//Storage Box
cbuffer cb2 : register(b2)
{
  float4 cb2[1];
}


Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main( 
  float4 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD0)
{
  o0.xy = -cb2[0].xy * float2(2,-2) + v0.xy;
  o0.z = v0.z;
  o0.w = 1;
  o1.xy = v1.xy;
  
float4 s = StereoParams.Load(0);
float4 p = IniParams.Load(0);
// if (p.z != 1)
// {
	o0.x += s.x * (o0.w - s.y)*0.05*p.z; //*(1 - p.x);    
// }  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.9 on Mon Nov 23 15:58:51 2015
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz 
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy  
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
mad o0.xy, -cb2[0].xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), v0.xyxx
mov o0.z, v0.z
mov o0.w, l(1.000000)
mov o1.xy, v1.xyxx
ret 
// Approximately 0 instruction slots used

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