//ssr skip regex
// ---- Created with 3Dmigoto v0.6.164 on Fri Mar 20 14:25:23 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[6];
}

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,
  float4 v1 : TANGENT0,
  float3 v2 : NORMAL0,
  float4 v3 : TEXCOORD0,
  float4 v4 : TEXCOORD1,
  float4 v5 : TEXCOORD2,
  float4 v6 : TEXCOORD3,
  float4 v7 : COLOR0,
  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 float3 o6 : TEXCOORD5)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;
  
float4 s = StereoParams.Load(0);
float4 testeo = IniParams.Load(int2(90,0));   

  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;
  r1.xyzw = cb3[3].xyzw + r0.xyzw;
  o3.xyz = cb3[3].xyz * v0.www + r0.xyz;
  
 
  
  r0.xyzw = cb4[18].xyzw * r1.yyyy;
  r0.xyzw = cb4[17].xyzw * r1.xxxx + r0.xyzw;
  r0.xyzw = cb4[19].xyzw * r1.zzzz + r0.xyzw;
  r0.xyzw = cb4[20].xyzw * r1.wwww + r0.xyzw;
  o0.xyzw = r0.xyzw;
  o1.xy = v3.xy * cb0[9].xy + cb0[9].zw;
  

  
  r1.x = dot(v2.xyz, cb3[4].xyz);
  r1.y = dot(v2.xyz, cb3[5].xyz);
  r1.z = dot(v2.xyz, cb3[6].xyz);
  r1.w = dot(r1.xyz, r1.xyz);
  r1.w = rsqrt(r1.w);
  r1.xyz = r1.xyz * r1.www;
  o2.xyz = r1.xyz;
  

  
  r0.y = cb1[5].x * r0.y;
  r2.xzw = float3(0.5,0.5,0.5) * r0.xwy;
  o4.zw = r0.zw;
  o4.xy = r2.xw + r2.zz;
  o5.xyzw = float4(0,0,0,0);
  r0.x = r1.y * r1.y;
  r0.x = r1.x * r1.x + -r0.x;
  r2.xyzw = r1.xyzz * r1.yzzx;
  r3.x = dot(cb2[42].xyzw, r2.xyzw);
  r3.y = dot(cb2[43].xyzw, r2.xyzw);
  r3.z = dot(cb2[44].xyzw, r2.xyzw);
  r0.xyz = cb2[45].xyz * r0.xxx + r3.xyz;
  r1.w = 1;
  r2.x = dot(cb2[39].xyzw, r1.xyzw);
  r2.y = dot(cb2[40].xyzw, r1.xyzw);
  r2.z = dot(cb2[41].xyzw, r1.xyzw);
  r0.xyz = r2.xyz + r0.xyz;
  o6.xyz = max(float3(0,0,0), r0.xyz);
  
  
 
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.164 on Fri Mar 20 14:25:23 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TANGENT                  0   xyzw        1     NONE   float
// NORMAL                   0   xyz         2     NONE   float   xyz
// TEXCOORD                 0   xyzw        3     NONE   float   xy
// TEXCOORD                 1   xyzw        4     NONE   float
// TEXCOORD                 2   xyzw        5     NONE   float
// TEXCOORD                 3   xyzw        6     NONE   float
// COLOR                    0   xyzw        7     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyz         6     NONE   float   xyz
//
vs_4_0
dcl_constantbuffer CB0[10], immediateIndexed
dcl_constantbuffer CB1[6], immediateIndexed
dcl_constantbuffer CB2[46], immediateIndexed
dcl_constantbuffer CB3[7], immediateIndexed
dcl_constantbuffer CB4[21], immediateIndexed
dcl_input v0.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyz
dcl_output o3.xyz
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyz
dcl_temps 4
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 r1.xyzw, r0.xyzw, cb3[3].xyzw
mad o3.xyz, cb3[3].xyzx, v0.wwww, r0.xyzx
mul r0.xyzw, r1.yyyy, cb4[18].xyzw
mad r0.xyzw, cb4[17].xyzw, r1.xxxx, r0.xyzw
mad r0.xyzw, cb4[19].xyzw, r1.zzzz, r0.xyzw
mad r0.xyzw, cb4[20].xyzw, r1.wwww, r0.xyzw
mov o0.xyzw, r0.xyzw
mad o1.xy, v3.xyxx, cb0[9].xyxx, cb0[9].zwzz
dp3 r1.x, v2.xyzx, cb3[4].xyzx
dp3 r1.y, v2.xyzx, cb3[5].xyzx
dp3 r1.z, v2.xyzx, cb3[6].xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
mov o2.xyz, r1.xyzx
mul r0.y, r0.y, cb1[5].x
mul r2.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o4.zw, r0.zzzw
add o4.xy, r2.zzzz, r2.xwxx
mov o5.xyzw, l(0,0,0,0)
mul r0.x, r1.y, r1.y
mad r0.x, r1.x, r1.x, -r0.x
mul r2.xyzw, r1.yzzx, r1.xyzz
dp4 r3.x, cb2[42].xyzw, r2.xyzw
dp4 r3.y, cb2[43].xyzw, r2.xyzw
dp4 r3.z, cb2[44].xyzw, r2.xyzw
mad r0.xyz, cb2[45].xyzx, r0.xxxx, r3.xyzx
mov r1.w, l(1.000000)
dp4 r2.x, cb2[39].xyzw, r1.xyzw
dp4 r2.y, cb2[40].xyzw, r1.xyzw
dp4 r2.z, cb2[41].xyzw, r1.xyzw
add r0.xyz, r0.xyzx, r2.xyzx
max o6.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
ret
// Approximately 0 instruction slots used

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