//Stars
cbuffer cb2 : register(b2)
{
  float4 cb2[15];
}


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

void main( 
  float4 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  float4 v2 : COLOR0,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD0,
  out float p1 : TEXCOORD2,
  out float4 o2 : COLOR0,
  out float4 o3 : POSITION0,
  out float4 o4 : POSITION1)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = v0.xyz;
  r0.w = 1;
  r1.x = dot(cb2[0].xyzw, r0.xyzw);
  r1.y = dot(cb2[1].xyzw, r0.xyzw);
  r1.z = dot(cb2[3].xyzw, r0.xyzw);
  o0.xyzw = r1.xyzz;
  
  float4 stereo = StereoParams.Load(0);
  o0.x += stereo.x * stereo.y; 
  
  o1.xy = v1.xy;
  r1.x = dot(cb2[6].xyzw, r0.xyzw);
  r1.y = -cb2[7].z + r1.x;
  o3.z = r1.x;
  p1.x = saturate(0.0588235296 * r1.y);
  o2.xyzw = cb2[8].xyzw;
  o3.w = 1;
  o3.x = dot(cb2[4].xyzw, r0.xyzw);
  o3.y = dot(cb2[5].xyzw, r0.xyzw);
  o4.w = 1;
  o4.x = dot(cb2[12].xyzw, r0.xyzw);
  o4.y = dot(cb2[13].xyzw, r0.xyzw);
  o4.z = dot(cb2[14].xyzw, r0.xyzw);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.2.7 on Sat Nov 14 08:48:03 2015
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz 
// TEXCOORD                 0   xy          1     NONE   float   xy  
// COLOR                    0   xyzw        2     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                 2     z         1     NONE   float     z 
// COLOR                    0   xyzw        2     NONE   float   xyzw
// POSITION                 0   xyzw        3     NONE   float   xyzw
// POSITION                 1   xyzw        4     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb2[15], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.z
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_temps 2
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 r1.x, cb2[0].xyzw, r0.xyzw
dp4 r1.y, cb2[1].xyzw, r0.xyzw
dp4 r1.z, cb2[3].xyzw, r0.xyzw
mov o0.xyzw, r1.xyzz
mov o1.xy, v1.xyxx
dp4 r1.x, cb2[6].xyzw, r0.xyzw
add r1.y, r1.x, -cb2[7].z
mov o3.z, r1.x
mul_sat o1.z, r1.y, l(0.0588235296)
mov o2.xyzw, cb2[8].xyzw
mov o3.w, l(1.000000)
dp4 o3.x, cb2[4].xyzw, r0.xyzw
dp4 o3.y, cb2[5].xyzw, r0.xyzw
mov o4.w, l(1.000000)
dp4 o4.x, cb2[12].xyzw, r0.xyzw
dp4 o4.y, cb2[13].xyzw, r0.xyzw
dp4 o4.z, cb2[14].xyzw, r0.xyzw
ret 
// Approximately 0 instruction slots used

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