// ---- Created with 3Dmigoto v1.3.16 on Sun Aug 14 16:40:36 2022
cbuffer cb1 : register(b1)
{
  float4 cb1[25];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[5];
}




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


void main(
  float4 v0 : ATTRIBUTE0,
  float2 v1 : ATTRIBUTE1,
  float2 v2 : ATTRIBUTE2,
  float4 v3 : ATTRIBUTE3,
  uint2 v4 : ATTRIBUTE4,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : ORIGINAL_POSITION0,
  out float4 o3 : TEXCOORD0,
  out float4 o4 : TEXCOORD1,
  out float Correction : TEXCOORD2)
{
  float4 r0,r1,r2,r10;
  uint4 bitmask, uiDest;
  float4 fDest;
float4 stereo = StereoParams.Load(0);
float4 tex_filter = IniParams.Load(int2(2,0));
float4 HudDepth = IniParams.Load(int2(20,0));
float4 CrosshairDepth = IniParams.Load(int2(21,0));
float4 AutoDepthSwith = IniParams.Load(int2(22,0));
float4 MenuIndicator = IniParams.Load(int2(23,0));
float4 AimIndicator = IniParams.Load(int2(24,0));
float4 InventoryMenuIndicator = IniParams.Load(int2(25,0));
float4 LeftHUD_X_ScreenDepth = IniParams.Load(int2(13,0));
float4 RightHUD_X_ScreenDepth = IniParams.Load(int2(14,0));
float4 UpperHUD_Y_ScreenDepth = IniParams.Load(int2(15,0));
float4 LowerHUD_Y_ScreenDepth = IniParams.Load(int2(16,0));
float4 AutoDepthAdjustDepth = IniParams.Load(int2(27,0));
float4 HUDToggle = IniParams.Load(int2(71,0));
float4 SubtitleDepthToggle = IniParams.Load(int2(75,0));
float4 SubtitleDepth = IniParams.Load(int2(74,0));
float4 CrosshairOnlyDepth = IniParams.Load(int2(79,0));
  r0.xyzw = cb0[2].xyzw * v2.yyyy;
  r0.xyzw = v2.xxxx * cb0[1].xyzw + r0.xyzw;
  o0.xyzw = cb0[4].xyzw + r0.xyzw;
  r0.xyz = max(float3(6.10351999e-005,6.10351999e-005,6.10351999e-005), v3.xyz);
  r1.xyz = r0.xyz * float3(0.947867274,0.947867274,0.947867274) + float3(0.0521326996,0.0521326996,0.0521326996);
  r1.xyz = log2(r1.xyz);
  r1.xyz = float3(2.4000001,2.4000001,2.4000001) * r1.xyz;
  r1.xyz = exp2(r1.xyz);
  r2.xyz = cmp(float3(0.0404499993,0.0404499993,0.0404499993) < r0.xyz);
  r0.xyz = float3(0.0773993805,0.0773993805,0.0773993805) * r0.xyz;
  o1.xyz = r2.xyz ? r1.xyz : r0.xyz;
  o1.w = v3.w;
  o2.xy = v2.xy;
  o2.zw = float2(0,1);
  o3.xy = v1.xy;
  o4.x = v0.x * cb1[17].x + cb1[16].z;
  o4.y = v0.y * cb1[24].x + cb1[23].w;
  o4.zw = v0.zw;


  r10.x = stereo.x*HudDepth.x;
  o0.x+=r10.x;
  Correction = r10.x;

  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sun Aug 14 16:40:35 2022
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   xy          1     NONE   float   xy
// ATTRIBUTE                2   xy          2     NONE   float   xy
// ATTRIBUTE                3   xyzw        3     NONE   float   xyzw
// ATTRIBUTE                4   xy          4     NONE    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// ORIGINAL_POSITION        0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   xy          3     NONE   float   xy
// TEXCOORD                 1   xyzw        4     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[5], immediateIndexed
dcl_constantbuffer cb1[25], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output o4.xyzw
dcl_temps 3
mul r0.xyzw, v2.yyyy, cb0[2].xyzw
mad r0.xyzw, v2.xxxx, cb0[1].xyzw, r0.xyzw
add o0.xyzw, r0.xyzw, cb0[4].xyzw
max r0.xyz, v3.xyzx, l(0.0000610351999, 0.0000610351999, 0.0000610351999, 0.000000)
mad r1.xyz, r0.xyzx, l(0.947867274, 0.947867274, 0.947867274, 0.000000), l(0.0521326996, 0.0521326996, 0.0521326996, 0.000000)
log r1.xyz, r1.xyzx
mul r1.xyz, r1.xyzx, l(2.400000, 2.400000, 2.400000, 0.000000)
exp r1.xyz, r1.xyzx
lt r2.xyz, l(0.040450, 0.040450, 0.040450, 0.000000), r0.xyzx
mul r0.xyz, r0.xyzx, l(0.0773993805, 0.0773993805, 0.0773993805, 0.000000)
movc o1.xyz, r2.xyzx, r1.xyzx, r0.xyzx
mov o1.w, v3.w
mov o2.xy, v2.xyxx
mov o2.zw, l(0,0,0,1.000000)
mov o3.xy, v1.xyxx
mad o4.x, v0.x, cb1[17].x, cb1[16].z
mad o4.y, v0.y, cb1[24].x, cb1[23].w
mov o4.zw, v0.zzzw
ret
// Approximately 0 instruction slots used

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