0;
}

  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Tue Jan 22 17:21:27 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
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1     zw        1     NONE   float     zw
// TEXCOORD                 2   xy          2     NONE   float   xy
// TEXCOORD                 3     zw        2     NONE   float     zw
//
vs_4_0
dcl_constantbuffer cb0[4], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_constantbuffer cb2[21], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.zw
dcl_output o2.xy
dcl_output o2.zw
dcl_temps 2
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 o0.xyzw, cb2[20].xyzw, r0.wwww, r1.xyzw
add r0.xy, v1.xyxx, cb0[2].xyxx
mad o1.xy, r0.xyxx, cb0[3].xyxx, cb0[3].zwzz
mad r0.xyzw, cb0[2].xyxy, l(-0.500000, -0.500000, 0.500000, -0.500000), v1.xyxy
mad o1.zw, r0.xxxy, cb0[3].xxxy, cb0[3].zzzw
mad o2.xy, r0.zwzz, cb0[3].xyxx, cb0[3].zwzz
mad r0.xy, cb0[2].xyxx, l(-0.500000, 0.500000, 0.000000, 0.000000), v1.xyxx
mad o2.zw, r0.xxxy, cb0[3].xxxy, cb0[3].zzzw
ret
// Approximately 0 instruction slots used

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