// ---- Created with 3Dmigoto v0.6.164 on Sat Jan 31 19:51:36 2026
cbuffer cb4 : register(b4)
{
  float4 cb4[21];
}

cbuffer cb3 : register(b3)
{
  float4 cb3[7];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[46];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[5];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[10];
}




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


void main(
  float4 v0 : POSITION0,
  float3 v1 : NORMAL0,
  float4 v2 : TEXCOORD0,
  float2 v3 : TEXCOORD1,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3,
  out float4 o5 : TEXCOORD4,
  out float4 o6 : TEXCOORD5,
  out float4 o7 : TEXCOORD7)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb3[1].xyzw * v0.yyyy;
  r0.xyzw = cb3[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb3[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb3[3].xyzw + r0.xyzw;
  r1.xyzw = cb4[18].xyzw * r0.yyyy;
  r1.xyzw = cb4[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb4[19].xyzw * r0.zzzz + r1.xyzw;
  o0.xyzw = cb4[20].xyzw * r0.wwww + r1.xyzw;
  r0.x = cmp(cb0[9].w == 0.000000);
  r0.xy = r0.xx ? v2.xy : v3.xy;
  o1.zw = r0.xy * cb0[7].xy + cb0[7].zw;
  o1.xy = v2.xy * cb0[6].xy + cb0[6].zw;
  o2.w = 0;
  r0.xyz = cb3[1].xyz * v0.yyy;
  r0.xyz = cb3[0].xyz * v0.xxx + r0.xyz;
  r0.xyz = cb3[2].xyz * v0.zzz + r0.xyz;
  r0.xyz = cb3[3].xyz * v0.www + r0.xyz;
  o2.xyz = -cb1[4].xyz + r0.xyz;
  
float4 s = StereoParams.Load(0);
float4 testeo = IniParams.Load(int2(90,0));   
float fov =  cb4[9].x * cb4[9].x + cb4[10].x * cb4[10].x + cb4[11].x * cb4[11].x ;
o2.x -= s.x *  s.y *  cb4[9].x  / fov ;  
o2.y -= s.x *  s.y *  cb4[10].x / fov ;
o2.z -= s.x *  s.y *  cb4[11].x / fov ;     
  
  r0.w = 0;
  o3.xyzw = r0.wwwx;
  o4.xyzw = r0.wwwy;
  o5.w = r0.z;
  r0.x = dot(v1.xyz, cb3[4].xyz);
  r0.y = dot(v1.xyz, cb3[5].xyz);
  r0.z = dot(v1.xyz, cb3[6].xyz);
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  o5.xyz = r0.xyz;
  r0.w = r0.y * r0.y;
  r0.w = r0.x * r0.x + -r0.w;
  r1.xyzw = r0.xyzz * r0.yzzx;
  r0.x = dot(cb2[42].xyzw, r1.xyzw);
  r0.y = dot(cb2[43].xyzw, r1.xyzw);
  r0.z = dot(cb2[44].xyzw, r1.xyzw);
  o6.xyz = cb2[45].xyz * r0.www + r0.xyz;
  o6.w = 0;
  o7.xyzw = float4(0,0,0,0);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.164 on Sat Jan 31 19:51:36 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// NORMAL                   0   xyz         1     NONE   float   xyz
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1   xy          3     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
// TEXCOORD                 7   xyzw        7     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer CB0[10], immediateIndexed
dcl_constantbuffer CB1[5], immediateIndexed
dcl_constantbuffer CB2[46], immediateIndexed
dcl_constantbuffer CB3[7], immediateIndexed
dcl_constantbuffer CB4[21], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v2.xy
dcl_input v3.xy
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_temps 2
mul r0.xyzw, v0.yyyy, cb3[1].xyzw
mad r0.xyzw, cb3[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb3[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb3[3].xyzw
mul r1.xyzw, r0.yyyy, cb4[18].xyzw
mad r1.xyzw, cb4[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb4[19].xyzw, r0.zzzz, r1.xyzw
mad o0.xyzw, cb4[20].xyzw, r0.wwww, r1.xyzw
eq r0.x, cb0[9].w, l(0.000000)
movc r0.xy, r0.xxxx, v2.xyxx, v3.xyxx
mad o1.zw, r0.xxxy, cb0[7].xxxy, cb0[7].zzzw
mad o1.xy, v2.xyxx, cb0[6].xyxx, cb0[6].zwzz
mov o2.w, l(0)
mul r0.xyz, v0.yyyy, cb3[1].xyzx
mad r0.xyz, cb3[0].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb3[2].xyzx, v0.zzzz, r0.xyzx
mad r0.xyz, cb3[3].xyzx, v0.wwww, r0.xyzx
add o2.xyz, r0.xyzx, -cb1[4].xyzx
mov r0.w, l(0)
mov o3.xyzw, r0.wwwx
mov o4.xyzw, r0.wwwy
mov o5.w, r0.z
dp3 r0.x, v1.xyzx, cb3[4].xyzx
dp3 r0.y, v1.xyzx, cb3[5].xyzx
dp3 r0.z, v1.xyzx, cb3[6].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mov o5.xyz, r0.xyzx
mul r0.w, r0.y, r0.y
mad r0.w, r0.x, r0.x, -r0.w
mul r1.xyzw, r0.yzzx, r0.xyzz
dp4 r0.x, cb2[42].xyzw, r1.xyzw
dp4 r0.y, cb2[43].xyzw, r1.xyzw
dp4 r0.z, cb2[44].xyzw, r1.xyzw
mad o6.xyz, cb2[45].xyzx, r0.wwww, r0.xyzx
mov o6.w, l(0)
mov o7.xyzw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used

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