// ---- Created with 3Dmigoto v1.2.35 on Tue Apr 26 23:06:23 2016

cbuffer _Globals : register(b0)
{
  float2 fParam_DepthCastScaleOffset : packoffset(c0) = {1,0};
  float4 fParam_DepthOfFieldFactorScaleOffset : packoffset(c1) = {0.5,0.5,2,-1};
  float4 fParam_HDRFormatFactor_LOGRGB : packoffset(c2);
  float4 fParam_HDRFormatFactor_RGBALUM : packoffset(c3);
  float4 fParam_HDRFormatFactor_REINHARDRGB : packoffset(c4);
  float2 fParam_ScreenSpaceScale : packoffset(c5) = {1,-1};
  float4x4 m44_ModelViewProject : packoffset(c6);
  float4 vParam_LensDistortion : packoffset(c10);
  float4 afUVWQ_TexCoordScaleOffset[4] : packoffset(c11);
  float4 fParam_PerspectiveFactor : packoffset(c15);
  float fParam_FocusDistance : packoffset(c16);
  float4 fParam_DepthOfFieldConvertDepthFactor : packoffset(c17);
  float2 afXY_DepthOfFieldLevelBlendFactor16[16] : packoffset(c18);
  float fParam_DepthOfFieldLayerMaskThreshold : packoffset(c33.z) = {0.25};
  float fParam_DepthOfFieldFactorThreshold : packoffset(c33.w) = {0.00039999999};
  float4 afUV_TexCoordOffsetV16[16] : packoffset(c34);
  float4 afUV_TexCoordOffsetP32[96] : packoffset(c50);
  float4 afParam_TexCoordScaler8[8] : packoffset(c146);
  float4 afRGBA_Modulate[32] : packoffset(c154);
  float4 afRGBA_Offset[16] : packoffset(c186);
  float fParam_GammaCorrection : packoffset(c202) = {0.454545468};
  float2 fParam_DitherOffsetScale : packoffset(c202.y) = {0.00392156886,-0.00196078443};
  float4 fRGBA_Constant : packoffset(c203);
  float4 afRGBA_Constant[4] : packoffset(c204);
  float4 fParam_TonemapMaxMappingLuminance : packoffset(c208) = {1,1,1.015625,1};
  float4 fParam_BrightPassRemapFactor : packoffset(c209);
  float4x4 m44_ColorTransformMatrix : packoffset(c210);
  float4x4 m44_PreTonemapColorTransformMatrix : packoffset(c214);
  float4x4 m44_PreTonemapGlareColorTransformMatrix : packoffset(c218);
  float4 fParam_VignetteSimulate : packoffset(c222);
  float fParam_VignettePowerOfCosine : packoffset(c223);
  float4x4 am44_TransformMatrix[8] : packoffset(c224);
}



