//Star Background
cbuffer cbDefaultXSC : register(b0)
{
  float4x4 ViewProj : packoffset(c0);
  float4x4 ViewMatrix : packoffset(c4);
  float4x4 SecondaryProj : packoffset(c8);
  float4x4 SecondaryViewProj : packoffset(c12);
  float4x4 SecondaryInvViewProj : packoffset(c16);
  float4 ConstantColour : packoffset(c20);
  float4 Time : packoffset(c21);
  float4 CameraPosition : packoffset(c22);
  float4 InvProjectionParams : packoffset(c23);
  float4 SecondaryInvProjectionParams : packoffset(c24);
  float4 ShaderDebugParams : packoffset(c25);
  float4 ToneMappingDebugParams : packoffset(c26);
  float4 HDR_EncodeScale2 : packoffset(c27);
  float4 EmissiveSurfaceMultiplier : packoffset(c28);
  float4 AlphaLight_OffsetScale : packoffset(c29);
  float4 TessellationScaleFactor : packoffset(c30);
  float4 FogNearColour : packoffset(c31);
  float4 FogFarColour : packoffset(c32);
  float4 FogParams : packoffset(c33);
  float4 AdvanceEnvironmentShaderDebugParams : packoffset(c34);
  float4 SMAA_RTMetrics : packoffset(c35);
}

cbuffer cbDefaultVSC : register(b1)
{
  float4x4 ProjMatrix : packoffset(c0);
  float4x4 TextureTransform : packoffset(c4);
  float4x4 InvViewProj : packoffset(c8);
  float4x4 PrevViewProj : packoffset(c12);
  float4x4 PrevSecViewProj : packoffset(c16);
  float4 TextureScaleBias : packoffset(c20);
  float4 RenderTargetSizeVS : packoffset(c21);
  float4 RenderTargetResolutionVS : packoffset(c22);
  float4 MorphTargetParams : packoffset(c23);
  float4 OnePixelStepForS0VS : packoffset(c24);
  float4 ScreenRes[2] : packoffset(c25);
  float4 ClearSurfaceColor : packoffset(c27);
  float4 ClearSurfaceDepth : packoffset(c28);
  float4 VertexDepthClamp : packoffset(c29);
  float4 FlareScreenAspect : packoffset(c30);
  float4 DecalParams : packoffset(c31);
  float4 UserClipPlane0 : packoffset(c32);
  float4 UserClipPlane1 : packoffset(c33);
  float4 UserClipPlane2 : packoffset(c34);
  float4 UserClipPlane3 : packoffset(c35);
  float4 DecalScaleParams : packoffset(c36);
  float4 MipLevel : packoffset(c37);
}

Texture2D<float4> StereoParams : register(t125);

void main(
  float4 v0 : POSITION0,
  float4 v1 : COLOR0,
  float2 v2 : TEXCOORD0,
  out float4 o0 : TEXCOORD0,
  out float4 o1 : COLOR0,
  out float4 o2 : SV_Position0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask;
  r0.xy = float2(-5.000000e-001,-5.000000e-001) + v2.xy;
  r0.xy = float2(1.000000e+000,-1.000000e+000) * r0.xy;
  r1.x = ProjMatrix._m00 * v0.w;
  r1.y = ProjMatrix._m11 * v0.w;
  r0.zw = RenderTargetResolutionVS.xy / r1.xy;
  r1.xy = RenderTargetResolutionVS.xy + r1.xy;
  r0.zw = r0.zw * r0.xy + r0.xy;
  o0.xy = float2(5.000000e-001,5.000000e-001) + r0.zw;
  o0.zw = float2(0.000000e+000,0.000000e+000);
  o1.xyz = v1.xyz * v1.www;
  o1.w = 0.000000000e+000;
  r2.x = dot(v0.xyz, TextureTransform._m00_m10_m20);
  r2.y = dot(v0.xyz, TextureTransform._m01_m11_m21);
  r2.z = dot(v0.xyz, TextureTransform._m02_m12_m22);
  r2.w = dot(v0.xyz, TextureTransform._m03_m13_m23);
  r3.x = dot(r2.xyzw, ViewProj._m00_m10_m20_m30);
  r3.y = dot(r2.xyzw, ViewProj._m01_m11_m21_m31);
  r0.z = dot(r2.xyzw, ViewProj._m03_m13_m23_m33);
  r0.zw = r3.xy / r0.zz;
  o2.xy = r1.xy * r0.xy + r0.zw;
  o2.zw = float2(1.000000e+000,1.000000e+000);
  
float4 stereo = StereoParams.Load(0);
o2.x += stereo.x;

