//To monoize 5. The World effect 3.
// ---- Created with 3Dmigoto v1.3.16 on Fri Sep 02 20:03:48 2022
//
//cbuffer perMaterialBuffer : register(b0)
//{
//  row_major float4x4 transform : packoffset(c0);
//  float2 textureSize : packoffset(c4);
//  float4 color : packoffset(c5);
//  float4 size0 : packoffset(c6);
//  float4 size1 : packoffset(c7);
//  float4 param : packoffset(c8);
//}
//
//
//
//// 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 : SV_POSITION0,
//  out float2 o1 : TEXCOORD0,
//  out float2 p1 : TEXCOORD1)
//{
//  float4 r0;
//  uint4 bitmask, uiDest;
//  float4 fDest;
//
//  r0.xyzw = transform._m10_m11_m12_m13 * v0.yyyy;
//  r0.xyzw = v0.xxxx * transform._m00_m01_m02_m03 + r0.xyzw;
//  r0.xyzw = transform._m30_m31_m32_m33 + r0.xyzw;
//  o0.xy = r0.xy * r0.ww;
//  o0.zw = r0.zw;
//  r0.xy = size0.xy * v1.xy;
//  r0.xy = r0.xy / textureSize.xy;
//  r0.zw = size0.zw / textureSize.xy;
//  o1.xy = r0.zw + r0.xy;
//  r0.xy = size1.xy * v1.xy;
//  r0.xy = r0.xy / textureSize.xy;
//  r0.zw = size1.zw / textureSize.xy;
//  p1.xy = r0.zw + r0.xy;
//  return;
//}
//
///*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//   using 3Dmigoto v1.3.16 on Fri Sep 02 20:03:48 2022
//
//
// Buffer Definitions:
//
// cbuffer perMaterialBuffer
// {
//
//   row_major float4x4 transform;      // Offset:    0 Size:    64
//   float2 textureSize;                // Offset:   64 Size:     8
//   float4 color;                      // Offset:   80 Size:    16 [unused]
//   float4 size0;                      // Offset:   96 Size:    16
//   float4 size1;                      // Offset:  112 Size:    16
//   float4 param;                      // Offset:  128 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// perMaterialBuffer                 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
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1     zw        1     NONE   float     zw
//
vs_4_0
dcl_constantbuffer cb0[8], immediateIndexed
dcl_constantbuffer cb12[1], immediateIndexed
dcl_input v0.xy
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.zw
dcl_temps 1
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
mul o0.xy, r0.wwww, r0.xyxx
mov o0.zw, r0.zzzw
mul r0.xy, v1.xyxx, cb0[6].xyxx
div r0.xy, r0.xyxx, cb0[4].xyxx
div r0.zw, cb0[6].zzzw, cb0[4].xxxy
add o1.xy, r0.xyxx, r0.zwzz
mul r0.xy, v1.xyxx, cb0[7].xyxx
div r0.xy, r0.xyxx, cb0[4].xyxx
div r0.zw, cb0[7].zzzw, cb0[4].xxxy
add o1.zw, r0.xxxy, r0.zzzw
ret
// Approximately 14 instruction slots used
