//HUD/UI Player vs Player icons Neph
// ---- Created with 3Dmigoto v1.3.16.45 on Mon Nov 30 23:54:44 2020
cbuffer cb2 : register(b2)
{
  float4 cb2[1];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[1];
}

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




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


void main(
  float3 v0 : POSITION0,
  float4 v1 : COLOR0,
  float4 v2 : TEXCOORD0,
  float2 v3 : TEXCOORD1,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float2 o2 : TEXCOORD0,
  out float2 p2 : TEXCOORD1,
  out float2 o3 : TEXCOORD4)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = cmp(cb1[0].x != 0.000000);
  r1.xyz = v0.xyz;
  r1.w = 1;
  r2.x = dot(cb0[0].xyzw, r1.xyzw);
  r2.y = dot(cb0[1].xyzw, r1.xyzw);
  r0.yz = float2(1,1) + r2.xy;
  r0.yz = cb0[4].xy * r0.yz;
  r0.yz = float2(0.5,0.5) * r0.yz;
  r0.yz = round(r0.yz);
  r0.yz = r0.yz * float2(2,2) + -cb0[4].xy;
  r0.yz = r0.yz / cb0[4].xy;
  o0.xy = r0.xx ? r0.yz : r2.xy;
  o0.z = dot(cb0[2].xyzw, r1.xyzw);
  o0.w = dot(cb0[3].xyzw, r1.xyzw);
  o1.xyzw = v1.xyzw;
  o2.xy = cb2[0].xy * v2.xy;
  p2.xy = v3.xy;
  o3.xy = cb2[0].xy;
  
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
o0.x+=stereo.x*  .5; 
  
  
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16.45 on Mon Nov 30 23:54:44 2020
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyz         0     NONE   float   xyz
// COLOR                    0   xyzw        1     NONE   float   xyzw
// 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
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1     zw        2     NONE   float     zw
// TEXCOORD                 4   xy          3     NONE   float   xy
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[5], immediateIndexed
dcl_constantbuffer cb1[1], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xy
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o2.zw
dcl_output o3.xy
dcl_temps 3
ne r0.x, cb1[0].x, l(0.000000)
mov r1.xyz, v0.xyzx
mov r1.w, l(1.000000)
dp4 r2.x, cb0[0].xyzw, r1.xyzw
dp4 r2.y, cb0[1].xyzw, r1.xyzw
add r0.yz, r2.xxyx, l(0.000000, 1.000000, 1.000000, 0.000000)
mul r0.yz, r0.yyzy, cb0[4].xxyx
mul r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
round_ne r0.yz, r0.yyzy
mad r0.yz, r0.yyzy, l(0.000000, 2.000000, 2.000000, 0.000000), -cb0[4].xxyx
div r0.yz, r0.yyzy, cb0[4].xxyx
movc o0.xy, r0.xxxx, r0.yzyy, r2.xyxx
dp4 o0.z, cb0[2].xyzw, r1.xyzw
dp4 o0.w, cb0[3].xyzw, r1.xyzw
mov o1.xyzw, v1.xyzw
mul o2.xy, v2.xyxx, cb2[0].xyxx
mov o2.zw, v3.xxxy
mov o3.xy, cb2[0].xyxx
ret
// Approximately 0 instruction slots used

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