// ---- Created with 3Dmigoto v1.3.16 on Fri Jul 10 05:44:45 2020

cbuffer _Globals : register(b0)
{
  float4 textColor : packoffset(c0) = {1,1,1,1};
  float4x4 World : packoffset(c1);
  float CameraAspectRatio : packoffset(c5);
  float alphaThreshold : packoffset(c5.y) = {0.5};
  float4 outlineColor : packoffset(c6) = {0,0,0,1};
  float4 outlineValues : packoffset(c7) = {0.469999999,0.5,0.620000005,0.629999995};
  float4 shadowColor : packoffset(c8) = {0,0,0,1};
  float2 shadowUVOffset : packoffset(c9) = {-0.00249999994,-0.00249999994};
  float4 glowColor : packoffset(c10) = {1,0,0,1};
  float2 glowValues : packoffset(c11) = {0.170000002,0.5};
  float2 softEdges : packoffset(c11.z) = {0.5,0.50999999};
}



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


void main(
  float2 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 iniParams = IniParams.Load(0); 
  if (iniParams.x == 1) {discard;}

  r0.xy = v0.xy;
  r0.z = 1;
  r0.w = dot(r0.xyz, World._m00_m10_m30);
  o0.x = -CameraAspectRatio * r0.w;
  o0.y = dot(r0.xyz, World._m01_m11_m31);
  o0.z = dot(r0.xyz, World._m02_m12_m32);
  o0.w = dot(r0.xyz, World._m03_m13_m33);
  o1.xy = v1.xy;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v1.3.16 on Fri Jul 10 05:44:45 2020
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4 textColor;                  // Offset:    0 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
//   float4x4 World;                    // Offset:   16 Size:    64
//   float CameraAspectRatio;           // Offset:   80 Size:     4
//   float alphaThreshold;              // Offset:   84 Size:     4 [unused]
//      = 0x3f000000
//   float4 outlineColor;               // Offset:   96 Size:    16 [unused]
//      = 0x00000000 0x00000000 0x00000000 0x3f800000
//   float4 outlineValues;              // Offset:  112 Size:    16 [unused]
//      = 0x3ef0a3d7 0x3f000000 0x3f1eb852 0x3f2147ae
//   float4 shadowColor;                // Offset:  128 Size:    16 [unused]
//      = 0x00000000 0x00000000 0x00000000 0x3f800000
//   float2 shadowUVOffset;             // Offset:  144 Size:     8 [unused]
//      = 0xbb23d70a 0xbb23d70a
//   float4 glowColor;                  // Offset:  160 Size:    16 [unused]
//      = 0x3f800000 0x00000000 0x00000000 0x3f800000
//   float2 glowValues;                 // Offset:  176 Size:     8 [unused]
//      = 0x3e2e147b 0x3f000000
//   float2 softEdges;                  // Offset:  184 Size:     8 [unused]
//      = 0x3f000000 0x3f028f5c
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xy          0     NONE   float   xy
// 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
//
vs_4_0
dcl_constantbuffer cb0[6], immediateIndexed
dcl_input v0.xy
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_temps 1
mov r0.xy, v0.xyxx
mov r0.z, l(1.000000)
dp3 r0.w, r0.xyzx, cb0[1].xywx
mul o0.x, r0.w, -cb0[5].x
dp3 o0.y, r0.xyzx, cb0[2].xywx
dp3 o0.z, r0.xyzx, cb0[3].xywx
dp3 o0.w, r0.xyzx, cb0[4].xywx
mov o1.xy, v1.xyxx
ret
// Approximately 9 instruction slots used

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