  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Buffer Definitions: 
//
// cbuffer cbDefaultXSC
// {
//
//   float4x4 ViewProj;                 // Offset:    0 Size:    64
//   float4x4 ViewMatrix;               // Offset:   64 Size:    64 [unused]
//   float4x4 SecondaryProj;            // Offset:  128 Size:    64 [unused]
//   float4x4 SecondaryViewProj;        // Offset:  192 Size:    64 [unused]
//   float4x4 SecondaryInvViewProj;     // Offset:  256 Size:    64 [unused]
//   float4 ConstantColour;             // Offset:  320 Size:    16 [unused]
//   float4 Time;                       // Offset:  336 Size:    16 [unused]
//   float4 CameraPosition;             // Offset:  352 Size:    16 [unused]
//   float4 InvProjectionParams;        // Offset:  368 Size:    16 [unused]
//   float4 SecondaryInvProjectionParams;// Offset:  384 Size:    16 [unused]
//   float4 ShaderDebugParams;          // Offset:  400 Size:    16 [unused]
//   float4 ToneMappingDebugParams;     // Offset:  416 Size:    16 [unused]
//   float4 HDR_EncodeScale2;           // Offset:  432 Size:    16 [unused]
//   float4 EmissiveSurfaceMultiplier;  // Offset:  448 Size:    16 [unused]
//   float4 AlphaLight_OffsetScale;     // Offset:  464 Size:    16 [unused]
//   float4 TessellationScaleFactor;    // Offset:  480 Size:    16 [unused]
//   float4 FogNearColour;              // Offset:  496 Size:    16 [unused]
//   float4 FogFarColour;               // Offset:  512 Size:    16 [unused]
//   float4 FogParams;                  // Offset:  528 Size:    16 [unused]
//   float4 AdvanceEnvironmentShaderDebugParams;// Offset:  544 Size:    16 [unused]
//   float4 SMAA_RTMetrics;             // Offset:  560 Size:    16 [unused]
//
// }
//
// cbuffer cbDefaultVSC
// {
//
//   float4x4 ProjMatrix;               // Offset:    0 Size:    64
//   float4x4 TextureTransform;         // Offset:   64 Size:    64
//   float4x4 InvViewProj;              // Offset:  128 Size:    64 [unused]
//   float4x4 PrevViewProj;             // Offset:  192 Size:    64 [unused]
//   float4x4 PrevSecViewProj;          // Offset:  256 Size:    64 [unused]
//   float4 TextureScaleBias;           // Offset:  320 Size:    16 [unused]
//   float4 RenderTargetSizeVS;         // Offset:  336 Size:    16 [unused]
//   float4 RenderTargetResolutionVS;   // Offset:  352 Size:    16
//   float4 MorphTargetParams;          // Offset:  368 Size:    16 [unused]
//   float4 OnePixelStepForS0VS;        // Offset:  384 Size:    16 [unused]
//   float4 ScreenRes[2];               // Offset:  400 Size:    32 [unused]
//   float4 ClearSurfaceColor;          // Offset:  432 Size:    16 [unused]
//   float4 ClearSurfaceDepth;          // Offset:  448 Size:    16 [unused]
//   float4 VertexDepthClamp;           // Offset:  464 Size:    16 [unused]
//   float4 FlareScreenAspect;          // Offset:  480 Size:    16 [unused]
//   float4 DecalParams;                // Offset:  496 Size:    16 [unused]
//   float4 UserClipPlane0;             // Offset:  512 Size:    16 [unused]
//   float4 UserClipPlane1;             // Offset:  528 Size:    16 [unused]
//   float4 UserClipPlane2;             // Offset:  544 Size:    16 [unused]
//   float4 UserClipPlane3;             // Offset:  560 Size:    16 [unused]
//   float4 DecalScaleParams;           // Offset:  576 Size:    16 [unused]
//   float4 MipLevel;                   // Offset:  592 Size:    16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// cbDefaultXSC                      cbuffer      NA          NA    0        1
// cbDefaultVSC                      cbuffer      NA          NA    1        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// SV_Position              0   xyzw        2      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[4], immediateIndexed
dcl_constantbuffer cb1[23], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output_siv o2.xyzw, position
dcl_temps 4
add r0.xy, v2.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000)
mul r1.x, v0.w, cb1[0].x
mul r1.y, v0.w, cb1[1].y
div r0.zw, cb1[22].xxxy, r1.xxxy
add r1.xy, r1.xyxx, cb1[22].xyxx
mad r0.zw, r0.zzzw, r0.xxxy, r0.xxxy
add o0.xy, r0.zwzz, l(0.500000, 0.500000, 0.000000, 0.000000)
mov o0.zw, l(0,0,0,0)
mul o1.xyz, v1.wwww, v1.xyzx
mov o1.w, l(0)
dp3 r2.x, v0.xyzx, cb1[4].xyzx
dp3 r2.y, v0.xyzx, cb1[5].xyzx
dp3 r2.z, v0.xyzx, cb1[6].xyzx
dp3 r2.w, v0.xyzx, cb1[7].xyzx
dp4 r3.x, r2.xyzw, cb0[0].xyzw
dp4 r3.y, r2.xyzw, cb0[1].xyzw
dp4 r0.z, r2.xyzw, cb0[3].xyzw
div r0.zw, r3.xxxy, r0.zzzz
mad o2.xy, r1.xyxx, r0.xyxx, r0.zwzz
mov o2.zw, l(0,0,1.000000,1.000000)
ret 
// Approximately 22 instruction slots used
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
