//NO is a color shader
Texture2D<float4> StereoParams : register(t125);

void main(
  float4 v0 : TEXCOORD0,
  float4 v1 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask;
  r0.xyz = v1.xyz;
  r0.w = 1.000000000e+000;
  r0.xyzw = float4(6.400000e+001,6.400000e+001,6.400000e+001,6.400000e+001) * r0.xyzw;
  r1.x = dot(v0.zw, float2(9.961089e-001,3.891051e-003));
  o0.xyzw = r1.xxxx * r0.xyzw;

  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float     zw
// TEXCOORD                 1   xyzw        1     NONE   float   xyz 
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_input_ps linear v0.zw
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 2
mov r0.xyz, v1.xyzx
mov r0.w, l(1.000000)
mul r0.xyzw, r0.xyzw, l(64.000000, 64.000000, 64.000000, 64.000000)
dp2 r1.x, v0.zwzz, l(0.996109, 0.003891, 0.000000, 0.000000)
mul o0.xyzw, r0.xyzw, r1.xxxx
ret 
// Approximately 6 instruction slots used
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
