//Hud- cross-hair
Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main( 
  float4 v0 : POSITION0,
  float4 v1 : COLOR0,
  out float4 o0 : SV_POSITION0,
  out float3 o1 : TEXCOORD0)
{
  o0.xyz = v0.xyz;
  o0.w = 1;
  o1.xy = v0.xy * float2(0.5,-0.5) + float2(0.5,0.5);
  o1.z = v1.w;
  
// float4 s = StereoParams.Load(0);
// float4 p = IniParams.Load(0);  
// o1.x -= 0.001*s.x*(o0.w-s.y);  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.7 on Wed Nov 11 00:19:44 2015
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz 
// COLOR                    0   xyzw        1     NONE   float      w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyz         1     NONE   float   xyz 
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_input v0.xyz
dcl_input v1.w
dcl_output_siv o0.xyzw, position
dcl_output o1.xyz
mov o0.xyz, v0.xyzx
mov o0.w, l(1.000000)
mad o1.xy, v0.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mov o1.z, v1.w
ret 
// Approximately 0 instruction slots used

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