Bug 1148009; Add support for Cardboard (and other rotation-sensor based VR) in Firefox for Android; r=jrmuizel
authorVladimir Vukicevic <vladimir@pobox.com>
Wed, 01 Apr 2015 16:02:20 -0400
changeset 254259 5780ac46443ab52749b9430fbbe96a0c7d357cab
parent 254258 3e459fb85c8f03d6c5220794ad4602842a79b900
child 254260 4e41289e4c38754f14d632dbed43a84799864e58
push id4830
push userjlund@mozilla.com
push dateMon, 29 Jun 2015 20:18:48 +0000
treeherdermozilla-esr52@4c2175bb0420 [default view] [failures only]
perfherder[talos] [build metrics] [platform microbench] (compared to previous push)
reviewersjrmuizel
bugs1148009
milestone40.0a1
Bug 1148009; Add support for Cardboard (and other rotation-sensor based VR) in Firefox for Android; r=jrmuizel
dom/vr/VRDevice.cpp
gfx/layers/d3d11/CompositorD3D11.cpp
gfx/layers/d3d11/CompositorD3D11Shaders.h
gfx/layers/d3d11/CompositorD3D11ShadersVR.h
gfx/layers/d3d11/CompositorD3D11VR.hlsl
gfx/vr/gfxVR.cpp
gfx/vr/gfxVR.h
gfx/vr/gfxVRCardboard.cpp
gfx/vr/gfxVRCardboard.h
gfx/vr/gfxVROculus.cpp
gfx/vr/moz.build
--- a/dom/vr/VRDevice.cpp
+++ b/dom/vr/VRDevice.cpp
@@ -209,19 +209,31 @@ namespace {
 
 class HMDInfoVRDevice : public HMDVRDevice
 {
 public:
   HMDInfoVRDevice(nsISupports* aParent, gfx::VRHMDInfo* aHMD)
     : HMDVRDevice(aParent, aHMD)
   {
     // XXX TODO use real names/IDs
-    mHWID.AppendPrintf("HMDInfo-0x%llx", aHMD);
-    mDeviceId.AssignLiteral("somedevid");
-    mDeviceName.AssignLiteral("HMD Device");
+    uint64_t hmdid = reinterpret_cast<uint64_t>(aHMD);
+
+    mHWID.Truncate();
+    mHWID.AppendPrintf("HMDInfo-0x%llx", hmdid);
+
+    mDeviceId.Truncate();
+    mDeviceId.AppendPrintf("HMDInfo-dev-0x%llx", hmdid);
+
+    if (aHMD->GetType() == VRHMDType::Oculus) {
+      mDeviceName.AssignLiteral("VR HMD Device (oculus)");
+    } else if (aHMD->GetType() == VRHMDType::Cardboard) {
+      mDeviceName.AssignLiteral("VR HMD Device (cardboard)");
+    } else {
+      mDeviceName.AssignLiteral("VR HMD Device (unknown)");
+    }
 
     mValid = true;
   }
 
   virtual ~HMDInfoVRDevice() { }
 
   /* If a field of view that is set to all 0's is passed in,
    * the recommended field of view for that eye is used.
@@ -265,19 +277,31 @@ class HMDPositionVRDevice : public Posit
 {
 public:
   HMDPositionVRDevice(nsISupports* aParent, gfx::VRHMDInfo* aHMD)
     : PositionSensorVRDevice(aParent)
     , mHMD(aHMD)
     , mTracking(false)
   {
     // XXX TODO use real names/IDs
-    mHWID.AppendPrintf("HMDInfo-0x%llx", aHMD);
-    mDeviceId.AssignLiteral("somedevid");
-    mDeviceName.AssignLiteral("HMD Position Device");
+    uint64_t hmdid = reinterpret_cast<uint64_t>(aHMD);
+
+    mHWID.Truncate();
+    mHWID.AppendPrintf("HMDInfo-0x%llx", hmdid);
+
+    mDeviceId.Truncate();
+    mDeviceId.AppendPrintf("HMDInfo-dev-0x%llx", hmdid);
+
+    if (aHMD->GetType() == VRHMDType::Oculus) {
+      mDeviceName.AssignLiteral("VR Position Device (oculus)");
+    } else if (aHMD->GetType() == VRHMDType::Cardboard) {
+      mDeviceName.AssignLiteral("VR Position Device (cardboard)");
+    } else {
+      mDeviceName.AssignLiteral("VR Position Device (unknown)");
+    }
 
     mValid = true;
   }
 
   ~HMDPositionVRDevice()
   {
     if (mTracking) {
       mHMD->StopSensorTracking();
--- a/gfx/layers/d3d11/CompositorD3D11.cpp
+++ b/gfx/layers/d3d11/CompositorD3D11.cpp
@@ -68,27 +68,29 @@ struct DeviceAttachmentsD3D11
   RefPtr<ID3D11BlendState> mNonPremulBlendState;
   RefPtr<ID3D11BlendState> mComponentBlendState;
   RefPtr<ID3D11BlendState> mDisabledBlendState;
   RefPtr<IDXGIResource> mSyncTexture;
 
   //
   // VR pieces
   //
-  RefPtr<ID3D11InputLayout> mVRDistortionInputLayout;
-  RefPtr<ID3D11Buffer> mVRDistortionConstants;
-
+  typedef EnumeratedArray<VRHMDType, VRHMDType::NumHMDTypes, RefPtr<ID3D11InputLayout>>
+          VRDistortionInputLayoutArray;
   typedef EnumeratedArray<VRHMDType, VRHMDType::NumHMDTypes, RefPtr<ID3D11VertexShader>>
           VRVertexShaderArray;
   typedef EnumeratedArray<VRHMDType, VRHMDType::NumHMDTypes, RefPtr<ID3D11PixelShader>>
           VRPixelShaderArray;
 
+  VRDistortionInputLayoutArray mVRDistortionInputLayout;
   VRVertexShaderArray mVRDistortionVS;
   VRPixelShaderArray mVRDistortionPS;
 
+  RefPtr<ID3D11Buffer> mVRDistortionConstants;
+
   // These will be created/filled in as needed during rendering whenever the configuration
   // changes.
   VRHMDConfiguration mVRConfiguration;
   RefPtr<ID3D11Buffer> mVRDistortionVertices[2]; // one for each eye
   RefPtr<ID3D11Buffer> mVRDistortionIndices[2];
   uint32_t mVRDistortionIndexCount[2];
 };
 
@@ -329,17 +331,22 @@ CompositorD3D11::Initialize()
       { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT,       0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
       { "COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
     };
 
     hr = mDevice->CreateInputLayout(vrlayout,
                                     sizeof(vrlayout) / sizeof(D3D11_INPUT_ELEMENT_DESC),
                                     OculusVRDistortionVS,
                                     sizeof(OculusVRDistortionVS),
-                                    byRef(mAttachments->mVRDistortionInputLayout));
+                                    byRef(mAttachments->mVRDistortionInputLayout[VRHMDType::Oculus]));
+
+    // XXX shared for now, rename
+    mAttachments->mVRDistortionInputLayout[VRHMDType::Cardboard] =
+      mAttachments->mVRDistortionInputLayout[VRHMDType::Oculus];
+
     cBufferDesc.ByteWidth = sizeof(gfx::VRDistortionConstants);
     hr = mDevice->CreateBuffer(&cBufferDesc, nullptr, byRef(mAttachments->mVRDistortionConstants));
     if (FAILED(hr)) {
       return false;
     }
   }
 
   nsRefPtr<IDXGIDevice> dxgiDevice;
@@ -656,16 +663,17 @@ CompositorD3D11::DrawVRDistortion(const 
 
   EffectVRDistortion* vrEffect =
     static_cast<EffectVRDistortion*>(aEffectChain.mPrimaryEffect.get());
 
   TextureSourceD3D11* source = vrEffect->mTexture->AsSourceD3D11();
   gfx::IntSize size = vrEffect->mRenderTarget->GetSize(); // XXX source->GetSize()
 
   VRHMDInfo* hmdInfo = vrEffect->mHMD;
+  VRHMDType hmdType = hmdInfo->GetType();
   VRDistortionConstants shaderConstants;
 
   // do we need to recreate the VR buffers, since the config has changed?
   if (hmdInfo->GetConfiguration() != mAttachments->mVRConfiguration) {
     D3D11_SUBRESOURCE_DATA sdata = { 0 };
     CD3D11_BUFFER_DESC desc(0, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_IMMUTABLE);
 
     // XXX as an optimization, we should really pack the indices and vertices for both eyes
@@ -704,30 +712,27 @@ CompositorD3D11::DrawVRDistortion(const 
   scissor.left = aClipRect.x;
   scissor.right = aClipRect.XMost();
   scissor.top = aClipRect.y;
   scissor.bottom = aClipRect.YMost();
   mContext->RSSetScissorRects(1, &scissor);
 
   // Triangle lists and same layout for both eyes
   mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
-  mContext->IASetInputLayout(mAttachments->mVRDistortionInputLayout);
-
-  // Shaders for this HMD
-  mContext->VSSetShader(mAttachments->mVRDistortionVS[mAttachments->mVRConfiguration.hmdType], nullptr, 0);
-  mContext->PSSetShader(mAttachments->mVRDistortionPS[mAttachments->mVRConfiguration.hmdType], nullptr, 0);
+  mContext->IASetInputLayout(mAttachments->mVRDistortionInputLayout[hmdType]);
+  mContext->VSSetShader(mAttachments->mVRDistortionVS[hmdType], nullptr, 0);
+  mContext->PSSetShader(mAttachments->mVRDistortionPS[hmdType], nullptr, 0);
 
   // This is the source texture SRV for the pixel shader
-  // XXX, um should we cache this SRV?
+  // XXX, um should we cache this SRV on the source?
   RefPtr<ID3D11ShaderResourceView> view;
   mDevice->CreateShaderResourceView(source->GetD3D11Texture(), nullptr, byRef(view));
   ID3D11ShaderResourceView* srView = view;
   mContext->PSSetShaderResources(0, 1, &srView);
 
-
   gfx::IntSize vpSizeInt = mCurrentRT->GetSize();
   gfx::Size vpSize(vpSizeInt.width, vpSizeInt.height);
   ID3D11Buffer* vbuffer;
   UINT vsize, voffset;
 
   for (uint32_t eye = 0; eye < 2; eye++) {
     gfx::IntRect eyeViewport;
     eyeViewport.x = eye * size.width / 2;
@@ -1338,16 +1343,21 @@ CompositorD3D11::CreateShaders()
   hr = mDevice->CreatePixelShader(OculusVRDistortionPS,
                                   sizeof(OculusVRDistortionPS),
                                   nullptr,
                                   byRef(mAttachments->mVRDistortionPS[VRHMDType::Oculus]));
   if (FAILED(hr)) {
     return false;
   }
 
+  // These are shared
+  // XXX rename Oculus shaders to something more generic
+  mAttachments->mVRDistortionVS[VRHMDType::Cardboard] = mAttachments->mVRDistortionVS[VRHMDType::Oculus];
+  mAttachments->mVRDistortionPS[VRHMDType::Cardboard] = mAttachments->mVRDistortionPS[VRHMDType::Oculus];
+
   return true;
 }
 
 bool
 CompositorD3D11::UpdateConstantBuffers()
 {
   HRESULT hr;
   D3D11_MAPPED_SUBRESOURCE resource;
--- a/gfx/layers/d3d11/CompositorD3D11Shaders.h
+++ b/gfx/layers/d3d11/CompositorD3D11Shaders.h
@@ -1,14 +1,13 @@
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4x4 mLayerTransform;          // Offset:    0 Size:    64
 //   float4x4 mProjection;              // Offset:   64 Size:    64
 //   float4 vRenderTargetOffset;        // Offset:  128 Size:    16
@@ -99,20 +98,20 @@ mad r1.xyzw, cb0[6].xyzw, r0.zzzz, r1.xy
 mad o0.xyzw, cb0[7].xyzw, r0.wwww, r1.xyzw
 mad o1.xy, v0.xyxx, cb0[9].zwzz, cb0[9].xyxx
 ret 
 // Approximately 13 instruction slots used
 #endif
 
 const BYTE LayerQuadVS[] =
 {
-     68,  88,  66,  67,  67,  61, 
-     27, 151,  57,  33,  48,  19, 
-     55,   6,  95,  77, 254, 163, 
-    118, 237,   1,   0,   0,   0, 
+     68,  88,  66,  67, 200, 251, 
+     64, 251, 166, 240, 101, 137, 
+    191, 140,  75, 217,   9, 168, 
+     61, 163,   1,   0,   0,   0, 
     180,   6,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     152,   1,   0,   0, 160,   3, 
       0,   0,  28,   4,   0,   0, 
      40,   6,   0,   0,  92,   6, 
       0,   0,  65, 111, 110,  57, 
      88,   1,   0,   0,  88,   1, 
       0,   0,   0,   2, 254, 255, 
@@ -257,27 +256,27 @@ const BYTE LayerQuadVS[] =
     230, 138,  32,   0,   0,   0, 
       0,   0,   9,   0,   0,   0, 
      70, 128,  32,   0,   0,   0, 
       0,   0,   9,   0,   0,   0, 
      62,   0,   0,   1,  83,  84, 
      65,  84, 116,   0,   0,   0, 
      13,   0,   0,   0,   2,   0, 
       0,   0,   0,   0,   0,   0, 
-      3,   0,   0,   0,   6,   0, 
+      3,   0,   0,   0,  12,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   1,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   2,   0, 
+      0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,  82,  68,  69,  70, 
       4,   2,   0,   0,   1,   0, 
@@ -358,20 +357,20 @@ const BYTE LayerQuadVS[] =
       0, 171,   0,   0,   3,   0, 
       1,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
      77, 105,  99, 114, 111, 115, 
     111, 102, 116,  32,  40,  82, 
      41,  32,  72,  76,  83,  76, 
      32,  83, 104,  97, 100, 101, 
     114,  32,  67, 111, 109, 112, 
-    105, 108, 101, 114,  32,  57, 
-     46,  51,  48,  46,  57,  50, 
-     48,  48,  46,  50,  48,  53, 
-     52,  54,   0, 171,  73,  83, 
+    105, 108, 101, 114,  32,  54, 
+     46,  51,  46,  57,  54,  48, 
+     48,  46,  49,  54,  51,  56, 
+     52,   0, 171, 171,  73,  83, 
      71,  78,  44,   0,   0,   0, 
       1,   0,   0,   0,   8,   0, 
       0,   0,  32,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,   3,   3, 
       0,   0,  80,  79,  83,  73, 
      84,  73,  79,  78,   0, 171, 
@@ -388,20 +387,19 @@ const BYTE LayerQuadVS[] =
       0,   0,   3,  12,   0,   0, 
      83,  86,  95,  80, 111, 115, 
     105, 116, 105, 111, 110,   0, 
      84,  69,  88,  67,  79,  79, 
      82,  68,   0, 171, 171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16
 //   float fLayerOpacity;               // Offset:   16 Size:     4 [unused]
 //   float4x4 mLayerTransform;          // Offset:   32 Size:    64 [unused]
@@ -455,20 +453,20 @@ dcl_constantbuffer cb0[1], immediateInde
 dcl_output o0.xyzw
 mov o0.xyzw, cb0[0].xyzw
 ret 
 // Approximately 2 instruction slots used
 #endif
 
