// Characters
// ---- Created with geo-11 v0.7.11 on Sun Oct 11 15:52:49 2026
cbuffer cb2 : register(b2)
{
  float4 cb2[21];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[7];
}




// 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)
{
  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;
  r0.xyzw = cb2[20].xyzw * r0.wwww + r1.xyzw;
  r0.xy = r0.xy / r0.ww;
  r1.xy = float2(0.5,0.5) * cb0[6].xy;
  r0.xy = r1.xy * r0.xy;
  r0.xy = round(r0.xy);
  r0.xy = r0.xy / r1.xy;
  o0.xy = r0.xy * r0.ww;

  float4 stereo = StereoParams.Load(0);
  float4 texFilter = IniParams.Load(int2(10,0));
  float4 depthMultiplier = IniParams.Load(int2(20,0));
  
  if (texFilter.x == 20) {
    // character
    o0.x += stereo.x * depthMultiplier.w;
  }
  
  o0.zw = r0.zw;
  o1.xy = v1.xy;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.7.11 on Sun Oct 11 15:52:49 2026
//
//
// 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
//
vs_4_0
dcl_constantbuffer CB0[7], 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_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 r0.xyzw, cb2[20].xyzw, r0.wwww, r1.xyzw
div r0.xy, r0.xyxx, r0.wwww
mul r1.xy, cb0[6].xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, r1.xyxx
round_ne r0.xy, r0.xyxx
div r0.xy, r0.xyxx, r1.xyxx
mul o0.xy, r0.wwww, r0.xyxx
mov o0.zw, r0.zzzw
mov o1.xy, v1.xyxx
ret
// Approximately 0 instruction slots used

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