//DQ2 geometry culling VS 1. Also black layer in some cutscenes.
// ---- Created with geo-11 v0.6.198 on Tue Nov 11 00:09:31 2025
cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[1];
}




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


void main(
  float4 v0 : ATTRIBUTE0,
  out float4 o0 : SV_POSITION0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.xyz = v0.xyz * cb0[0].www + cb0[0].xyz;
  r1.xyzw = cb1[1].xyzw * r0.yyyy;
  r1.xyzw = r0.xxxx * cb1[0].xyzw + r1.xyzw;
  r0.xyzw = r0.zzzz * cb1[2].xyzw + r1.xyzw;
  o0.xyzw = cb1[3].xyzw + r0.xyzw;
  if (o0.w>=28.2 && o0.w<28.4) {
    o0.x-=stereo.x*(o0.w-stereo.y);
  }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Tue Nov 11 00:09:31 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyz
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[1], immediateIndexed
dcl_constantbuffer CB1[4], immediateIndexed
dcl_input v0.xyz
dcl_output_siv o0.xyzw, position
dcl_temps 2
mad r0.xyz, v0.xyzx, cb0[0].wwww, cb0[0].xyzx
mul r1.xyzw, r0.yyyy, cb1[1].xyzw
mad r1.xyzw, r0.xxxx, cb1[0].xyzw, r1.xyzw
mad r0.xyzw, r0.zzzz, cb1[2].xyzw, r1.xyzw
add o0.xyzw, r0.xyzw, cb1[3].xyzw
ret
// Approximately 0 instruction slots used

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