 const BYTE SolidColorShader[] =
 {
-     68,  88,  66,  67, 182,  98, 
-    102, 100, 187, 218,  19,  40, 
-     99,  74,  29, 228,  47, 107, 
-    160, 122,   1,   0,   0,   0, 
+     68,  88,  66,  67,  30, 148, 
+    104, 202, 165,  39,  58, 182, 
+    100, 205,  95, 195,  52, 137, 
+    197, 241,   1,   0,   0,   0, 
     224,   3,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     132,   0,   0,   0, 204,   0, 
       0,   0,  72,   1,   0,   0, 
      84,   3,   0,   0, 172,   3, 
       0,   0,  65, 111, 110,  57, 
      68,   0,   0,   0,  68,   0, 
       0,   0,   0,   2, 255, 255, 
@@ -503,17 +501,17 @@ const BYTE SolidColorShader[] =
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      2,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  82,  68, 
      69,  70,   4,   2,   0,   0, 
       1,   0,   0,   0,  72,   0, 
@@ -594,19 +592,19 @@ const BYTE SolidColorShader[] =
      81, 117,  97, 100,   0, 118, 
      77,  97, 115, 107,  81, 117, 
      97, 100,   0,  77, 105,  99, 
     114, 111, 115, 111, 102, 116, 
      32,  40,  82,  41,  32,  72, 
      76,  83,  76,  32,  83, 104, 
      97, 100, 101, 114,  32,  67, 
     111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  51,  48, 
-     46,  57,  50,  48,  48,  46, 
-     50,  48,  53,  52,  54,   0, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
      73,  83,  71,  78,  80,   0, 
       0,   0,   2,   0,   0,   0, 
       8,   0,   0,   0,  56,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  68,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -624,20 +622,19 @@ const BYTE SolidColorShader[] =
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
 //   float fLayerOpacity;               // Offset:   16 Size:     4
 //   float4x4 mLayerTransform;          // Offset:   32 Size:    64 [unused]
@@ -711,20 +708,20 @@ sample r0.xyzw, v1.xyxx, t0.xyzw, s0
 mul o0.xyz, r0.xyzx, cb0[1].xxxx
 mov o0.w, cb0[1].x
 ret 
 // Approximately 4 instruction slots used
 #endif
 
 const BYTE RGBShader[] =
 {
-     68,  88,  66,  67, 195,  54, 
-    227,  44,  79, 159, 121,  69, 
-     60, 252, 145,  90, 151, 241, 
-    175, 162,   1,   0,   0,   0, 
+     68,  88,  66,  67, 239, 198, 
+     87, 206,  69,  92, 245,  30, 
+    125, 195, 239,  77,  37, 241, 
+    175, 187,   1,   0,   0,   0, 
     232,   4,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     204,   0,   0,   0, 136,   1, 
       0,   0,   4,   2,   0,   0, 
      92,   4,   0,   0, 180,   4, 
       0,   0,  65, 111, 110,  57, 
     140,   0,   0,   0, 140,   0, 
       0,   0,   0,   2, 255, 255, 
@@ -790,308 +787,16 @@ const BYTE RGBShader[] =
       0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      0,   0,   2,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-     82,  68,  69,  70,  80,   2, 
-      0,   0,   1,   0,   0,   0, 
-    148,   0,   0,   0,   3,   0, 
-      0,   0,  28,   0,   0,   0, 
-      0,   4, 255, 255,   0,   1, 
-      0,   0,  29,   2,   0,   0, 
-    124,   0,   0,   0,   3,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      1,   0,   0,   0,   1,   0, 
-      0,   0, 133,   0,   0,   0, 
-      2,   0,   0,   0,   5,   0, 
-      0,   0,   4,   0,   0,   0, 
-    255, 255, 255, 255,   0,   0, 
-      0,   0,   1,   0,   0,   0, 
-     12,   0,   0,   0, 138,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   1,   0, 
-      0,   0,   0,   0,   0,   0, 
-    115,  83,  97, 109, 112, 108, 
-    101, 114,   0, 116,  82,  71, 
-     66,   0,  36,  71, 108, 111, 
-     98,  97, 108, 115,   0, 171, 
-    138,   0,   0,   0,   8,   0, 
-      0,   0, 172,   0,   0,   0, 
-    224,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-    108,   1,   0,   0,   0,   0, 
-      0,   0,  16,   0,   0,   0, 
-      0,   0,   0,   0, 120,   1, 
-      0,   0,   0,   0,   0,   0, 
-    136,   1,   0,   0,  16,   0, 
-      0,   0,   4,   0,   0,   0, 
-      2,   0,   0,   0, 152,   1, 
-      0,   0,   0,   0,   0,   0, 
-    168,   1,   0,   0,  32,   0, 
-      0,   0,  64,   0,   0,   0, 
-      0,   0,   0,   0, 184,   1, 
-      0,   0,   0,   0,   0,   0, 
-    200,   1,   0,   0,  96,   0, 
-      0,   0,  64,   0,   0,   0, 
-      0,   0,   0,   0, 184,   1, 
-      0,   0,   0,   0,   0,   0, 
-    212,   1,   0,   0, 160,   0, 
-      0,   0,  16,   0,   0,   0, 
-      0,   0,   0,   0, 120,   1, 
-      0,   0,   0,   0,   0,   0, 
-    232,   1,   0,   0, 176,   0, 
-      0,   0,  16,   0,   0,   0, 
-      0,   0,   0,   0, 248,   1, 
-      0,   0,   0,   0,   0,   0, 
-      8,   2,   0,   0, 192,   0, 
-      0,   0,  16,   0,   0,   0, 
-      0,   0,   0,   0, 248,   1, 
-      0,   0,   0,   0,   0,   0, 
-     19,   2,   0,   0, 208,   0, 
-      0,   0,  16,   0,   0,   0, 
-      0,   0,   0,   0, 248,   1, 
-      0,   0,   0,   0,   0,   0, 
-    102,  76,  97, 121, 101, 114, 
-     67, 111, 108, 111, 114,   0, 
-      1,   0,   3,   0,   1,   0, 
-      4,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0, 102,  76, 
-     97, 121, 101, 114,  79, 112, 
-     97,  99, 105, 116, 121,   0, 
-    171, 171,   0,   0,   3,   0, 
-      1,   0,   1,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-    109,  76,  97, 121, 101, 114, 
-     84, 114,  97, 110, 115, 102, 
-    111, 114, 109,   0,   3,   0, 
-      3,   0,   4,   0,   4,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0, 109,  80, 114, 111, 
-    106, 101,  99, 116, 105, 111, 
-    110,   0, 118,  82, 101, 110, 
-    100, 101, 114,  84,  97, 114, 
-    103, 101, 116,  79, 102, 102, 
-    115, 101, 116,   0, 118,  84, 
-    101, 120, 116, 117, 114, 101, 
-     67, 111, 111, 114, 100, 115, 
-      0, 171,   1,   0,   3,   0, 
-      1,   0,   4,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-    118,  76,  97, 121, 101, 114, 
-     81, 117,  97, 100,   0, 118, 
-     77,  97, 115, 107,  81, 117, 
-     97, 100,   0,  77, 105,  99, 
-    114, 111, 115, 111, 102, 116, 
-     32,  40,  82,  41,  32,  72, 
-     76,  83,  76,  32,  83, 104, 
-     97, 100, 101, 114,  32,  67, 
-    111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  51,  48, 
-     46,  57,  50,  48,  48,  46, 
-     50,  48,  53,  52,  54,   0, 
-     73,  83,  71,  78,  80,   0, 
-      0,   0,   2,   0,   0,   0, 
-      8,   0,   0,   0,  56,   0, 
-      0,   0,   0,   0,   0,   0, 
-      1,   0,   0,   0,   3,   0, 
-      0,   0,   0,   0,   0,   0, 
-     15,   0,   0,   0,  68,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   3,   0, 
-      0,   0,   1,   0,   0,   0, 
-      3,   3,   0,   0,  83,  86, 
-     95,  80, 111, 115, 105, 116, 
-    105, 111, 110,   0,  84,  69, 
-     88,  67,  79,  79,  82,  68, 
-      0, 171, 171, 171,  79,  83, 
-     71,  78,  44,   0,   0,   0, 
-      1,   0,   0,   0,   8,   0, 
-      0,   0,  32,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   3,   0,   0,   0, 
-      0,   0,   0,   0,  15,   0, 
-      0,   0,  83,  86,  95,  84, 
-     97, 114, 103, 101, 116,   0, 
-    171, 171
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
-// Buffer Definitions: 
-//
-// cbuffer $Globals
-// {
-//
-//   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
-//   float fLayerOpacity;               // Offset:   16 Size:     4
-//   float4x4 mLayerTransform;          // Offset:   32 Size:    64 [unused]
-//   float4x4 mProjection;              // Offset:   96 Size:    64 [unused]
-//   float4 vRenderTargetOffset;        // Offset:  160 Size:    16 [unused]
-//   float4 vTextureCoords;             // Offset:  176 Size:    16 [unused]
-//   float4 vLayerQuad;                 // Offset:  192 Size:    16 [unused]
-//   float4 vMaskQuad;                  // Offset:  208 Size:    16 [unused]
-//
-// }
-//
-//
-// Resource Bindings:
-//
-// Name                                 Type  Format         Dim Slot Elements
-// ------------------------------ ---------- ------- ----------- ---- --------
-// sSampler                          sampler      NA          NA    0        1
-// tRGB                              texture  float4          2d    0        1
-// $Globals                          cbuffer      NA          NA    0        1
-//
-//
-//
-// Input signature:
-//
-// Name                 Index   Mask Register SysValue  Format   Used
-// -------------------- ----- ------ -------- -------- ------- ------
-// SV_Position              0   xyzw        0      POS   float       
-// TEXCOORD                 0   xy          1     NONE   float   xy  
-//
-//
-// Output signature:
-//
-// Name                 Index   Mask Register SysValue  Format   Used
-// -------------------- ----- ------ -------- -------- ------- ------
-// SV_Target                0   xyzw        0   TARGET   float   xyzw
-//
-//
-// Constant buffer to DX9 shader constant mappings:
-//
-// Target Reg Buffer  Start Reg # of Regs        Data Conversion
-// ---------- ------- --------- --------- ----------------------
-// c0         cb0             1         1  ( FLT, FLT, FLT, FLT)
-//
-//
-// Sampler/Resource to DX9 shader sampler mappings:
-//
-// Target Sampler Source Sampler  Source Resource
-// -------------- --------------- ----------------
-// s0             s0              t0               
-//
-//
-// Level9 shader bytecode:
-//
-    ps_2_x
-    dcl t0.xy
-    dcl_2d s0
-    texld r0, t0, s0
-    mul r0, r0, c0.x
-    mov oC0, r0
-
-// approximately 3 instruction slots used (1 texture, 2 arithmetic)
-ps_4_0
-dcl_constantbuffer cb0[2], immediateIndexed
-dcl_sampler s0, mode_default
-dcl_resource_texture2d (float,float,float,float) t0
-dcl_input_ps linear v1.xy
-dcl_output o0.xyzw
-dcl_temps 1
-sample r0.xyzw, v1.xyxx, t0.xyzw, s0
-mul o0.xyzw, r0.xyzw, cb0[1].xxxx
-ret 
-// Approximately 3 instruction slots used
-#endif
-
-const BYTE RGBAShader[] =
-{
-     68,  88,  66,  67, 124,  18, 
-      8, 218,  34, 168,  20, 218, 
-    144, 232, 183, 104, 152, 211, 
-      5,  26,   1,   0,   0,   0, 
-    196,   4,   0,   0,   6,   0, 
-      0,   0,  56,   0,   0,   0, 
-    192,   0,   0,   0, 100,   1, 
-      0,   0, 224,   1,   0,   0, 
-     56,   4,   0,   0, 144,   4, 
-      0,   0,  65, 111, 110,  57, 
-    128,   0,   0,   0, 128,   0, 
-      0,   0,   0,   2, 255, 255, 
-     76,   0,   0,   0,  52,   0, 
-      0,   0,   1,   0,  40,   0, 
-      0,   0,  52,   0,   0,   0, 
-     52,   0,   1,   0,  36,   0, 
-      0,   0,  52,   0,   0,   0, 
-      0,   0,   0,   0,   1,   0, 
-      1,   0,   0,   0,   0,   0, 
-      0,   0,   1,   2, 255, 255, 
-     31,   0,   0,   2,   0,   0, 
-      0, 128,   0,   0,   3, 176, 
-     31,   0,   0,   2,   0,   0, 
-      0, 144,   0,   8,  15, 160, 
-     66,   0,   0,   3,   0,   0, 
-     15, 128,   0,   0, 228, 176, 
-      0,   8, 228, 160,   5,   0, 
-      0,   3,   0,   0,  15, 128, 
-      0,   0, 228, 128,   0,   0, 
-      0, 160,   1,   0,   0,   2, 
-      0,   8,  15, 128,   0,   0, 
-    228, 128, 255, 255,   0,   0, 
-     83,  72,  68,  82, 156,   0, 
-      0,   0,  64,   0,   0,   0, 
-     39,   0,   0,   0,  89,   0, 
-      0,   4,  70, 142,  32,   0, 
-      0,   0,   0,   0,   2,   0, 
-      0,   0,  90,   0,   0,   3, 
-      0,  96,  16,   0,   0,   0, 
-      0,   0,  88,  24,   0,   4, 
-      0, 112,  16,   0,   0,   0, 
-      0,   0,  85,  85,   0,   0, 
-     98,  16,   0,   3,  50,  16, 
-     16,   0,   1,   0,   0,   0, 
-    101,   0,   0,   3, 242,  32, 
-     16,   0,   0,   0,   0,   0, 
-    104,   0,   0,   2,   1,   0, 
-      0,   0,  69,   0,   0,   9, 
-    242,   0,  16,   0,   0,   0, 
-      0,   0,  70,  16,  16,   0, 
-      1,   0,   0,   0,  70, 126, 
-     16,   0,   0,   0,   0,   0, 
-      0,  96,  16,   0,   0,   0, 
-      0,   0,  56,   0,   0,   8, 
-    242,  32,  16,   0,   0,   0, 
-      0,   0,  70,  14,  16,   0, 
-      0,   0,   0,   0,   6, 128, 
-     32,   0,   0,   0,   0,   0, 
-      1,   0,   0,   0,  62,   0, 
-      0,   1,  83,  84,  65,  84, 
-    116,   0,   0,   0,   3,   0, 
-      0,   0,   1,   0,   0,   0, 
-      0,   0,   0,   0,   2,   0, 
-      0,   0,   1,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   1,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      1,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
      82,  68,  69,  70,  80,   2, 
@@ -1186,19 +891,19 @@ const BYTE RGBAShader[] =
      81, 117,  97, 100,   0, 118, 
      77,  97, 115, 107,  81, 117, 
      97, 100,   0,  77, 105,  99, 
     114, 111, 115, 111, 102, 116, 
      32,  40,  82,  41,  32,  72, 
      76,  83,  76,  32,  83, 104, 
      97, 100, 101, 114,  32,  67, 
     111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  51,  48, 
-     46,  57,  50,  48,  48,  46, 
-     50,  48,  53,  52,  54,   0, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
      73,  83,  71,  78,  80,   0, 
       0,   0,   2,   0,   0,   0, 
       8,   0,   0,   0,  56,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  68,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -1216,20 +921,310 @@ const BYTE RGBAShader[] =
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
+// Buffer Definitions: 
+//
+// cbuffer $Globals
+// {
+//
+//   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
+//   float fLayerOpacity;               // Offset:   16 Size:     4
+//   float4x4 mLayerTransform;          // Offset:   32 Size:    64 [unused]
+//   float4x4 mProjection;              // Offset:   96 Size:    64 [unused]
+//   float4 vRenderTargetOffset;        // Offset:  160 Size:    16 [unused]
+//   float4 vTextureCoords;             // Offset:  176 Size:    16 [unused]
+//   float4 vLayerQuad;                 // Offset:  192 Size:    16 [unused]
+//   float4 vMaskQuad;                  // Offset:  208 Size:    16 [unused]
+//
+// }
+//
+//
+// Resource Bindings:
+//
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// sSampler                          sampler      NA          NA    0        1
+// tRGB                              texture  float4          2d    0        1
+// $Globals                          cbuffer      NA          NA    0        1
+//
+//
+//
+// Input signature:
+//
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xy          1     NONE   float   xy  
+//
+//
+// Output signature:
+//
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Target                0   xyzw        0   TARGET   float   xyzw
+//
+//
+// Constant buffer to DX9 shader constant mappings:
+//
+// Target Reg Buffer  Start Reg # of Regs        Data Conversion
+// ---------- ------- --------- --------- ----------------------
+// c0         cb0             1         1  ( FLT, FLT, FLT, FLT)
+//
+//
+// Sampler/Resource to DX9 shader sampler mappings:
+//
+// Target Sampler Source Sampler  Source Resource
+// -------------- --------------- ----------------
+// s0             s0              t0               
+//
+//
+// Level9 shader bytecode:
+//
+    ps_2_x
+    dcl t0.xy
+    dcl_2d s0
+    texld r0, t0, s0
+    mul r0, r0, c0.x
+    mov oC0, r0
+
+// approximately 3 instruction slots used (1 texture, 2 arithmetic)
+ps_4_0
+dcl_constantbuffer cb0[2], immediateIndexed
+dcl_sampler s0, mode_default
+dcl_resource_texture2d (float,float,float,float) t0
+dcl_input_ps linear v1.xy
+dcl_output o0.xyzw
+dcl_temps 1
+sample r0.xyzw, v1.xyxx, t0.xyzw, s0
+mul o0.xyzw, r0.xyzw, cb0[1].xxxx
+ret 
+// Approximately 3 instruction slots used
+#endif
+
+const BYTE RGBAShader[] =
+{
+     68,  88,  66,  67, 230,  59, 
+     90,  23,  60,  77,  18, 113, 
+     14, 129, 183, 152, 233,  55, 
+    111,  42,   1,   0,   0,   0, 
+    196,   4,   0,   0,   6,   0, 
+      0,   0,  56,   0,   0,   0, 
+    192,   0,   0,   0, 100,   1, 
+      0,   0, 224,   1,   0,   0, 
+     56,   4,   0,   0, 144,   4, 
+      0,   0,  65, 111, 110,  57, 
+    128,   0,   0,   0, 128,   0, 
+      0,   0,   0,   2, 255, 255, 
+     76,   0,   0,   0,  52,   0, 
+      0,   0,   1,   0,  40,   0, 
+      0,   0,  52,   0,   0,   0, 
+     52,   0,   1,   0,  36,   0, 
+      0,   0,  52,   0,   0,   0, 
+      0,   0,   0,   0,   1,   0, 
+      1,   0,   0,   0,   0,   0, 
+      0,   0,   1,   2, 255, 255, 
+     31,   0,   0,   2,   0,   0, 
+      0, 128,   0,   0,   3, 176, 
+     31,   0,   0,   2,   0,   0, 
+      0, 144,   0,   8,  15, 160, 
+     66,   0,   0,   3,   0,   0, 
+     15, 128,   0,   0, 228, 176, 
+      0,   8, 228, 160,   5,   0, 
+      0,   3,   0,   0,  15, 128, 
+      0,   0, 228, 128,   0,   0, 
+      0, 160,   1,   0,   0,   2, 
+      0,   8,  15, 128,   0,   0, 
+    228, 128, 255, 255,   0,   0, 
+     83,  72,  68,  82, 156,   0, 
+      0,   0,  64,   0,   0,   0, 
+     39,   0,   0,   0,  89,   0, 
+      0,   4,  70, 142,  32,   0, 
+      0,   0,   0,   0,   2,   0, 
+      0,   0,  90,   0,   0,   3, 
+      0,  96,  16,   0,   0,   0, 
+      0,   0,  88,  24,   0,   4, 
+      0, 112,  16,   0,   0,   0, 
+      0,   0,  85,  85,   0,   0, 
+     98,  16,   0,   3,  50,  16, 
+     16,   0,   1,   0,   0,   0, 
+    101,   0,   0,   3, 242,  32, 
+     16,   0,   0,   0,   0,   0, 
+    104,   0,   0,   2,   1,   0, 
+      0,   0,  69,   0,   0,   9, 
+    242,   0,  16,   0,   0,   0, 
+      0,   0,  70,  16,  16,   0, 
+      1,   0,   0,   0,  70, 126, 
+     16,   0,   0,   0,   0,   0, 
+      0,  96,  16,   0,   0,   0, 
+      0,   0,  56,   0,   0,   8, 
+    242,  32,  16,   0,   0,   0, 
+      0,   0,  70,  14,  16,   0, 
+      0,   0,   0,   0,   6, 128, 
+     32,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,  62,   0, 
+      0,   1,  83,  84,  65,  84, 
+    116,   0,   0,   0,   3,   0, 
+      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   2,   0, 
+      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+     82,  68,  69,  70,  80,   2, 
+      0,   0,   1,   0,   0,   0, 
+    148,   0,   0,   0,   3,   0, 
+      0,   0,  28,   0,   0,   0, 
+      0,   4, 255, 255,   0,   1, 
+      0,   0,  29,   2,   0,   0, 
+    124,   0,   0,   0,   3,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   1,   0, 
+      0,   0, 133,   0,   0,   0, 
+      2,   0,   0,   0,   5,   0, 
+      0,   0,   4,   0,   0,   0, 
+    255, 255, 255, 255,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
+     12,   0,   0,   0, 138,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   1,   0, 
+      0,   0,   0,   0,   0,   0, 
+    115,  83,  97, 109, 112, 108, 
+    101, 114,   0, 116,  82,  71, 
+     66,   0,  36,  71, 108, 111, 
+     98,  97, 108, 115,   0, 171, 
+    138,   0,   0,   0,   8,   0, 
+      0,   0, 172,   0,   0,   0, 
+    224,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+    108,   1,   0,   0,   0,   0, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0, 120,   1, 
+      0,   0,   0,   0,   0,   0, 
+    136,   1,   0,   0,  16,   0, 
+      0,   0,   4,   0,   0,   0, 
+      2,   0,   0,   0, 152,   1, 
+      0,   0,   0,   0,   0,   0, 
+    168,   1,   0,   0,  32,   0, 
+      0,   0,  64,   0,   0,   0, 
+      0,   0,   0,   0, 184,   1, 
+      0,   0,   0,   0,   0,   0, 
+    200,   1,   0,   0,  96,   0, 
+      0,   0,  64,   0,   0,   0, 
+      0,   0,   0,   0, 184,   1, 
+      0,   0,   0,   0,   0,   0, 
+    212,   1,   0,   0, 160,   0, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0, 120,   1, 
+      0,   0,   0,   0,   0,   0, 
+    232,   1,   0,   0, 176,   0, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0, 248,   1, 
+      0,   0,   0,   0,   0,   0, 
+      8,   2,   0,   0, 192,   0, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0, 248,   1, 
+      0,   0,   0,   0,   0,   0, 
+     19,   2,   0,   0, 208,   0, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0, 248,   1, 
+      0,   0,   0,   0,   0,   0, 
+    102,  76,  97, 121, 101, 114, 
+     67, 111, 108, 111, 114,   0, 
+      1,   0,   3,   0,   1,   0, 
+      4,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0, 102,  76, 
+     97, 121, 101, 114,  79, 112, 
+     97,  99, 105, 116, 121,   0, 
+    171, 171,   0,   0,   3,   0, 
+      1,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+    109,  76,  97, 121, 101, 114, 
+     84, 114,  97, 110, 115, 102, 
+    111, 114, 109,   0,   3,   0, 
+      3,   0,   4,   0,   4,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0, 109,  80, 114, 111, 
+    106, 101,  99, 116, 105, 111, 
+    110,   0, 118,  82, 101, 110, 
+    100, 101, 114,  84,  97, 114, 
+    103, 101, 116,  79, 102, 102, 
+    115, 101, 116,   0, 118,  84, 
+    101, 120, 116, 117, 114, 101, 
+     67, 111, 111, 114, 100, 115, 
+      0, 171,   1,   0,   3,   0, 
+      1,   0,   4,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+    118,  76,  97, 121, 101, 114, 
+     81, 117,  97, 100,   0, 118, 
+     77,  97, 115, 107,  81, 117, 
+     97, 100,   0,  77, 105,  99, 
+    114, 111, 115, 111, 102, 116, 
+     32,  40,  82,  41,  32,  72, 
+     76,  83,  76,  32,  83, 104, 
+     97, 100, 101, 114,  32,  67, 
+    111, 109, 112, 105, 108, 101, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
+     73,  83,  71,  78,  80,   0, 
+      0,   0,   2,   0,   0,   0, 
+      8,   0,   0,   0,  56,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   3,   0, 
+      0,   0,   0,   0,   0,   0, 
+     15,   0,   0,   0,  68,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   1,   0,   0,   0, 
+      3,   3,   0,   0,  83,  86, 
+     95,  80, 111, 115, 105, 116, 
+    105, 111, 110,   0,  84,  69, 
+     88,  67,  79,  79,  82,  68, 
+      0, 171, 171, 171,  79,  83, 
+     71,  78,  44,   0,   0,   0, 
+      1,   0,   0,   0,   8,   0, 
+      0,   0,  32,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   3,   0,   0,   0, 
+      0,   0,   0,   0,  15,   0, 
+      0,   0,  83,  86,  95,  84, 
+     97, 114, 103, 101, 116,   0, 
+    171, 171
+};
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
 //   float fLayerOpacity;               // Offset:   16 Size:     4
 //   float4x4 mLayerTransform;          // Offset:   32 Size:    64 [unused]
@@ -1319,20 +1314,20 @@ mov r1.w, r0.y
 mul o1.xyzw, r0.xyzw, cb0[1].xxxx
 mul o0.xyzw, r1.xyzw, cb0[1].xxxx
 ret 
 // Approximately 8 instruction slots used
 #endif
 
