// ---- Created with 3Dmigoto v1.3.16 on Fri Jul 10 05:43:44 2020

cbuffer _Globals : register(b0)
{
  float4x4 WorldView : packoffset(c0);
  float4x4 WorldViewProjection : packoffset(c4);
  float4 MaterialColor : packoffset(c8) = {1,1,1,1};
  float AlphaThreshold : packoffset(c9) = {0.00100000005};
}



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


void main(
  float4 v0 : POSITION0,
  float4 v1 : COLOR0,
  float4 v2 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float2 o2 : TEXCOORD0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 iniParams = IniParams.Load(0); 
  if (iniParams.x == 1) {discard;}

  r0.xyz = v0.xyz;
  r0.w = 1;
  o0.x = dot(r0.xyzw, WorldViewProjection._m00_m10_m20_m30);
  o0.y = dot(r0.xyzw, WorldViewProjection._m01_m11_m21_m31);
  o0.z = dot(r0.xyzw, WorldViewProjection._m02_m12_m22_m32);
  o0.w = dot(r0.xyzw, WorldViewProjection._m03_m13_m23_m33);
  o1.xyzw = MaterialColor.xyzw * v1.xyzw;
  o2.xy = v2.xy;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v1.3.16 on Fri Jul 10 05:43:44 2020
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4x4 WorldView;                // Offset:    0 Size:    64 [unused]
//   float4x4 WorldViewProjection;      // Offset:   64 Size:    64
//   float4 MaterialColor;              // Offset:  128 Size:    16
//      = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
//   float AlphaThreshold;              // Offset:  144 Size:     4 [unused]
//      = 0x3a83126f
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
//
vs_4_0
dcl_constantbuffer cb0[9], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_temps 1
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 o0.x, r0.xyzw, cb0[4].xyzw
dp4 o0.y, r0.xyzw, cb0[5].xyzw
dp4 o0.z, r0.xyzw, cb0[6].xyzw
dp4 o0.w, r0.xyzw, cb0[7].xyzw
mul o1.xyzw, v1.xyzw, cb0[8].xyzw
mov o2.xy, v2.xyxx
ret
// Approximately 9 instruction slots used

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