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


void main( 
  float2 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : TEXCOORD0,
  out float4 o1 : TEXCOORD1,
  out float2 o2 : TEXCOORD2,
  out float4 o3 : SV_POSITION0)
{
  o0.xy = afUV_TexCoordOffsetV16[0].xy + v1.xy;
  o1.xy = afUV_TexCoordOffsetV16[1].xy + v1.xy;
  o2.xy = afUV_TexCoordOffsetV16[2].xy + v1.xy;
  o3.xy = fParam_ScreenSpaceScale.xy * v0.xy;
  o3.zw = float2(0.100000001,1);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float2 fParam_DepthCastScaleOffset;// Offset:    0 Size:     8 [unused]
//      = 0x3f800000 0x00000000 
//   float4 fParam_DepthOfFieldFactorScaleOffset;// Offset:   16 Size:    16 [unused]
//      = 0x3f000000 0x3f000000 0x40000000 0xbf800000 
//   float4 fParam_HDRFormatFactor_LOGRGB;// Offset:   32 Size:    16 [unused]
//   float4 fParam_HDRFormatFactor_RGBALUM;// Offset:   48 Size:    16 [unused]
//   float4 fParam_HDRFormatFactor_REINHARDRGB;// Offset:   64 Size:    16 [unused]
//   float2 fParam_ScreenSpaceScale;    // Offset:   80 Size:     8
//      = 0x3f800000 0xbf800000 
//   float4x4 m44_ModelViewProject;     // Offset:   96 Size:    64 [unused]
//   float4 vParam_LensDistortion;      // Offset:  160 Size:    16 [unused]
//   float4 afUVWQ_TexCoordScaleOffset[4];// Offset:  176 Size:    64 [unused]
//   float4 fParam_PerspectiveFactor;   // Offset:  240 Size:    16 [unused]
//   float fParam_FocusDistance;        // Offset:  256 Size:     4 [unused]
//   float4 fParam_DepthOfFieldConvertDepthFactor;// Offset:  272 Size:    16 [unused]
//   float2 afXY_DepthOfFieldLevelBlendFactor16[16];// Offset:  288 Size:   248 [unused]
//   float fParam_DepthOfFieldLayerMaskThreshold;// Offset:  536 Size:     4 [unused]
//      = 0x3e800000 
//   float fParam_DepthOfFieldFactorThreshold;// Offset:  540 Size:     4 [unused]
//      = 0x39d1b717 
//   float4 afUV_TexCoordOffsetV16[16]; // Offset:  544 Size:   256
//   float4 afUV_TexCoordOffsetP32[96]; // Offset:  800 Size:  1536 [unused]
//   float4 afParam_TexCoordScaler8[8]; // Offset: 2336 Size:   128 [unused]
//   float4 afRGBA_Modulate[32];        // Offset: 2464 Size:   512 [unused]
//   float4 afRGBA_Offset[16];          // Offset: 2976 Size:   256 [unused]
//   float fParam_GammaCorrection;      // Offset: 3232 Size:     4 [unused]
//      = 0x3ee8ba2f 
//   float2 fParam_DitherOffsetScale;   // Offset: 3236 Size:     8 [unused]
//      = 0x3b808081 0xbb008081 
//   float4 fRGBA_Constant;             // Offset: 3248 Size:    16 [unused]
//   float4 afRGBA_Constant[4];         // Offset: 3264 Size:    64 [unused]
//   float4 fParam_TonemapMaxMappingLuminance;// Offset: 3328 Size:    16 [unused]
//      = 0x3f800000 0x3f800000 0x3f820000 0x3f800000 
//   float4 fParam_BrightPassRemapFactor;// Offset: 3344 Size:    16 [unused]
//   float4x4 m44_ColorTransformMatrix; // Offset: 3360 Size:    64 [unused]
//   float4x4 m44_PreTonemapColorTransformMatrix;// Offset: 3424 Size:    64 [unused]
//   float4x4 m44_PreTonemapGlareColorTransformMatrix;// Offset: 3488 Size:    64 [unused]
//   float4 fParam_VignetteSimulate;    // Offset: 3552 Size:    16 [unused]
//   float fParam_VignettePowerOfCosine;// Offset: 3568 Size:     4 [unused]
//   float4x4 am44_TransformMatrix[8];  // Offset: 3584 Size:   512 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xy          0     NONE   float   xy  
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy  
// TEXCOORD                 1   xy          1     NONE   float   xy  
// TEXCOORD                 2   xy          2     NONE   float   xy  
// SV_POSITION              0   xyzw        3      POS   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[37], immediateIndexed
dcl_input v0.xy
dcl_input v1.xy
dcl_output o0.xy
dcl_output o1.xy
dcl_output o2.xy
dcl_output_siv o3.xyzw, position
add o0.xy, v1.xyxx, cb0[34].xyxx
add o1.xy, v1.xyxx, cb0[35].xyxx
add o2.xy, v1.xyxx, cb0[36].xyxx
mul o3.xy, v0.xyxx, cb0[5].xyxx
mov o3.zw, l(0,0,0.100000,1.000000)
ret 
// Approximately 6 instruction slots used

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