 const BYTE ComponentAlphaShader[] =
 {
-     68,  88,  66,  67, 152,  37, 
-    117,  77,  87, 153,  20,  62, 
-     92, 142,  77, 134, 246, 203, 
-    174,  59,   1,   0,   0,   0, 
+     68,  88,  66,  67, 186, 162, 
+     72,  42,  69,  36, 160,  68, 
+    108, 121, 216, 238, 108,  37, 
+      6, 145,   1,   0,   0,   0, 
      68,   6,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      64,   1,   0,   0, 160,   2, 
       0,   0,  28,   3,   0,   0, 
     160,   5,   0,   0, 248,   5, 
       0,   0,  65, 111, 110,  57, 
       0,   1,   0,   0,   0,   1, 
       0,   0,   0,   2, 255, 255, 
@@ -1445,17 +1440,17 @@ const BYTE ComponentAlphaShader[] =
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   2,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      3,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  82,  68, 
      69,  70, 124,   2,   0,   0, 
       1,   0,   0,   0, 192,   0, 
@@ -1556,19 +1551,19 @@ const BYTE ComponentAlphaShader[] =
      81, 117,  97, 100,   0, 118, 
      77,  97, 115, 107,  81, 117, 
      97, 100,   0,  77, 105,  99, 
     114, 111, 115, 111, 102, 116, 
      32,  40,  82,  41,  32,  72, 
      76,  83,  76,  32,  83, 104, 
      97, 100, 101, 114,  32,  67, 
     111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  51,  48, 
-     46,  57,  50,  48,  48,  46, 
-     50,  48,  53,  52,  54,   0, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
      73,  83,  71,  78,  80,   0, 
       0,   0,   2,   0,   0,   0, 
       8,   0,   0,   0,  56,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  68,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -1590,20 +1585,19 @@ const BYTE ComponentAlphaShader[] =
       0,   0,   3,   0,   0,   0, 
       1,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
 //   float fLayerOpacity;               // Offset:   16 Size:     4
 //   float4x4 mLayerTransform;          // Offset:   32 Size:    64 [unused]
@@ -1709,20 +1703,20 @@ mad r1.z, r0.z, l(1.164380), r0.x
 mov r1.w, l(1.000000)
 mul o0.xyzw, r1.xyzw, cb0[1].xxxx
 ret 
 // Approximately 15 instruction slots used
 #endif
 
 const BYTE YCbCrShader[] =
 {
-     68,  88,  66,  67,  26, 187, 
-     43, 127,  28, 135, 212,  40, 
-     57, 230, 160, 198, 151, 242, 
-    106, 110,   1,   0,   0,   0, 
+     68,  88,  66,  67, 181, 118, 
+    100,  53, 248, 120, 136,  92, 
+     59, 190,  18, 201, 139, 224, 
+     32, 141,   1,   0,   0,   0, 
     212,   7,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     220,   1,   0,   0,  44,   4, 
       0,   0, 168,   4,   0,   0, 
      72,   7,   0,   0, 160,   7, 
       0,   0,  65, 111, 110,  57, 
     156,   1,   0,   0, 156,   1, 
       0,   0,   0,   2, 255, 255, 
@@ -1891,27 +1885,27 @@ const BYTE YCbCrShader[] =
      70,  14,  16,   0,   1,   0, 
       0,   0,   6, 128,  32,   0, 
       0,   0,   0,   0,   1,   0, 
       0,   0,  62,   0,   0,   1, 
      83,  84,  65,  84, 116,   0, 
       0,   0,  15,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,   2,   0,   0,   0, 
-      6,   0,   0,   0,   0,   0, 
+     10,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      2,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  82,  68, 
      69,  70, 152,   2,   0,   0, 
       1,   0,   0,   0, 220,   0, 
@@ -2017,19 +2011,19 @@ const BYTE YCbCrShader[] =
      97, 100,   0, 118,  77,  97, 
     115, 107,  81, 117,  97, 100, 
       0,  77, 105,  99, 114, 111, 
     115, 111, 102, 116,  32,  40, 
      82,  41,  32,  72,  76,  83, 
      76,  32,  83, 104,  97, 100, 
     101, 114,  32,  67, 111, 109, 
     112, 105, 108, 101, 114,  32, 
-     57,  46,  51,  48,  46,  57, 
-     50,  48,  48,  46,  50,  48, 
-     53,  52,  54,   0,  73,  83, 
+     54,  46,  51,  46,  57,  54, 
+     48,  48,  46,  49,  54,  51, 
+     56,  52,   0, 171,  73,  83, 
      71,  78,  80,   0,   0,   0, 
       2,   0,   0,   0,   8,   0, 
       0,   0,  56,   0,   0,   0, 
       0,   0,   0,   0,   1,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  68,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -2046,20 +2040,19 @@ const BYTE YCbCrShader[] =
       0,   0,   0,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,  15,   0,   0,   0, 
      83,  86,  95,  84,  97, 114, 
     103, 101, 116,   0, 171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4x4 mLayerTransform;          // Offset:    0 Size:    64
 //   float4x4 mProjection;              // Offset:   64 Size:    64
 //   float4 vRenderTargetOffset;        // Offset:  128 Size:    16
@@ -2160,20 +2153,20 @@ mad r1.xyzw, cb0[6].xyzw, r0.zzzz, r1.xy
 mad o0.xyzw, cb0[7].xyzw, r0.wwww, r1.xyzw
 mad o1.xy, v0.xyxx, cb0[9].zwzz, cb0[9].xyxx
 ret 
 // Approximately 16 instruction slots used
 #endif
 
