// ---- Created with geo-11 v0.7.10 on Sun Aug 30 13:59:00 2026
cbuffer cb0 : register(b0)
{
  float4 cb0[194];
}




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


void main(
  float4 v0 : POSITION0,
  float4 v1 : TEXCOORD9,
  float4 v2 : TEXCOORD10,
  float4 v3 : TEXCOORD8,
  float v4 : TEXCOORD13,
  float4 v5 : COLOR0,
  float4 v6 : COLOR1,
  float4 v7 : TEXCOORD0,
  float4 v8 : TEXCOORD1,
  float4 v9 : TEXCOORD2,
  float4 v10 : TEXCOORD3,
  float4 v11 : TEXCOORD4,
  float4 v12 : TEXCOORD5,
  float4 v13 : TEXCOORD6,
  float4 v14 : TEXCOORD7,
  float4 v15 : TEXCOORD11,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD8,
  out float4 o2 : COLOR0,
  out float4 o3 : COLOR1,
  out float4 o4 : TEXCOORD9,
  out float4 o5 : TEXCOORD0,
  out float4 o6 : TEXCOORD1,
  out float4 o7 : TEXCOORD2,
  out float4 o8 : TEXCOORD3,
  out float4 o9 : TEXCOORD4,
  out float4 o10 : TEXCOORD5,
  out float4 o11 : TEXCOORD6,
  out float4 o12 : TEXCOORD7)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = dot(v0.xyzw, cb0[15].xyzw);
  r0.y = dot(v0.xyzw, cb0[16].xyzw);
  r0.z = dot(v0.xyzw, cb0[17].xyzw);
  r0.w = dot(v0.xyzw, cb0[18].xyzw);
  o1.xyzw = r0.xyzw;
  r1.x = dot(r0.xyzw, cb0[23].xyzw);
  r1.y = dot(r0.xyzw, cb0[24].xyzw);
  r1.z = dot(r0.xyzw, cb0[25].xyzw);
  r1.w = dot(r0.xyzw, cb0[26].xyzw);
  o0.x = dot(r1.xyzw, cb0[35].xyzw);
  o0.y = dot(r1.xyzw, cb0[36].xyzw);
  o0.w = dot(r1.xyzw, cb0[38].xyzw);
  o0.z = dot(r1.xyzw, cb0[37].xyzw);
  r0.x = -abs(r1.z) + cb0[6].y;
  r0.x = r0.x / cb0[5].w;
  o4.x = saturate(r0.x);
  o3.w = saturate(r0.x);
  o4.yzw = float3(0,0,0);
  o5.xyzw = float4(0,0,0,1);
  o6.xyzw = float4(0,0,0,1);
  o7.xyzw = float4(0,0,0,1);
  o8.xyzw = float4(0,0,0,1);
  o9.xyzw = float4(0,0,0,1);
  o10.xyzw = float4(0,0,0,1);
  o11.xyzw = float4(0,0,0,1);
  o12.xyzw = float4(0,0,0,1);
  o2.w = cb0[100].w;
  o2.xyz = saturate(cb0[10].xyz * cb0[101].xyz + cb0[103].xyz);
  o3.xyz = float3(0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.7.10 on Sun Aug 30 13:59:00 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 9   xyzw        1     NONE   float
// TEXCOORD                10   xyzw        2     NONE   float
// TEXCOORD                 8   xyzw        3     NONE   float
// TEXCOORD                13   x           4     NONE   float
// COLOR                    0   xyzw        5     NONE   float
// COLOR                    1   xyzw        6     NONE   float
// TEXCOORD                 0   xyzw        7     NONE   float
// TEXCOORD                 1   xyzw        8     NONE   float
// TEXCOORD                 2   xyzw        9     NONE   float
// TEXCOORD                 3   xyzw       10     NONE   float
// TEXCOORD                 4   xyzw       11     NONE   float
// TEXCOORD                 5   xyzw       12     NONE   float
// TEXCOORD                 6   xyzw       13     NONE   float
// TEXCOORD                 7   xyzw       14     NONE   float
// TEXCOORD                11   xyzw       15     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 8   xyzw        1     NONE   float   xyzw
// COLOR                    0   xyzw        2     NONE   float   xyzw
// COLOR                    1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 9   xyzw        4     NONE   float   xyzw
// TEXCOORD                 0   xyzw        5     NONE   float   xyzw
// TEXCOORD                 1   xyzw        6     NONE   float   xyzw
// TEXCOORD                 2   xyzw        7     NONE   float   xyzw
// TEXCOORD                 3   xyzw        8     NONE   float   xyzw
// TEXCOORD                 4   xyzw        9     NONE   float   xyzw
// TEXCOORD                 5   xyzw       10     NONE   float   xyzw
// TEXCOORD                 6   xyzw       11     NONE   float   xyzw
// TEXCOORD                 7   xyzw       12     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[194], immediateIndexed
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.xyzw
dcl_output o9.xyzw
dcl_output o10.xyzw
dcl_output o11.xyzw
dcl_output o12.xyzw
dcl_temps 2
dp4 r0.x, v0.xyzw, cb0[15].xyzw
dp4 r0.y, v0.xyzw, cb0[16].xyzw
dp4 r0.z, v0.xyzw, cb0[17].xyzw
dp4 r0.w, v0.xyzw, cb0[18].xyzw
mov o1.xyzw, r0.xyzw
dp4 r1.x, r0.xyzw, cb0[23].xyzw
dp4 r1.y, r0.xyzw, cb0[24].xyzw
dp4 r1.z, r0.xyzw, cb0[25].xyzw
dp4 r1.w, r0.xyzw, cb0[26].xyzw
dp4 o0.x, r1.xyzw, cb0[35].xyzw
dp4 o0.y, r1.xyzw, cb0[36].xyzw
dp4 o0.w, r1.xyzw, cb0[38].xyzw
dp4 o0.z, r1.xyzw, cb0[37].xyzw
add r0.x, cb0[6].yyyy, -|r1.zzzz|
div r0.x, r0.xxxx, cb0[5].wwww
mov_sat o4.x, r0.xxxx
mov_sat o3.w, r0.xxxx
mov o4.yzw, l(1.000000,0,0,0)
mov o5.xyzw, l(0,0,0,1.000000)
mov o6.xyzw, l(0,0,0,1.000000)
mov o7.xyzw, l(0,0,0,1.000000)
mov o8.xyzw, l(0,0,0,1.000000)
mov o9.xyzw, l(0,0,0,1.000000)
mov o10.xyzw, l(0,0,0,1.000000)
mov o11.xyzw, l(0,0,0,1.000000)
mov o12.xyzw, l(0,0,0,1.000000)
mov o2.w, cb0[100].wwww
mad_sat o2.xyz, cb0[10].xyzz, cb0[101].xyzz, cb0[103].xyzz
mov o3.xyz, l(0,0,0,1.000000)
ret
// Approximately 0 instruction slots used

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