// ghosting in ext. views => o1
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 Transform;
//
//
// Registers:
//
//   Name         Reg   Size
//   ------------ ----- ----
//   Transform    c0       1
//
//
// Default values:
//
//   Transform
//     c0   = { 0, 0, 0, 0 };
//

    vs_3_0
    def c1, -2, 0.5, 0, 1
def c220, 0.25, 0, 0.0625, 0
    dcl_position v0
    dcl_position o0
    dcl_texcoord o1.xy
    dcl_texcoord1 o2.xy
dcl_2d s0	
    add_sat r0.x, v0.x, v0.x
    // mad o1.x, r0.x, c0.z, c0.x
mad r3.x, r0.x, c0.z, c0.x	
    mul r0.x, c1.x, v0.y
    mov_sat r0.x, r0.x
    // mad o1.y, r0.x, c0.w, c0.y
mad r3.y, r0.x, c0.w, c0.y	
    mad o2.x, v0.x, c1.y, c1.y
    mad o2.y, v0.y, -c1.y, c1.y
    mov o0.xy, v0
    mov o0.zw, c1
	
mov r5, c220
// mov r5.x, c221.x					// retrieve depth value from  Const1 in DX9Settings.ini
texldl r1, r5.z, s0					// retrieve values from stereo texture 
mul r1.x, r1.x, -r5.x				// multiplicity Separation * c220.x 
add r3.x, r3.x, -r1.x    			// correct output vertex position
mov o1.xy, r3.xy             			// mov from temporary register to output	
	// mov o1.xy, c1.zz

// approximately 9 instruction slots used
 