 const BYTE LayerQuadMaskVS[] =
 {
-     68,  88,  66,  67, 229,  18, 
-    238, 182, 176, 120, 118,  84, 
-     74, 135, 103, 188, 146,  51, 
-    229, 207,   1,   0,   0,   0, 
+     68,  88,  66,  67, 223, 251, 
+     10,  17,  13,  90,  47,  25, 
+    119, 198,  20, 157, 124, 193, 
+    251, 234,   1,   0,   0,   0, 
     120,   7,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     224,   1,   0,   0,  76,   4, 
       0,   0, 200,   4,   0,   0, 
     212,   6,   0,   0,   8,   7, 
       0,   0,  65, 111, 110,  57, 
     160,   1,   0,   0, 160,   1, 
       0,   0,   0,   2, 254, 255, 
@@ -2347,27 +2340,27 @@ const BYTE LayerQuadMaskVS[] =
      32,   0,   0,   0,   0,   0, 
       9,   0,   0,   0,  70, 128, 
      32,   0,   0,   0,   0,   0, 
       9,   0,   0,   0,  62,   0, 
       0,   1,  83,  84,  65,  84, 
     116,   0,   0,   0,  16,   0, 
       0,   0,   2,   0,   0,   0, 
       0,   0,   0,   0,   4,   0, 
-      0,   0,   8,   0,   0,   0, 
+      0,   0,  14,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      0,   0,   2,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
      82,  68,  69,  70,   4,   2, 
       0,   0,   1,   0,   0,   0, 
@@ -2448,20 +2441,20 @@ const BYTE LayerQuadMaskVS[] =
       0,   0,   3,   0,   1,   0, 
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  77, 105, 
      99, 114, 111, 115, 111, 102, 
     116,  32,  40,  82,  41,  32, 
      72,  76,  83,  76,  32,  83, 
     104,  97, 100, 101, 114,  32, 
      67, 111, 109, 112, 105, 108, 
-    101, 114,  32,  57,  46,  51, 
-     48,  46,  57,  50,  48,  48, 
-     46,  50,  48,  53,  52,  54, 
-      0, 171,  73,  83,  71,  78, 
+    101, 114,  32,  54,  46,  51, 
+     46,  57,  54,  48,  48,  46, 
+     49,  54,  51,  56,  52,   0, 
+    171, 171,  73,  83,  71,  78, 
      44,   0,   0,   0,   1,   0, 
       0,   0,   8,   0,   0,   0, 
      32,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,   3,   3,   0,   0, 
      80,  79,  83,  73,  84,  73, 
      79,  78,   0, 171, 171, 171, 
@@ -2482,20 +2475,19 @@ const BYTE LayerQuadMaskVS[] =
      12,   3,   0,   0,  83,  86, 
      95,  80, 111, 115, 105, 116, 
     105, 111, 110,   0,  84,  69, 
      88,  67,  79,  79,  82,  68, 
       0, 171, 171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4x4 mLayerTransform;          // Offset:    0 Size:    64
 //   float4x4 mProjection;              // Offset:   64 Size:    64
 //   float4 vRenderTargetOffset;        // Offset:  128 Size:    16
@@ -2600,20 +2592,20 @@ mad o1.xy, v0.xyxx, cb0[9].zwzz, cb0[9].
 mov r0.z, l(1.000000)
 mul o2.xyz, r0.wwww, r0.xyzx
 ret 
 // Approximately 17 instruction slots used
 #endif
 
 const BYTE LayerQuadMask3DVS[] =
 {
-     68,  88,  66,  67,  81, 198, 
-     45,  88, 207, 133,  27,  66, 
-      4, 235, 107, 238,  69,  93, 
-     43, 232,   1,   0,   0,   0, 
+     68,  88,  66,  67, 151, 141, 
+     11,  11, 111, 244,  17, 242, 
+    119, 116, 248,  53, 235, 192, 
+     38, 193,   1,   0,   0,   0, 
     204,   7,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      24,   2,   0,   0, 160,   4, 
       0,   0,  28,   5,   0,   0, 
      40,   7,   0,   0,  92,   7, 
       0,   0,  65, 111, 110,  57, 
     216,   1,   0,   0, 216,   1, 
       0,   0,   0,   2, 254, 255, 
@@ -2801,27 +2793,27 @@ const BYTE LayerQuadMask3DVS[] =
      16,   0,   2,   0,   0,   0, 
     246,  15,  16,   0,   0,   0, 
       0,   0,  70,   2,  16,   0, 
       0,   0,   0,   0,  62,   0, 
       0,   1,  83,  84,  65,  84, 
     116,   0,   0,   0,  17,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,   4,   0, 
-      0,   0,   9,   0,   0,   0, 
+      0,   0,  15,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      0,   0,   3,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
      82,  68,  69,  70,   4,   2, 
       0,   0,   1,   0,   0,   0, 
@@ -2902,20 +2894,20 @@ const BYTE LayerQuadMask3DVS[] =
       0,   0,   3,   0,   1,   0, 
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  77, 105, 
      99, 114, 111, 115, 111, 102, 
     116,  32,  40,  82,  41,  32, 
      72,  76,  83,  76,  32,  83, 
     104,  97, 100, 101, 114,  32, 
      67, 111, 109, 112, 105, 108, 
-    101, 114,  32,  57,  46,  51, 
-     48,  46,  57,  50,  48,  48, 
-     46,  50,  48,  53,  52,  54, 
-      0, 171,  73,  83,  71,  78, 
+    101, 114,  32,  54,  46,  51, 
+     46,  57,  54,  48,  48,  46, 
+     49,  54,  51,  56,  52,   0, 
+    171, 171,  73,  83,  71,  78, 
      44,   0,   0,   0,   1,   0, 
       0,   0,   8,   0,   0,   0, 
      32,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,   3,   3,   0,   0, 
      80,  79,  83,  73,  84,  73, 
      79,  78,   0, 171, 171, 171, 
@@ -2936,20 +2928,19 @@ const BYTE LayerQuadMask3DVS[] =
       7,   8,   0,   0,  83,  86, 
      95,  80, 111, 115, 105, 116, 
     105, 111, 110,   0,  84,  69, 
      88,  67,  79,  79,  82,  68, 
       0, 171, 171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16
 //   float fLayerOpacity;               // Offset:   16 Size:     4 [unused]
 //   float4x4 mLayerTransform;          // Offset:   32 Size:    64 [unused]
@@ -3023,20 +3014,20 @@ dcl_temps 1
 sample r0.xyzw, v1.zwzz, t3.xyzw, s0
 mul o0.xyzw, r0.wwww, cb0[0].xyzw
 ret 
 // Approximately 3 instruction slots used
 #endif
 
 const BYTE SolidColorShaderMask[] =
 {
-     68,  88,  66,  67, 110, 173, 
-    179, 170, 121,  56,  16,  38, 
-    131, 202, 191, 200, 149, 158, 
-    191, 136,   1,   0,   0,   0, 
+     68,  88,  66,  67, 236, 109, 
+     19, 151,  23, 187, 157, 205, 
+    112, 188,  91, 187, 108, 106, 
+    138,  14,   1,   0,   0,   0, 
     232,   4,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     204,   0,   0,   0, 112,   1, 
       0,   0, 236,   1,   0,   0, 
      68,   4,   0,   0, 180,   4, 
       0,   0,  65, 111, 110,  57, 
     140,   0,   0,   0, 140,   0, 
       0,   0,   0,   2, 255, 255, 
@@ -3098,17 +3089,17 @@ const BYTE SolidColorShaderMask[] =
       0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
      82,  68,  69,  70,  80,   2, 
       0,   0,   1,   0,   0,   0, 
@@ -3202,19 +3193,19 @@ const BYTE SolidColorShaderMask[] =
      81, 117,  97, 100,   0, 118, 
      77,  97, 115, 107,  81, 117, 
      97, 100,   0,  77, 105,  99, 
     114, 111, 115, 111, 102, 116, 
      32,  40,  82,  41,  32,  72, 
      76,  83,  76,  32,  83, 104, 
      97, 100, 101, 114,  32,  67, 
     111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  51,  48, 
-     46,  57,  50,  48,  48,  46, 
-     50,  48,  53,  52,  54,   0, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
      73,  83,  71,  78, 104,   0, 
       0,   0,   3,   0,   0,   0, 
       8,   0,   0,   0,  80,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  92,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -3236,20 +3227,19 @@ const BYTE SolidColorShaderMask[] =
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
 //   float fLayerOpacity;               // Offset:   16 Size:     4
 //   float4x4 mLayerTransform;          // Offset:   32 Size:    64 [unused]
@@ -3334,20 +3324,20 @@ sample r1.xyzw, v1.zwzz, t3.xyzw, s0
 mov r0.w, cb0[1].x
 mul o0.xyzw, r0.xyzw, r1.wwww
 ret 
 // Approximately 6 instruction slots used
 #endif
 
 const BYTE RGBShaderMask[] =
 {
-     68,  88,  66,  67,  90, 156, 
-    108, 215,   2, 184,  95, 225, 
-    139, 102,  23,  57, 234, 197, 
-     48,  52,   1,   0,   0,   0, 
+     68,  88,  66,  67,  30,  30, 
+     87,  58, 114, 156, 251, 151, 
+     29,  94,  34, 100, 228, 250, 
+     37, 251,   1,   0,   0,   0, 
     192,   5,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
       8,   1,   0,   0,  32,   2, 
       0,   0, 156,   2,   0,   0, 
      28,   5,   0,   0, 140,   5, 
       0,   0,  65, 111, 110,  57, 
     200,   0,   0,   0, 200,   0, 
       0,   0,   0,   2, 255, 255, 
@@ -3438,355 +3428,16 @@ const BYTE RGBShaderMask[] =
       0,   0,   0,   0,   1,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   2,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   2,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,  82,  68,  69,  70, 
-    120,   2,   0,   0,   1,   0, 
-      0,   0, 188,   0,   0,   0, 
-      4,   0,   0,   0,  28,   0, 
-      0,   0,   0,   4, 255, 255, 
-      0,   1,   0,   0,  69,   2, 
-      0,   0, 156,   0,   0,   0, 
-      3,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   1,   0,   0,   0, 
-      1,   0,   0,   0, 165,   0, 
-      0,   0,   2,   0,   0,   0, 
-      5,   0,   0,   0,   4,   0, 
-      0,   0, 255, 255, 255, 255, 
-      0,   0,   0,   0,   1,   0, 
-      0,   0,  12,   0,   0,   0, 
-    170,   0,   0,   0,   2,   0, 
-      0,   0,   5,   0,   0,   0, 
-      4,   0,   0,   0, 255, 255, 
-    255, 255,   3,   0,   0,   0, 
-      1,   0,   0,   0,  13,   0, 
-      0,   0, 176,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   1,   0,   0,   0, 
-      0,   0,   0,   0, 115,  83, 
-     97, 109, 112, 108, 101, 114, 
-      0, 116,  82,  71,  66,   0, 
-    116,  77,  97, 115, 107,   0, 
-     36,  71, 108, 111,  98,  97, 
-    108, 115,   0, 171, 171, 171, 
-    176,   0,   0,   0,   8,   0, 
-      0,   0, 212,   0,   0,   0, 
-    224,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-    148,   1,   0,   0,   0,   0, 
-      0,   0,  16,   0,   0,   0, 
-      0,   0,   0,   0, 160,   1, 
-      0,   0,   0,   0,   0,   0, 
-    176,   1,   0,   0,  16,   0, 
-      0,   0,   4,   0,   0,   0, 
-      2,   0,   0,   0, 192,   1, 
-      0,   0,   0,   0,   0,   0, 
-    208,   1,   0,   0,  32,   0, 
-      0,   0,  64,   0,   0,   0, 
-      0,   0,   0,   0, 224,   1, 
-      0,   0,   0,   0,   0,   0, 
-    240,   1,   0,   0,  96,   0, 
-      0,   0,  64,   0,   0,   0, 
-      0,   0,   0,   0, 224,   1, 
-      0,   0,   0,   0,   0,   0, 
-    252,   1,   0,   0, 160,   0, 
-      0,   0,  16,   0,   0,   0, 
-      0,   0,   0,   0, 160,   1, 
-      0,   0,   0,   0,   0,   0, 
-     16,   2,   0,   0, 176,   0, 
-      0,   0,  16,   0,   0,   0, 
-      0,   0,   0,   0,  32,   2, 
-      0,   0,   0,   0,   0,   0, 
-     48,   2,   0,   0, 192,   0, 
-      0,   0,  16,   0,   0,   0, 
-      0,   0,   0,   0,  32,   2, 
-      0,   0,   0,   0,   0,   0, 
-     59,   2,   0,   0, 208,   0, 
-      0,   0,  16,   0,   0,   0, 
-      0,   0,   0,   0,  32,   2, 
-      0,   0,   0,   0,   0,   0, 
-    102,  76,  97, 121, 101, 114, 
-     67, 111, 108, 111, 114,   0, 
-      1,   0,   3,   0,   1,   0, 
-      4,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0, 102,  76, 
-     97, 121, 101, 114,  79, 112, 
-     97,  99, 105, 116, 121,   0, 
-    171, 171,   0,   0,   3,   0, 
-      1,   0,   1,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-    109,  76,  97, 121, 101, 114, 
-     84, 114,  97, 110, 115, 102, 
-    111, 114, 109,   0,   3,   0, 
-      3,   0,   4,   0,   4,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0, 109,  80, 114, 111, 
-    106, 101,  99, 116, 105, 111, 
-    110,   0, 118,  82, 101, 110, 
-    100, 101, 114,  84,  97, 114, 
-    103, 101, 116,  79, 102, 102, 
-    115, 101, 116,   0, 118,  84, 
-    101, 120, 116, 117, 114, 101, 
-     67, 111, 111, 114, 100, 115, 
-      0, 171,   1,   0,   3,   0, 
-      1,   0,   4,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-    118,  76,  97, 121, 101, 114, 
-     81, 117,  97, 100,   0, 118, 
-     77,  97, 115, 107,  81, 117, 
-     97, 100,   0,  77, 105,  99, 
-    114, 111, 115, 111, 102, 116, 
-     32,  40,  82,  41,  32,  72, 
-     76,  83,  76,  32,  83, 104, 
-     97, 100, 101, 114,  32,  67, 
-    111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  51,  48, 
-     46,  57,  50,  48,  48,  46, 
-     50,  48,  53,  52,  54,   0, 
-     73,  83,  71,  78, 104,   0, 
-      0,   0,   3,   0,   0,   0, 
-      8,   0,   0,   0,  80,   0, 
-      0,   0,   0,   0,   0,   0, 
-      1,   0,   0,   0,   3,   0, 
-      0,   0,   0,   0,   0,   0, 
-     15,   0,   0,   0,  92,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   3,   0, 
-      0,   0,   1,   0,   0,   0, 
-      3,   3,   0,   0,  92,   0, 
-      0,   0,   1,   0,   0,   0, 
-      0,   0,   0,   0,   3,   0, 
-      0,   0,   1,   0,   0,   0, 
-     12,  12,   0,   0,  83,  86, 
-     95,  80, 111, 115, 105, 116, 
-    105, 111, 110,   0,  84,  69, 
-     88,  67,  79,  79,  82,  68, 
-      0, 171, 171, 171,  79,  83, 
-     71,  78,  44,   0,   0,   0, 
-      1,   0,   0,   0,   8,   0, 
-      0,   0,  32,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   3,   0,   0,   0, 
-      0,   0,   0,   0,  15,   0, 
-      0,   0,  83,  86,  95,  84, 
-     97, 114, 103, 101, 116,   0, 
-    171, 171
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
-// Buffer Definitions: 
-//
-// cbuffer $Globals
-// {
-//
-//   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
-//   float fLayerOpacity;               // Offset:   16 Size:     4
-//   float4x4 mLayerTransform;          // Offset:   32 Size:    64 [unused]
-//   float4x4 mProjection;              // Offset:   96 Size:    64 [unused]
-//   float4 vRenderTargetOffset;        // Offset:  160 Size:    16 [unused]
-//   float4 vTextureCoords;             // Offset:  176 Size:    16 [unused]
-//   float4 vLayerQuad;                 // Offset:  192 Size:    16 [unused]
-//   float4 vMaskQuad;                  // Offset:  208 Size:    16 [unused]
-//
-// }
-//
-//
-// Resource Bindings:
-//
-// Name                                 Type  Format         Dim Slot Elements
-// ------------------------------ ---------- ------- ----------- ---- --------
-// sSampler                          sampler      NA          NA    0        1
-// tRGB                              texture  float4          2d    0        1
-// tMask                             texture  float4          2d    3        1
-// $Globals                          cbuffer      NA          NA    0        1
-//
-//
-//
-// Input signature:
-//
-// Name                 Index   Mask Register SysValue  Format   Used
-// -------------------- ----- ------ -------- -------- ------- ------
-// SV_Position              0   xyzw        0      POS   float       
-// TEXCOORD                 0   xy          1     NONE   float   xy  
-// TEXCOORD                 1     zw        1     NONE   float     zw
-//
-//
-// Output signature:
-//
-// Name                 Index   Mask Register SysValue  Format   Used
-// -------------------- ----- ------ -------- -------- ------- ------
-// SV_Target                0   xyzw        0   TARGET   float   xyzw
-//
-//
-// Constant buffer to DX9 shader constant mappings:
-//
-// Target Reg Buffer  Start Reg # of Regs        Data Conversion
-// ---------- ------- --------- --------- ----------------------
-// c0         cb0             1         1  ( FLT, FLT, FLT, FLT)
-//
-//
-// Sampler/Resource to DX9 shader sampler mappings:
-//
-// Target Sampler Source Sampler  Source Resource
-// -------------- --------------- ----------------
-// s0             s0              t3               
-// s1             s0              t0               
-//
-//
-// Level9 shader bytecode:
-//
-    ps_2_x
-    dcl t0
-    dcl_2d s0
-    dcl_2d s1
-    mov r0.xy, t0.wzzw
-    texld r1, t0, s1
-    texld r0, r0, s0
-    mul r1, r1, c0.x
-    mul r0, r0.w, r1
-    mov oC0, r0
-
-// approximately 6 instruction slots used (2 texture, 4 arithmetic)
-ps_4_0
-dcl_constantbuffer cb0[2], immediateIndexed
-dcl_sampler s0, mode_default
-dcl_resource_texture2d (float,float,float,float) t0
-dcl_resource_texture2d (float,float,float,float) t3
-dcl_input_ps linear v1.xy
-dcl_input_ps linear v1.zw
-dcl_output o0.xyzw
-dcl_temps 2
-sample r0.xyzw, v1.xyxx, t0.xyzw, s0
-mul r0.xyzw, r0.xyzw, cb0[1].xxxx
-sample r1.xyzw, v1.zwzz, t3.xyzw, s0
-mul o0.xyzw, r0.xyzw, r1.wwww
-ret 
-// Approximately 5 instruction slots used
-#endif
-
-const BYTE RGBAShaderMask[] =
-{
-     68,  88,  66,  67, 106,  15, 
-     51,  47, 230,  18,  55,  40, 
-     97,  21, 143,  67,  32,  99, 
-    176,  32,   1,   0,   0,   0, 
-    156,   5,   0,   0,   6,   0, 
-      0,   0,  56,   0,   0,   0, 
-    252,   0,   0,   0, 252,   1, 
-      0,   0, 120,   2,   0,   0, 
-    248,   4,   0,   0, 104,   5, 
-      0,   0,  65, 111, 110,  57, 
-    188,   0,   0,   0, 188,   0, 
-      0,   0,   0,   2, 255, 255, 
-    132,   0,   0,   0,  56,   0, 
-      0,   0,   1,   0,  44,   0, 
-      0,   0,  56,   0,   0,   0, 
-     56,   0,   2,   0,  36,   0, 
-      0,   0,  56,   0,   3,   0, 
-      0,   0,   0,   0,   1,   0, 
-      0,   0,   1,   0,   1,   0, 
-      0,   0,   0,   0,   0,   0, 
-      1,   2, 255, 255,  31,   0, 
-      0,   2,   0,   0,   0, 128, 
-      0,   0,  15, 176,  31,   0, 
-      0,   2,   0,   0,   0, 144, 
-      0,   8,  15, 160,  31,   0, 
-      0,   2,   0,   0,   0, 144, 
-      1,   8,  15, 160,   1,   0, 
-      0,   2,   0,   0,   3, 128, 
-      0,   0, 235, 176,  66,   0, 
-      0,   3,   1,   0,  15, 128, 
-      0,   0, 228, 176,   1,   8, 
-    228, 160,  66,   0,   0,   3, 
-      0,   0,  15, 128,   0,   0, 
-    228, 128,   0,   8, 228, 160, 
-      5,   0,   0,   3,   1,   0, 
-     15, 128,   1,   0, 228, 128, 
-      0,   0,   0, 160,   5,   0, 
-      0,   3,   0,   0,  15, 128, 
-      0,   0, 255, 128,   1,   0, 
-    228, 128,   1,   0,   0,   2, 
-      0,   8,  15, 128,   0,   0, 
-    228, 128, 255, 255,   0,   0, 
-     83,  72,  68,  82, 248,   0, 
-      0,   0,  64,   0,   0,   0, 
-     62,   0,   0,   0,  89,   0, 
-      0,   4,  70, 142,  32,   0, 
-      0,   0,   0,   0,   2,   0, 
-      0,   0,  90,   0,   0,   3, 
-      0,  96,  16,   0,   0,   0, 
-      0,   0,  88,  24,   0,   4, 
-      0, 112,  16,   0,   0,   0, 
-      0,   0,  85,  85,   0,   0, 
-     88,  24,   0,   4,   0, 112, 
-     16,   0,   3,   0,   0,   0, 
-     85,  85,   0,   0,  98,  16, 
-      0,   3,  50,  16,  16,   0, 
-      1,   0,   0,   0,  98,  16, 
-      0,   3, 194,  16,  16,   0, 
-      1,   0,   0,   0, 101,   0, 
-      0,   3, 242,  32,  16,   0, 
-      0,   0,   0,   0, 104,   0, 
-      0,   2,   2,   0,   0,   0, 
-     69,   0,   0,   9, 242,   0, 
-     16,   0,   0,   0,   0,   0, 
-     70,  16,  16,   0,   1,   0, 
-      0,   0,  70, 126,  16,   0, 
-      0,   0,   0,   0,   0,  96, 
-     16,   0,   0,   0,   0,   0, 
-     56,   0,   0,   8, 242,   0, 
-     16,   0,   0,   0,   0,   0, 
-     70,  14,  16,   0,   0,   0, 
-      0,   0,   6, 128,  32,   0, 
-      0,   0,   0,   0,   1,   0, 
-      0,   0,  69,   0,   0,   9, 
-    242,   0,  16,   0,   1,   0, 
-      0,   0, 230,  26,  16,   0, 
-      1,   0,   0,   0,  70, 126, 
-     16,   0,   3,   0,   0,   0, 
-      0,  96,  16,   0,   0,   0, 
-      0,   0,  56,   0,   0,   7, 
-    242,  32,  16,   0,   0,   0, 
-      0,   0,  70,  14,  16,   0, 
-      0,   0,   0,   0, 246,  15, 
-     16,   0,   1,   0,   0,   0, 
-     62,   0,   0,   1,  83,  84, 
-     65,  84, 116,   0,   0,   0, 
-      5,   0,   0,   0,   2,   0, 
-      0,   0,   0,   0,   0,   0, 
-      3,   0,   0,   0,   2,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   1,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   2,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   1,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,  82,  68,  69,  70, 
@@ -3888,19 +3539,19 @@ const BYTE RGBAShaderMask[] =
      81, 117,  97, 100,   0, 118, 
      77,  97, 115, 107,  81, 117, 
      97, 100,   0,  77, 105,  99, 
     114, 111, 115, 111, 102, 116, 
      32,  40,  82,  41,  32,  72, 
      76,  83,  76,  32,  83, 104, 
      97, 100, 101, 114,  32,  67, 
     111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  51,  48, 
-     46,  57,  50,  48,  48,  46, 
-     50,  48,  53,  52,  54,   0, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
      73,  83,  71,  78, 104,   0, 
       0,   0,   3,   0,   0,   0, 
       8,   0,   0,   0,  80,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  92,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -3922,20 +3573,357 @@ const BYTE RGBAShaderMask[] =
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
+// Buffer Definitions: 
+//
+// cbuffer $Globals
+// {
+//
+//   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
+//   float fLayerOpacity;               // Offset:   16 Size:     4
+//   float4x4 mLayerTransform;          // Offset:   32 Size:    64 [unused]
+//   float4x4 mProjection;              // Offset:   96 Size:    64 [unused]
+//   float4 vRenderTargetOffset;        // Offset:  160 Size:    16 [unused]
+//   float4 vTextureCoords;             // Offset:  176 Size:    16 [unused]
+//   float4 vLayerQuad;                 // Offset:  192 Size:    16 [unused]
+//   float4 vMaskQuad;                  // Offset:  208 Size:    16 [unused]
+//
+// }
+//
+//
+// Resource Bindings:
+//
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// sSampler                          sampler      NA          NA    0        1
+// tRGB                              texture  float4          2d    0        1
+// tMask                             texture  float4          2d    3        1
+// $Globals                          cbuffer      NA          NA    0        1
+//
+//
+//
+// Input signature:
+//
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xy          1     NONE   float   xy  
+// TEXCOORD                 1     zw        1     NONE   float     zw
+//
+//
+// Output signature:
+//
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Target                0   xyzw        0   TARGET   float   xyzw
+//
+//
+// Constant buffer to DX9 shader constant mappings:
+//
+// Target Reg Buffer  Start Reg # of Regs        Data Conversion
+// ---------- ------- --------- --------- ----------------------
+// c0         cb0             1         1  ( FLT, FLT, FLT, FLT)
+//
+//
+// Sampler/Resource to DX9 shader sampler mappings:
+//
+// Target Sampler Source Sampler  Source Resource
+// -------------- --------------- ----------------
+// s0             s0              t3               
+// s1             s0              t0               
+//
+//
+// Level9 shader bytecode:
+//
+    ps_2_x
+    dcl t0
+    dcl_2d s0
+    dcl_2d s1
+    mov r0.xy, t0.wzzw
+    texld r1, t0, s1
+    texld r0, r0, s0
+    mul r1, r1, c0.x
+    mul r0, r0.w, r1
+    mov oC0, r0
+
+// approximately 6 instruction slots used (2 texture, 4 arithmetic)
+ps_4_0
+dcl_constantbuffer cb0[2], immediateIndexed
+dcl_sampler s0, mode_default
+dcl_resource_texture2d (float,float,float,float) t0
+dcl_resource_texture2d (float,float,float,float) t3
+dcl_input_ps linear v1.xy
+dcl_input_ps linear v1.zw
+dcl_output o0.xyzw
+dcl_temps 2
+sample r0.xyzw, v1.xyxx, t0.xyzw, s0
+mul r0.xyzw, r0.xyzw, cb0[1].xxxx
+sample r1.xyzw, v1.zwzz, t3.xyzw, s0
+mul o0.xyzw, r0.xyzw, r1.wwww
+ret 
+// Approximately 5 instruction slots used
+#endif
+
+const BYTE RGBAShaderMask[] =
+{
+     68,  88,  66,  67, 188,  13, 
+    191, 168, 231, 201,  42, 209, 
+     88, 243,  29,  35, 226,  31, 
+    145,  20,   1,   0,   0,   0, 
+    156,   5,   0,   0,   6,   0, 
+      0,   0,  56,   0,   0,   0, 
+    252,   0,   0,   0, 252,   1, 
+      0,   0, 120,   2,   0,   0, 
+    248,   4,   0,   0, 104,   5, 
+      0,   0,  65, 111, 110,  57, 
+    188,   0,   0,   0, 188,   0, 
+      0,   0,   0,   2, 255, 255, 
+    132,   0,   0,   0,  56,   0, 
+      0,   0,   1,   0,  44,   0, 
+      0,   0,  56,   0,   0,   0, 
+     56,   0,   2,   0,  36,   0, 
+      0,   0,  56,   0,   3,   0, 
+      0,   0,   0,   0,   1,   0, 
+      0,   0,   1,   0,   1,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   2, 255, 255,  31,   0, 
+      0,   2,   0,   0,   0, 128, 
+      0,   0,  15, 176,  31,   0, 
+      0,   2,   0,   0,   0, 144, 
+      0,   8,  15, 160,  31,   0, 
+      0,   2,   0,   0,   0, 144, 
+      1,   8,  15, 160,   1,   0, 
+      0,   2,   0,   0,   3, 128, 
+      0,   0, 235, 176,  66,   0, 
+      0,   3,   1,   0,  15, 128, 
+      0,   0, 228, 176,   1,   8, 
+    228, 160,  66,   0,   0,   3, 
+      0,   0,  15, 128,   0,   0, 
+    228, 128,   0,   8, 228, 160, 
+      5,   0,   0,   3,   1,   0, 
+     15, 128,   1,   0, 228, 128, 
+      0,   0,   0, 160,   5,   0, 
+      0,   3,   0,   0,  15, 128, 
+      0,   0, 255, 128,   1,   0, 
+    228, 128,   1,   0,   0,   2, 
+      0,   8,  15, 128,   0,   0, 
+    228, 128, 255, 255,   0,   0, 
+     83,  72,  68,  82, 248,   0, 
+      0,   0,  64,   0,   0,   0, 
+     62,   0,   0,   0,  89,   0, 
+      0,   4,  70, 142,  32,   0, 
+      0,   0,   0,   0,   2,   0, 
+      0,   0,  90,   0,   0,   3, 
+      0,  96,  16,   0,   0,   0, 
+      0,   0,  88,  24,   0,   4, 
+      0, 112,  16,   0,   0,   0, 
+      0,   0,  85,  85,   0,   0, 
+     88,  24,   0,   4,   0, 112, 
+     16,   0,   3,   0,   0,   0, 
+     85,  85,   0,   0,  98,  16, 
+      0,   3,  50,  16,  16,   0, 
+      1,   0,   0,   0,  98,  16, 
+      0,   3, 194,  16,  16,   0, 
+      1,   0,   0,   0, 101,   0, 
+      0,   3, 242,  32,  16,   0, 
+      0,   0,   0,   0, 104,   0, 
+      0,   2,   2,   0,   0,   0, 
+     69,   0,   0,   9, 242,   0, 
+     16,   0,   0,   0,   0,   0, 
+     70,  16,  16,   0,   1,   0, 
+      0,   0,  70, 126,  16,   0, 
+      0,   0,   0,   0,   0,  96, 
+     16,   0,   0,   0,   0,   0, 
+     56,   0,   0,   8, 242,   0, 
+     16,   0,   0,   0,   0,   0, 
+     70,  14,  16,   0,   0,   0, 
+      0,   0,   6, 128,  32,   0, 
+      0,   0,   0,   0,   1,   0, 
+      0,   0,  69,   0,   0,   9, 
+    242,   0,  16,   0,   1,   0, 
+      0,   0, 230,  26,  16,   0, 
+      1,   0,   0,   0,  70, 126, 
+     16,   0,   3,   0,   0,   0, 
+      0,  96,  16,   0,   0,   0, 
+      0,   0,  56,   0,   0,   7, 
+    242,  32,  16,   0,   0,   0, 
+      0,   0,  70,  14,  16,   0, 
+      0,   0,   0,   0, 246,  15, 
+     16,   0,   1,   0,   0,   0, 
+     62,   0,   0,   1,  83,  84, 
+     65,  84, 116,   0,   0,   0, 
+      5,   0,   0,   0,   2,   0, 
+      0,   0,   0,   0,   0,   0, 
+      3,   0,   0,   0,   2,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   1,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   2,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,  82,  68,  69,  70, 
+    120,   2,   0,   0,   1,   0, 
+      0,   0, 188,   0,   0,   0, 
+      4,   0,   0,   0,  28,   0, 
+      0,   0,   0,   4, 255, 255, 
+      0,   1,   0,   0,  69,   2, 
+      0,   0, 156,   0,   0,   0, 
+      3,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
+      1,   0,   0,   0, 165,   0, 
+      0,   0,   2,   0,   0,   0, 
+      5,   0,   0,   0,   4,   0, 
+      0,   0, 255, 255, 255, 255, 
+      0,   0,   0,   0,   1,   0, 
+      0,   0,  12,   0,   0,   0, 
+    170,   0,   0,   0,   2,   0, 
+      0,   0,   5,   0,   0,   0, 
+      4,   0,   0,   0, 255, 255, 
+    255, 255,   3,   0,   0,   0, 
+      1,   0,   0,   0,  13,   0, 
+      0,   0, 176,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0, 115,  83, 
+     97, 109, 112, 108, 101, 114, 
+      0, 116,  82,  71,  66,   0, 
+    116,  77,  97, 115, 107,   0, 
+     36,  71, 108, 111,  98,  97, 
+    108, 115,   0, 171, 171, 171, 
+    176,   0,   0,   0,   8,   0, 
+      0,   0, 212,   0,   0,   0, 
+    224,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+    148,   1,   0,   0,   0,   0, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0, 160,   1, 
+      0,   0,   0,   0,   0,   0, 
+    176,   1,   0,   0,  16,   0, 
+      0,   0,   4,   0,   0,   0, 
+      2,   0,   0,   0, 192,   1, 
+      0,   0,   0,   0,   0,   0, 
+    208,   1,   0,   0,  32,   0, 
+      0,   0,  64,   0,   0,   0, 
+      0,   0,   0,   0, 224,   1, 
+      0,   0,   0,   0,   0,   0, 
+    240,   1,   0,   0,  96,   0, 
+      0,   0,  64,   0,   0,   0, 
+      0,   0,   0,   0, 224,   1, 
+      0,   0,   0,   0,   0,   0, 
+    252,   1,   0,   0, 160,   0, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0, 160,   1, 
+      0,   0,   0,   0,   0,   0, 
+     16,   2,   0,   0, 176,   0, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0,  32,   2, 
+      0,   0,   0,   0,   0,   0, 
+     48,   2,   0,   0, 192,   0, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0,  32,   2, 
+      0,   0,   0,   0,   0,   0, 
+     59,   2,   0,   0, 208,   0, 
+      0,   0,  16,   0,   0,   0, 
+      0,   0,   0,   0,  32,   2, 
+      0,   0,   0,   0,   0,   0, 
+    102,  76,  97, 121, 101, 114, 
+     67, 111, 108, 111, 114,   0, 
+      1,   0,   3,   0,   1,   0, 
+      4,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0, 102,  76, 
+     97, 121, 101, 114,  79, 112, 
+     97,  99, 105, 116, 121,   0, 
+    171, 171,   0,   0,   3,   0, 
+      1,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+    109,  76,  97, 121, 101, 114, 
+     84, 114,  97, 110, 115, 102, 
+    111, 114, 109,   0,   3,   0, 
+      3,   0,   4,   0,   4,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0, 109,  80, 114, 111, 
+    106, 101,  99, 116, 105, 111, 
+    110,   0, 118,  82, 101, 110, 
+    100, 101, 114,  84,  97, 114, 
+    103, 101, 116,  79, 102, 102, 
+    115, 101, 116,   0, 118,  84, 
+    101, 120, 116, 117, 114, 101, 
+     67, 111, 111, 114, 100, 115, 
+      0, 171,   1,   0,   3,   0, 
+      1,   0,   4,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+    118,  76,  97, 121, 101, 114, 
+     81, 117,  97, 100,   0, 118, 
+     77,  97, 115, 107,  81, 117, 
+     97, 100,   0,  77, 105,  99, 
+    114, 111, 115, 111, 102, 116, 
+     32,  40,  82,  41,  32,  72, 
+     76,  83,  76,  32,  83, 104, 
+     97, 100, 101, 114,  32,  67, 
+    111, 109, 112, 105, 108, 101, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
+     73,  83,  71,  78, 104,   0, 
+      0,   0,   3,   0,   0,   0, 
+      8,   0,   0,   0,  80,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   3,   0, 
+      0,   0,   0,   0,   0,   0, 
+     15,   0,   0,   0,  92,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   1,   0,   0,   0, 
+      3,   3,   0,   0,  92,   0, 
+      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   1,   0,   0,   0, 
+     12,  12,   0,   0,  83,  86, 
+     95,  80, 111, 115, 105, 116, 
+    105, 111, 110,   0,  84,  69, 
+     88,  67,  79,  79,  82,  68, 
+      0, 171, 171, 171,  79,  83, 
+     71,  78,  44,   0,   0,   0, 
+      1,   0,   0,   0,   8,   0, 
+      0,   0,  32,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   3,   0,   0,   0, 
+      0,   0,   0,   0,  15,   0, 
+      0,   0,  83,  86,  95,  84, 
+     97, 114, 103, 101, 116,   0, 
+    171, 171
+};
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
 //   float fLayerOpacity;               // Offset:   16 Size:     4
 //   float4x4 mLayerTransform;          // Offset:   32 Size:    64 [unused]
@@ -4023,20 +4011,20 @@ sample r1.xyzw, v1.xyxx, t0.xyzw, s0
 mul r1.xyzw, r1.xyzw, cb0[1].xxxx
 mul o0.xyzw, r0.wwww, r1.xyzw
 ret 
 // Approximately 6 instruction slots used
 #endif
 
 const BYTE RGBAShaderMask3D[] =
 {
-     68,  88,  66,  67, 176, 186, 
-     72,  64, 199, 228, 205, 219, 
-     97, 152, 199, 132, 157, 124, 
-    226, 212,   1,   0,   0,   0, 
+     68,  88,  66,  67, 113, 141, 
+     78,  23, 128, 223, 235,  10, 
+      0,  97,  49, 111,  47,  53, 
+    229,  55,   1,   0,   0,   0, 
      24,   6,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      24,   1,   0,   0,  64,   2, 
       0,   0, 188,   2,   0,   0, 
     116,   5,   0,   0, 228,   5, 
       0,   0,  65, 111, 110,  57, 
     216,   0,   0,   0, 216,   0, 
       0,   0,   0,   2, 255, 255, 
@@ -4133,17 +4121,17 @@ const BYTE RGBAShaderMask3D[] =
       1,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   2,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      1,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,  82,  68, 
      69,  70, 176,   2,   0,   0, 
       1,   0,   0,   0, 244,   0, 
@@ -4253,19 +4241,19 @@ const BYTE RGBAShaderMask3D[] =
      97, 100,   0, 118,  77,  97, 
     115, 107,  81, 117,  97, 100, 
       0,  77, 105,  99, 114, 111, 
     115, 111, 102, 116,  32,  40, 
      82,  41,  32,  72,  76,  83, 
      76,  32,  83, 104,  97, 100, 
     101, 114,  32,  67, 111, 109, 
     112, 105, 108, 101, 114,  32, 
-     57,  46,  51,  48,  46,  57, 
-     50,  48,  48,  46,  50,  48, 
-     53,  52,  54,   0,  73,  83, 
+     54,  46,  51,  46,  57,  54, 
+     48,  48,  46,  49,  54,  51, 
+     56,  52,   0, 171,  73,  83, 
      71,  78, 104,   0,   0,   0, 
       3,   0,   0,   0,   8,   0, 
       0,   0,  80,   0,   0,   0, 
       0,   0,   0,   0,   1,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  92,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -4286,20 +4274,19 @@ const BYTE RGBAShaderMask3D[] =
       0,   0,   0,   0,   0,   0, 
       3,   0,   0,   0,   0,   0, 
       0,   0,  15,   0,   0,   0, 
      83,  86,  95,  84,  97, 114, 
     103, 101, 116,   0, 171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
 //   float fLayerOpacity;               // Offset:   16 Size:     4
 //   float4x4 mLayerTransform;          // Offset:   32 Size:    64 [unused]
@@ -4416,20 +4403,20 @@ mul r0.xyzw, r1.xyzw, cb0[1].xxxx
 sample r1.xyzw, v1.zwzz, t3.xyzw, s0
 mul o0.xyzw, r0.xyzw, r1.wwww
 ret 
 // Approximately 17 instruction slots used
 #endif
 
 const BYTE YCbCrShaderMask[] =
 {
-     68,  88,  66,  67, 115,  10, 
-     33,  43, 108, 217,  72,  92, 
-    140,  65,  97,  68, 194, 221, 
-     95,  25,   1,   0,   0,   0, 
+     68,  88,  66,  67, 103, 162, 
+    223, 236, 236, 142, 143, 151, 
+     73, 154, 187, 112,  81, 114, 
+    229, 251,   1,   0,   0,   0, 
     168,   8,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      24,   2,   0,   0, 196,   4, 
       0,   0,  64,   5,   0,   0, 
       4,   8,   0,   0, 116,   8, 
       0,   0,  65, 111, 110,  57, 
     216,   1,   0,   0, 216,   1, 
       0,   0,   0,   2, 255, 255, 
@@ -4623,27 +4610,27 @@ const BYTE YCbCrShaderMask[] =
      16,   0,   0,   0,   0,   0, 
      70,  14,  16,   0,   0,   0, 
       0,   0, 246,  15,  16,   0, 
       1,   0,   0,   0,  62,   0, 
       0,   1,  83,  84,  65,  84, 
     116,   0,   0,   0,  17,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,   3,   0, 
-      0,   0,   7,   0,   0,   0, 
+      0,   0,  11,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       4,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      0,   0,   2,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
      82,  68,  69,  70, 188,   2, 
       0,   0,   1,   0,   0,   0, 
@@ -4755,19 +4742,19 @@ const BYTE YCbCrShaderMask[] =
      81, 117,  97, 100,   0, 118, 
      77,  97, 115, 107,  81, 117, 
      97, 100,   0,  77, 105,  99, 
     114, 111, 115, 111, 102, 116, 
      32,  40,  82,  41,  32,  72, 
      76,  83,  76,  32,  83, 104, 
      97, 100, 101, 114,  32,  67, 
     111, 109, 112, 105, 108, 101, 
-    114,  32,  57,  46,  51,  48, 
-     46,  57,  50,  48,  48,  46, 
-     50,  48,  53,  52,  54,   0, 
+    114,  32,  54,  46,  51,  46, 
+     57,  54,  48,  48,  46,  49, 
+     54,  51,  56,  52,   0, 171, 
      73,  83,  71,  78, 104,   0, 
       0,   0,   3,   0,   0,   0, 
       8,   0,   0,   0,  80,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   3,   0, 
       0,   0,   0,   0,   0,   0, 
      15,   0,   0,   0,  92,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -4789,20 +4776,19 @@ const BYTE YCbCrShaderMask[] =
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  83,  86,  95,  84, 
      97, 114, 103, 101, 116,   0, 
     171, 171
 };
 #if 0
 //
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
 // Buffer Definitions: 
 //
 // cbuffer $Globals
 // {
 //
 //   float4 fLayerColor;                // Offset:    0 Size:    16 [unused]
 //   float fLayerOpacity;               // Offset:   16 Size:     4
 //   float4x4 mLayerTransform;          // Offset:   32 Size:    64 [unused]
@@ -4903,20 +4889,20 @@ mul r2.x, r2.w, cb0[1].x
 mul o0.xyzw, r1.xyzw, r2.xxxx
 mul o1.xyzw, r0.xyzw, r2.xxxx
 ret 
 // Approximately 10 instruction slots used
 #endif
 
 const BYTE ComponentAlphaShaderMask[] =
 {
-     68,  88,  66,  67,  66, 175, 
-    106, 103, 136,  76, 200,  80, 
-     95, 179,  74, 140, 138, 144, 
-     12,  21,   1,   0,   0,   0, 
+     68,  88,  66,  67, 245,  71, 
+    211, 223, 156, 101, 223, 204, 
+    145, 138,  53,  12,  16, 220, 
+    106,  83,   1,   0,   0,   0, 
      20,   7,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     124,   1,   0,   0,  52,   3, 
       0,   0, 176,   3,   0,   0, 
      88,   6,   0,   0, 200,   6, 
       0,   0,  65, 111, 110,  57, 
      60,   1,   0,   0,  60,   1, 
       0,   0,   0,   2, 255, 255, 
@@ -5053,17 +5039,17 @@ const BYTE ComponentAlphaShaderMask[] =
       0,   0,   0,   0,   1,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   3,   0, 
+      0,   0,   0,   0,   1,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,  82,  68,  69,  70, 
     160,   2,   0,   0,   1,   0, 
@@ -5171,19 +5157,19 @@ const BYTE ComponentAlphaShaderMask[] =
      97, 100,   0, 118,  77,  97, 
     115, 107,  81, 117,  97, 100, 
       0,  77, 105,  99, 114, 111, 
     115, 111, 102, 116,  32,  40, 
      82,  41,  32,  72,  76,  83, 
      76,  32,  83, 104,  97, 100, 
     101, 114,  32,  67, 111, 109, 
     112, 105, 108, 101, 114,  32, 
-     57,  46,  51,  48,  46,  57, 
-     50,  48,  48,  46,  50,  48, 
-     53,  52,  54,   0,  73,  83, 
+     54,  46,  51,  46,  57,  54, 
+     48,  48,  46,  49,  54,  51, 
+     56,  52,   0, 171,  73,  83, 
      71,  78, 104,   0,   0,   0, 
       3,   0,   0,   0,   8,   0, 
       0,   0,  80,   0,   0,   0, 
       0,   0,   0,   0,   1,   0, 
       0,   0,   3,   0,   0,   0, 
       0,   0,   0,   0,  15,   0, 
       0,   0,  92,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
--- a/gfx/layers/d3d11/CompositorD3D11ShadersVR.h
+++ b/gfx/layers/d3d11/CompositorD3D11ShadersVR.h
@@ -1,638 +1,636 @@
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
-// Buffer Definitions: 
-//
-// cbuffer $Globals
-// {
-//
-//   float4 VREyeToSource;              // Offset:    0 Size:    16
-//   float4 VRDestinationScaleAndOffset;// Offset:   16 Size:    16
-//
-// }
-//
-//
-// 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   xy          0     NONE   float   xy  
-// TEXCOORD                 0   xy          1     NONE   float   xy  
-// TEXCOORD                 1   xy          2     NONE   float   xy  
-// TEXCOORD                 2   xy          3     NONE   float   xy  
-// COLOR                    0   xyzw        4     NONE   float   xyzw
-//
-//
-// Output signature:
-//
-// Name                 Index   Mask Register SysValue  Format   Used
-// -------------------- ----- ------ -------- -------- ------- ------
-// SV_Position              0   xyzw        0      POS   float   xyzw
-// TEXCOORD                 0   xyz         1     NONE   float   xyz 
-// TEXCOORD                 1   xyz         2     NONE   float   xyz 
-// TEXCOORD                 2   xyz         3     NONE   float   xyz 
-// COLOR                    0   xyzw        4     NONE   float   xyzw
-//
-//
-// Constant buffer to DX9 shader constant mappings:
-//
-// Target Reg Buffer  Start Reg # of Regs        Data Conversion
-// ---------- ------- --------- --------- ----------------------
-// c1         cb0             0         2  ( FLT, FLT, FLT, FLT)
-//
-//
-// Runtime generated constant mappings:
-//
-// Target Reg                               Constant Description
-// ---------- --------------------------------------------------
-// c0                              Vertex Shader position offset
-//
-//
-// Level9 shader bytecode:
-//
-    vs_2_x
-    def c3, 0.5, 1, 0, 0
-    dcl_texcoord v0
-    dcl_texcoord1 v1
-    dcl_texcoord2 v2
-    dcl_texcoord3 v3
-    dcl_texcoord4 v4
-    mad oT0.xy, c1, v1, c1.zwzw
-    mad oT1.xy, c1, v2, c1.zwzw
-    mad oT2.xy, c1, v3, c1.zwzw
-    mad r0.xy, v0, c2.zwzw, c2
-    add oPos.xy, r0, c0
-    mov oPos.zw, c3.xyxy
-    mov oT0.z, c3.y
-    mov oT1.z, c3.y
-    mov oT2.z, c3.y
-    mov oT3, v4
-
-// approximately 10 instruction slots used
-vs_4_0
-dcl_constantbuffer cb0[2], immediateIndexed
-dcl_input v0.xy
-dcl_input v1.xy
-dcl_input v2.xy
-dcl_input v3.xy
-dcl_input v4.xyzw
-dcl_output_siv o0.xyzw, position
-dcl_output o1.xyz
-dcl_output o2.xyz
-dcl_output o3.xyz
-dcl_output o4.xyzw
-mad o0.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx
-mov o0.zw, l(0,0,0.500000,1.000000)
-mad o1.xy, cb0[0].xyxx, v1.xyxx, cb0[0].zwzz
-mov o1.z, l(1.000000)
-mad o2.xy, cb0[0].xyxx, v2.xyxx, cb0[0].zwzz
-mov o2.z, l(1.000000)
-mad o3.xy, cb0[0].xyxx, v3.xyxx, cb0[0].zwzz
-mov o3.z, l(1.000000)
-mov o4.xyzw, v4.xyzw
-ret 
-// Approximately 10 instruction slots used
-#endif
-
-const BYTE OculusVRDistortionVS[] =
-{
-     68,  88,  66,  67, 146, 215, 
-     61, 238,  94,   6,  58,  25, 
-     65, 203, 120, 251,  26,  22, 
-    109,   4,   1,   0,   0,   0, 
-    244,   5,   0,   0,   6,   0, 
-      0,   0,  56,   0,   0,   0, 
-    108,   1,   0,   0,  44,   3, 
-      0,   0, 168,   3,   0,   0, 
-    176,   4,   0,   0,  80,   5, 
-      0,   0,  65, 111, 110,  57, 
-     44,   1,   0,   0,  44,   1, 
-      0,   0,   0,   2, 254, 255, 
-    248,   0,   0,   0,  52,   0, 
-      0,   0,   1,   0,  36,   0, 
-      0,   0,  48,   0,   0,   0, 
-     48,   0,   0,   0,  36,   0, 
-      1,   0,  48,   0,   0,   0, 
-      0,   0,   2,   0,   1,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   1,   2, 254, 255, 
-     81,   0,   0,   5,   3,   0, 
-     15, 160,   0,   0,   0,  63, 
-      0,   0, 128,  63,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-     31,   0,   0,   2,   5,   0, 
-      0, 128,   0,   0,  15, 144, 
-     31,   0,   0,   2,   5,   0, 
-      1, 128,   1,   0,  15, 144, 
-     31,   0,   0,   2,   5,   0, 
-      2, 128,   2,   0,  15, 144, 
-     31,   0,   0,   2,   5,   0, 
-      3, 128,   3,   0,  15, 144, 
-     31,   0,   0,   2,   5,   0, 
-      4, 128,   4,   0,  15, 144, 
-      4,   0,   0,   4,   0,   0, 
-      3, 224,   1,   0, 228, 160, 
-      1,   0, 228, 144,   1,   0, 
-    238, 160,   4,   0,   0,   4, 
-      1,   0,   3, 224,   1,   0, 
-    228, 160,   2,   0, 228, 144, 
-      1,   0, 238, 160,   4,   0, 
-      0,   4,   2,   0,   3, 224, 
-      1,   0, 228, 160,   3,   0, 
-    228, 144,   1,   0, 238, 160, 
-      4,   0,   0,   4,   0,   0, 
-      3, 128,   0,   0, 228, 144, 
-      2,   0, 238, 160,   2,   0, 
-    228, 160,   2,   0,   0,   3, 
-      0,   0,   3, 192,   0,   0, 
-    228, 128,   0,   0, 228, 160, 
-      1,   0,   0,   2,   0,   0, 
-     12, 192,   3,   0,  68, 160, 
-      1,   0,   0,   2,   0,   0, 
-      4, 224,   3,   0,  85, 160, 
-      1,   0,   0,   2,   1,   0, 
-      4, 224,   3,   0,  85, 160, 
-      1,   0,   0,   2,   2,   0, 
-      4, 224,   3,   0,  85, 160, 
-      1,   0,   0,   2,   3,   0, 
-     15, 224,   4,   0, 228, 144, 
-    255, 255,   0,   0,  83,  72, 
-     68,  82, 184,   1,   0,   0, 
-     64,   0,   1,   0, 110,   0, 
-      0,   0,  89,   0,   0,   4, 
-     70, 142,  32,   0,   0,   0, 
-      0,   0,   2,   0,   0,   0, 
-     95,   0,   0,   3,  50,  16, 
-     16,   0,   0,   0,   0,   0, 
-     95,   0,   0,   3,  50,  16, 
-     16,   0,   1,   0,   0,   0, 
-     95,   0,   0,   3,  50,  16, 
-     16,   0,   2,   0,   0,   0, 
-     95,   0,   0,   3,  50,  16, 
-     16,   0,   3,   0,   0,   0, 
-     95,   0,   0,   3, 242,  16, 
-     16,   0,   4,   0,   0,   0, 
-    103,   0,   0,   4, 242,  32, 
-     16,   0,   0,   0,   0,   0, 
-      1,   0,   0,   0, 101,   0, 
-      0,   3, 114,  32,  16,   0, 
-      1,   0,   0,   0, 101,   0, 
-      0,   3, 114,  32,  16,   0, 
-      2,   0,   0,   0, 101,   0, 
-      0,   3, 114,  32,  16,   0, 
-      3,   0,   0,   0, 101,   0, 
-      0,   3, 242,  32,  16,   0, 
-      4,   0,   0,   0,  50,   0, 
-      0,  11,  50,  32,  16,   0, 
-      0,   0,   0,   0,  70,  16, 
-     16,   0,   0,   0,   0,   0, 
-    230, 138,  32,   0,   0,   0, 
-      0,   0,   1,   0,   0,   0, 
-     70, 128,  32,   0,   0,   0, 
-      0,   0,   1,   0,   0,   0, 
-     54,   0,   0,   8, 194,  32, 
-     16,   0,   0,   0,   0,   0, 
-      2,  64,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,  63,   0,   0, 
-    128,  63,  50,   0,   0,  11, 
-     50,  32,  16,   0,   1,   0, 
-      0,   0,  70, 128,  32,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,  70,  16,  16,   0, 
-      1,   0,   0,   0, 230, 138, 
-     32,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,  54,   0, 
-      0,   5,  66,  32,  16,   0, 
-      1,   0,   0,   0,   1,  64, 
-      0,   0,   0,   0, 128,  63, 
-     50,   0,   0,  11,  50,  32, 
-     16,   0,   2,   0,   0,   0, 
-     70, 128,  32,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-     70,  16,  16,   0,   2,   0, 
-      0,   0, 230, 138,  32,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,  54,   0,   0,   5, 
-     66,  32,  16,   0,   2,   0, 
-      0,   0,   1,  64,   0,   0, 
-      0,   0, 128,  63,  50,   0, 
-      0,  11,  50,  32,  16,   0, 
-      3,   0,   0,   0,  70, 128, 
-     32,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,  70,  16, 
-     16,   0,   3,   0,   0,   0, 
-    230, 138,  32,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-     54,   0,   0,   5,  66,  32, 
-     16,   0,   3,   0,   0,   0, 
-      1,  64,   0,   0,   0,   0, 
-    128,  63,  54,   0,   0,   5, 
-    242,  32,  16,   0,   4,   0, 
-      0,   0,  70,  30,  16,   0, 
-      4,   0,   0,   0,  62,   0, 
-      0,   1,  83,  84,  65,  84, 
-    116,   0,   0,   0,  10,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,  10,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   1,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   6,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-     82,  68,  69,  70,   0,   1, 
-      0,   0,   1,   0,   0,   0, 
-     72,   0,   0,   0,   1,   0, 
-      0,   0,  28,   0,   0,   0, 
-      0,   4, 254, 255,   0,   1, 
-      0,   0, 204,   0,   0,   0, 
-     60,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      1,   0,   0,   0,   0,   0, 
-      0,   0,  36,  71, 108, 111, 
-     98,  97, 108, 115,   0, 171, 
-    171, 171,  60,   0,   0,   0, 
-      2,   0,   0,   0,  96,   0, 
-      0,   0,  32,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0, 144,   0,   0,   0, 
-      0,   0,   0,   0,  16,   0, 
-      0,   0,   2,   0,   0,   0, 
-    160,   0,   0,   0,   0,   0, 
-      0,   0, 176,   0,   0,   0, 
-     16,   0,   0,   0,  16,   0, 
-      0,   0,   2,   0,   0,   0, 
-    160,   0,   0,   0,   0,   0, 
-      0,   0,  86,  82,  69, 121, 
-    101,  84, 111,  83, 111, 117, 
-    114,  99, 101,   0, 171, 171, 
-      1,   0,   3,   0,   1,   0, 
-      4,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,  86,  82, 
-     68, 101, 115, 116, 105, 110, 
-     97, 116, 105, 111, 110,  83, 
-     99,  97, 108, 101,  65, 110, 
-    100,  79, 102, 102, 115, 101, 
-    116,   0,  77, 105,  99, 114, 
-    111, 115, 111, 102, 116,  32, 
-     40,  82,  41,  32,  72,  76, 
-     83,  76,  32,  83, 104,  97, 
-    100, 101, 114,  32,  67, 111, 
-    109, 112, 105, 108, 101, 114, 
-     32,  57,  46,  51,  48,  46, 
-     57,  50,  48,  48,  46,  50, 
-     48,  53,  52,  54,   0, 171, 
-     73,  83,  71,  78, 152,   0, 
-      0,   0,   5,   0,   0,   0, 
-      8,   0,   0,   0, 128,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   3,   0, 
-      0,   0,   0,   0,   0,   0, 
-      3,   3,   0,   0, 137,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   3,   0, 
-      0,   0,   1,   0,   0,   0, 
-      3,   3,   0,   0, 137,   0, 
-      0,   0,   1,   0,   0,   0, 
-      0,   0,   0,   0,   3,   0, 
-      0,   0,   2,   0,   0,   0, 
-      3,   3,   0,   0, 137,   0, 
-      0,   0,   2,   0,   0,   0, 
-      0,   0,   0,   0,   3,   0, 
-      0,   0,   3,   0,   0,   0, 
-      3,   3,   0,   0, 146,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   3,   0, 
-      0,   0,   4,   0,   0,   0, 
-     15,  15,   0,   0,  80,  79, 
-     83,  73,  84,  73,  79,  78, 
-      0,  84,  69,  88,  67,  79, 
-     79,  82,  68,   0,  67,  79, 
-     76,  79,  82,   0,  79,  83, 
-     71,  78, 156,   0,   0,   0, 
-      5,   0,   0,   0,   8,   0, 
-      0,   0, 128,   0,   0,   0, 
-      0,   0,   0,   0,   1,   0, 
-      0,   0,   3,   0,   0,   0, 
-      0,   0,   0,   0,  15,   0, 
-      0,   0, 140,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   3,   0,   0,   0, 
-      1,   0,   0,   0,   7,   8, 
-      0,   0, 140,   0,   0,   0, 
-      1,   0,   0,   0,   0,   0, 
-      0,   0,   3,   0,   0,   0, 
-      2,   0,   0,   0,   7,   8, 
-      0,   0, 140,   0,   0,   0, 
-      2,   0,   0,   0,   0,   0, 
-      0,   0,   3,   0,   0,   0, 
-      3,   0,   0,   0,   7,   8, 
-      0,   0, 149,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   3,   0,   0,   0, 
-      4,   0,   0,   0,  15,   0, 
-      0,   0,  83,  86,  95,  80, 
-    111, 115, 105, 116, 105, 111, 
-    110,   0,  84,  69,  88,  67, 
-     79,  79,  82,  68,   0,  67, 
-     79,  76,  79,  82,   0, 171
-};
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
-//
-//
-///
-// Resource Bindings:
-//
-// Name                                 Type  Format         Dim Slot Elements
-// ------------------------------ ---------- ------- ----------- ---- --------
-// Linear                            sampler      NA          NA    0        1
-// Texture                           texture  float4          2d    0        1
-//
-//
-//
-// Input signature:
-//
-// Name                 Index   Mask Register SysValue  Format   Used
-// -------------------- ----- ------ -------- -------- ------- ------
-// SV_Position              0   xyzw        0      POS   float       
-// TEXCOORD                 0   xyz         1     NONE   float   xy  
-// TEXCOORD                 1   xyz         2     NONE   float   xy  
-// TEXCOORD                 2   xyz         3     NONE   float   xy  
-// COLOR                    0   xyzw        4     NONE   float   x   
-//
-//
-// Output signature:
-//
-// Name                 Index   Mask Register SysValue  Format   Used
-// -------------------- ----- ------ -------- -------- ------- ------
-// SV_Target                0   xyzw        0   TARGET   float   xyzw
-//
-//
-// Sampler/Resource to DX9 shader sampler mappings:
-//
-// Target Sampler Source Sampler  Source Resource
-// -------------- --------------- ----------------
-// s0             s0              t0               
-//
-//
-// Level9 shader bytecode:
-//
-    ps_2_x
-    def c0, 1, 0, 0, 0
-    dcl t0.xyz
-    dcl t1.xyz
-    dcl t2.xyz
-    dcl t3
-    dcl_2d s0
-    texld r0, t1, s0
-    texld r1, t0, s0
-    mul r1.x, r1.x, t3.x
-    mul r1.y, r0.y, t3.x
-    texld r0, t2, s0
-    mul r1.z, r0.z, t3.x
-    mov r1.w, c0.x
-    mov oC0, r1
-
-// approximately 8 instruction slots used (3 texture, 5 arithmetic)
-ps_4_0
-dcl_sampler s0, mode_default
-dcl_resource_texture2d (float,float,float,float) t0
-dcl_input_ps linear v1.xy
-dcl_input_ps linear v2.xy
-dcl_input_ps linear v3.xy
-dcl_input_ps linear v4.x
-dcl_output o0.xyzw
-dcl_temps 1
-sample r0.xyzw, v1.xyxx, t0.xyzw, s0
-mul o0.x, r0.x, v4.x
-sample r0.xyzw, v2.xyxx, t0.xyzw, s0
-mul o0.y, r0.y, v4.x
-sample r0.xyzw, v3.xyxx, t0.xyzw, s0
-mul o0.z, r0.z, v4.x
-mov o0.w, l(1.000000)
-ret 
-// Approximately 8 instruction slots used
-#endif
-
-const BYTE OculusVRDistortionPS[] =
-{
-     68,  88,  66,  67, 150, 176, 
-     84, 101, 196,  27,  87, 110, 
-    226, 144, 161,  15,  69,  81, 
-     48, 158,   1,   0,   0,   0, 
-    128,   4,   0,   0,   6,   0, 
-      0,   0,  56,   0,   0,   0, 
-     60,   1,   0,   0, 132,   2, 
-      0,   0,   0,   3,   0,   0, 
-    168,   3,   0,   0,  76,   4, 
-      0,   0,  65, 111, 110,  57, 
-    252,   0,   0,   0, 252,   0, 
-      0,   0,   0,   2, 255, 255, 
-    212,   0,   0,   0,  40,   0, 
-      0,   0,   0,   0,  40,   0, 
-      0,   0,  40,   0,   0,   0, 
-     40,   0,   1,   0,  36,   0, 
-      0,   0,  40,   0,   0,   0, 
-      0,   0,   1,   2, 255, 255, 
-     81,   0,   0,   5,   0,   0, 
-     15, 160,   0,   0, 128,  63, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-     31,   0,   0,   2,   0,   0, 
-      0, 128,   0,   0,   7, 176, 
-     31,   0,   0,   2,   0,   0, 
-      0, 128,   1,   0,   7, 176, 
-     31,   0,   0,   2,   0,   0, 
-      0, 128,   2,   0,   7, 176, 
-     31,   0,   0,   2,   0,   0, 
-      0, 128,   3,   0,  15, 176, 
-     31,   0,   0,   2,   0,   0, 
-      0, 144,   0,   8,  15, 160, 
-     66,   0,   0,   3,   0,   0, 
-     15, 128,   1,   0, 228, 176, 
-      0,   8, 228, 160,  66,   0, 
-      0,   3,   1,   0,  15, 128, 
-      0,   0, 228, 176,   0,   8, 
-    228, 160,   5,   0,   0,   3, 
-      1,   0,   1, 128,   1,   0, 
-      0, 128,   3,   0,   0, 176, 
-      5,   0,   0,   3,   1,   0, 
-      2, 128,   0,   0,  85, 128, 
-      3,   0,   0, 176,  66,   0, 
-      0,   3,   0,   0,  15, 128, 
-      2,   0, 228, 176,   0,   8, 
-    228, 160,   5,   0,   0,   3, 
-      1,   0,   4, 128,   0,   0, 
-    170, 128,   3,   0,   0, 176, 
-      1,   0,   0,   2,   1,   0, 
-      8, 128,   0,   0,   0, 160, 
-      1,   0,   0,   2,   0,   8, 
-     15, 128,   1,   0, 228, 128, 
-    255, 255,   0,   0,  83,  72, 
-     68,  82,  64,   1,   0,   0, 
-     64,   0,   0,   0,  80,   0, 
-      0,   0,  90,   0,   0,   3, 
-      0,  96,  16,   0,   0,   0, 
-      0,   0,  88,  24,   0,   4, 
-      0, 112,  16,   0,   0,   0, 
-      0,   0,  85,  85,   0,   0, 
-     98,  16,   0,   3,  50,  16, 
-     16,   0,   1,   0,   0,   0, 
-     98,  16,   0,   3,  50,  16, 
-     16,   0,   2,   0,   0,   0, 
-     98,  16,   0,   3,  50,  16, 
-     16,   0,   3,   0,   0,   0, 
-     98,  16,   0,   3,  18,  16, 
-     16,   0,   4,   0,   0,   0, 
-    101,   0,   0,   3, 242,  32, 
-     16,   0,   0,   0,   0,   0, 
-    104,   0,   0,   2,   1,   0, 
-      0,   0,  69,   0,   0,   9, 
-    242,   0,  16,   0,   0,   0, 
-      0,   0,  70,  16,  16,   0, 
-      1,   0,   0,   0,  70, 126, 
-     16,   0,   0,   0,   0,   0, 
-      0,  96,  16,   0,   0,   0, 
-      0,   0,  56,   0,   0,   7, 
-     18,  32,  16,   0,   0,   0, 
-      0,   0,  10,   0,  16,   0, 
-      0,   0,   0,   0,  10,  16, 
-     16,   0,   4,   0,   0,   0, 
-     69,   0,   0,   9, 242,   0, 
-     16,   0,   0,   0,   0,   0, 
-     70,  16,  16,   0,   2,   0, 
-      0,   0,  70, 126,  16,   0, 
-      0,   0,   0,   0,   0,  96, 
-     16,   0,   0,   0,   0,   0, 
-     56,   0,   0,   7,  34,  32, 
-     16,   0,   0,   0,   0,   0, 
-     26,   0,  16,   0,   0,   0, 
-      0,   0,  10,  16,  16,   0, 
-      4,   0,   0,   0,  69,   0, 
-      0,   9, 242,   0,  16,   0, 
-      0,   0,   0,   0,  70,  16, 
-     16,   0,   3,   0,   0,   0, 
-     70, 126,  16,   0,   0,   0, 
-      0,   0,   0,  96,  16,   0, 
-      0,   0,   0,   0,  56,   0, 
-      0,   7,  66,  32,  16,   0, 
-      0,   0,   0,   0,  42,   0, 
-     16,   0,   0,   0,   0,   0, 
-     10,  16,  16,   0,   4,   0, 
-      0,   0,  54,   0,   0,   5, 
-    130,  32,  16,   0,   0,   0, 
-      0,   0,   1,  64,   0,   0, 
-      0,   0, 128,  63,  62,   0, 
-      0,   1,  83,  84,  65,  84, 
-    116,   0,   0,   0,   8,   0, 
-      0,   0,   1,   0,   0,   0, 
-      0,   0,   0,   0,   5,   0, 
-      0,   0,   3,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   1,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      3,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   2,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-     82,  68,  69,  70, 160,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   2,   0, 
-      0,   0,  28,   0,   0,   0, 
-      0,   4, 255, 255,   0,   1, 
-      0,   0, 107,   0,   0,   0, 
-     92,   0,   0,   0,   3,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      1,   0,   0,   0,   0,   0, 
-      0,   0,  99,   0,   0,   0, 
-      2,   0,   0,   0,   5,   0, 
-      0,   0,   4,   0,   0,   0, 
-    255, 255, 255, 255,   0,   0, 
-      0,   0,   1,   0,   0,   0, 
-     13,   0,   0,   0,  76, 105, 
-    110, 101,  97, 114,   0,  84, 
-    101, 120, 116, 117, 114, 101, 
-      0,  77, 105,  99, 114, 111, 
-    115, 111, 102, 116,  32,  40, 
-     82,  41,  32,  72,  76,  83, 
-     76,  32,  83, 104,  97, 100, 
-    101, 114,  32,  67, 111, 109, 
-    112, 105, 108, 101, 114,  32, 
-     57,  46,  51,  48,  46,  57, 
-     50,  48,  48,  46,  50,  48, 
-     53,  52,  54,   0, 171, 171, 
-     73,  83,  71,  78, 156,   0, 
-      0,   0,   5,   0,   0,   0, 
-      8,   0,   0,   0, 128,   0, 
-      0,   0,   0,   0,   0,   0, 
-      1,   0,   0,   0,   3,   0, 
-      0,   0,   0,   0,   0,   0, 
-     15,   0,   0,   0, 140,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   3,   0, 
-      0,   0,   1,   0,   0,   0, 
-      7,   3,   0,   0, 140,   0, 
-      0,   0,   1,   0,   0,   0, 
-      0,   0,   0,   0,   3,   0, 
-      0,   0,   2,   0,   0,   0, 
-      7,   3,   0,   0, 140,   0, 
-      0,   0,   2,   0,   0,   0, 
-      0,   0,   0,   0,   3,   0, 
-      0,   0,   3,   0,   0,   0, 
-      7,   3,   0,   0, 149,   0, 
-      0,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   3,   0, 
-      0,   0,   4,   0,   0,   0, 
-     15,   1,   0,   0,  83,  86, 
-     95,  80, 111, 115, 105, 116, 
-    105, 111, 110,   0,  84,  69, 
-     88,  67,  79,  79,  82,  68, 
-      0,  67,  79,  76,  79,  82, 
-      0, 171,  79,  83,  71,  78, 
-     44,   0,   0,   0,   1,   0, 
-      0,   0,   8,   0,   0,   0, 
-     32,   0,   0,   0,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
-      3,   0,   0,   0,   0,   0, 
-      0,   0,  15,   0,   0,   0, 
-     83,  86,  95,  84,  97, 114, 
-    103, 101, 116,   0, 171, 171
-};
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
+// Buffer Definitions: 
+//
+// cbuffer $Globals
+// {
+//
+//   float4 VREyeToSource;              // Offset:    0 Size:    16
+//   float4 VRDestinationScaleAndOffset;// Offset:   16 Size:    16
+//
+// }
+//
+//
+// 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   xy          0     NONE   float   xy  
+// TEXCOORD                 0   xy          1     NONE   float   xy  
+// TEXCOORD                 1   xy          2     NONE   float   xy  
+// TEXCOORD                 2   xy          3     NONE   float   xy  
+// COLOR                    0   xyzw        4     NONE   float   xyzw
+//
+//
+// Output signature:
+//
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float   xyzw
+// TEXCOORD                 0   xyz         1     NONE   float   xyz 
+// TEXCOORD                 1   xyz         2     NONE   float   xyz 
+// TEXCOORD                 2   xyz         3     NONE   float   xyz 
+// COLOR                    0   xyzw        4     NONE   float   xyzw
+//
+//
+// Constant buffer to DX9 shader constant mappings:
+//
+// Target Reg Buffer  Start Reg # of Regs        Data Conversion
+// ---------- ------- --------- --------- ----------------------
+// c1         cb0             0         2  ( FLT, FLT, FLT, FLT)
+//
+//
+// Runtime generated constant mappings:
+//
+// Target Reg                               Constant Description
+// ---------- --------------------------------------------------
+// c0                              Vertex Shader position offset
+//
+//
+// Level9 shader bytecode:
+//
+    vs_2_x
+    def c3, 0.5, 1, 0, 0
+    dcl_texcoord v0
+    dcl_texcoord1 v1
+    dcl_texcoord2 v2
+    dcl_texcoord3 v3
+    dcl_texcoord4 v4
+    mad oT0.xy, v1, c1.zwzw, c1
+    mad oT1.xy, v2, c1.zwzw, c1
+    mad oT2.xy, v3, c1.zwzw, c1
+    mad r0.xy, v0, c2.zwzw, c2
+    add oPos.xy, r0, c0
+    mov oPos.zw, c3.xyxy
+    mov oT0.z, c3.y
+    mov oT1.z, c3.y
+    mov oT2.z, c3.y
+    mov oT3, v4
+
+// approximately 10 instruction slots used
+vs_4_0
+dcl_constantbuffer cb0[2], immediateIndexed
+dcl_input v0.xy
+dcl_input v1.xy
+dcl_input v2.xy
+dcl_input v3.xy
+dcl_input v4.xyzw
+dcl_output_siv o0.xyzw, position
+dcl_output o1.xyz
+dcl_output o2.xyz
+dcl_output o3.xyz
+dcl_output o4.xyzw
+mad o0.xy, v0.xyxx, cb0[1].zwzz, cb0[1].xyxx
+mov o0.zw, l(0,0,0.500000,1.000000)
+mad o1.xy, v1.xyxx, cb0[0].zwzz, cb0[0].xyxx
+mov o1.z, l(1.000000)
+mad o2.xy, v2.xyxx, cb0[0].zwzz, cb0[0].xyxx
+mov o2.z, l(1.000000)
+mad o3.xy, v3.xyxx, cb0[0].zwzz, cb0[0].xyxx
+mov o3.z, l(1.000000)
+mov o4.xyzw, v4.xyzw
+ret 
+// Approximately 10 instruction slots used
+#endif
+
+const BYTE OculusVRDistortionVS[] =
+{
+     68,  88,  66,  67,   3,  61, 
+    196, 122,  10,  53,  44, 234, 
+     18, 242, 195, 238,  42,  90, 
+     72, 193,   1,   0,   0,   0, 
+    244,   5,   0,   0,   6,   0, 
+      0,   0,  56,   0,   0,   0, 
+    108,   1,   0,   0,  44,   3, 
+      0,   0, 168,   3,   0,   0, 
+    176,   4,   0,   0,  80,   5, 
+      0,   0,  65, 111, 110,  57, 
+     44,   1,   0,   0,  44,   1, 
+      0,   0,   0,   2, 254, 255, 
+    248,   0,   0,   0,  52,   0, 
+      0,   0,   1,   0,  36,   0, 
+      0,   0,  48,   0,   0,   0, 
+     48,   0,   0,   0,  36,   0, 
+      1,   0,  48,   0,   0,   0, 
+      0,   0,   2,   0,   1,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   1,   2, 254, 255, 
+     81,   0,   0,   5,   3,   0, 
+     15, 160,   0,   0,   0,  63, 
+      0,   0, 128,  63,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+     31,   0,   0,   2,   5,   0, 
+      0, 128,   0,   0,  15, 144, 
+     31,   0,   0,   2,   5,   0, 
+      1, 128,   1,   0,  15, 144, 
+     31,   0,   0,   2,   5,   0, 
+      2, 128,   2,   0,  15, 144, 
+     31,   0,   0,   2,   5,   0, 
+      3, 128,   3,   0,  15, 144, 
+     31,   0,   0,   2,   5,   0, 
+      4, 128,   4,   0,  15, 144, 
+      4,   0,   0,   4,   0,   0, 
+      3, 224,   1,   0, 228, 144, 
+      1,   0, 238, 160,   1,   0, 
+    228, 160,   4,   0,   0,   4, 
+      1,   0,   3, 224,   2,   0, 
+    228, 144,   1,   0, 238, 160, 
+      1,   0, 228, 160,   4,   0, 
+      0,   4,   2,   0,   3, 224, 
+      3,   0, 228, 144,   1,   0, 
+    238, 160,   1,   0, 228, 160, 
+      4,   0,   0,   4,   0,   0, 
+      3, 128,   0,   0, 228, 144, 
+      2,   0, 238, 160,   2,   0, 
+    228, 160,   2,   0,   0,   3, 
+      0,   0,   3, 192,   0,   0, 
+    228, 128,   0,   0, 228, 160, 
+      1,   0,   0,   2,   0,   0, 
+     12, 192,   3,   0,  68, 160, 
+      1,   0,   0,   2,   0,   0, 
+      4, 224,   3,   0,  85, 160, 
+      1,   0,   0,   2,   1,   0, 
+      4, 224,   3,   0,  85, 160, 
+      1,   0,   0,   2,   2,   0, 
+      4, 224,   3,   0,  85, 160, 
+      1,   0,   0,   2,   3,   0, 
+     15, 224,   4,   0, 228, 144, 
+    255, 255,   0,   0,  83,  72, 
+     68,  82, 184,   1,   0,   0, 
+     64,   0,   1,   0, 110,   0, 
+      0,   0,  89,   0,   0,   4, 
+     70, 142,  32,   0,   0,   0, 
+      0,   0,   2,   0,   0,   0, 
+     95,   0,   0,   3,  50,  16, 
+     16,   0,   0,   0,   0,   0, 
+     95,   0,   0,   3,  50,  16, 
+     16,   0,   1,   0,   0,   0, 
+     95,   0,   0,   3,  50,  16, 
+     16,   0,   2,   0,   0,   0, 
+     95,   0,   0,   3,  50,  16, 
+     16,   0,   3,   0,   0,   0, 
+     95,   0,   0,   3, 242,  16, 
+     16,   0,   4,   0,   0,   0, 
+    103,   0,   0,   4, 242,  32, 
+     16,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0, 101,   0, 
+      0,   3, 114,  32,  16,   0, 
+      1,   0,   0,   0, 101,   0, 
+      0,   3, 114,  32,  16,   0, 
+      2,   0,   0,   0, 101,   0, 
+      0,   3, 114,  32,  16,   0, 
+      3,   0,   0,   0, 101,   0, 
+      0,   3, 242,  32,  16,   0, 
+      4,   0,   0,   0,  50,   0, 
+      0,  11,  50,  32,  16,   0, 
+      0,   0,   0,   0,  70,  16, 
+     16,   0,   0,   0,   0,   0, 
+    230, 138,  32,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
+     70, 128,  32,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
+     54,   0,   0,   8, 194,  32, 
+     16,   0,   0,   0,   0,   0, 
+      2,  64,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,  63,   0,   0, 
+    128,  63,  50,   0,   0,  11, 
+     50,  32,  16,   0,   1,   0, 
+      0,   0,  70,  16,  16,   0, 
+      1,   0,   0,   0, 230, 138, 
+     32,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,  70, 128, 
+     32,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,  54,   0, 
+      0,   5,  66,  32,  16,   0, 
+      1,   0,   0,   0,   1,  64, 
+      0,   0,   0,   0, 128,  63, 
+     50,   0,   0,  11,  50,  32, 
+     16,   0,   2,   0,   0,   0, 
+     70,  16,  16,   0,   2,   0, 
+      0,   0, 230, 138,  32,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,  70, 128,  32,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,  54,   0,   0,   5, 
+     66,  32,  16,   0,   2,   0, 
+      0,   0,   1,  64,   0,   0, 
+      0,   0, 128,  63,  50,   0, 
+      0,  11,  50,  32,  16,   0, 
+      3,   0,   0,   0,  70,  16, 
+     16,   0,   3,   0,   0,   0, 
+    230, 138,  32,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+     70, 128,  32,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+     54,   0,   0,   5,  66,  32, 
+     16,   0,   3,   0,   0,   0, 
+      1,  64,   0,   0,   0,   0, 
+    128,  63,  54,   0,   0,   5, 
+    242,  32,  16,   0,   4,   0, 
+      0,   0,  70,  30,  16,   0, 
+      4,   0,   0,   0,  62,   0, 
+      0,   1,  83,  84,  65,  84, 
+    116,   0,   0,   0,  10,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,  10,   0, 
+      0,   0,   4,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   5,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+     82,  68,  69,  70,   0,   1, 
+      0,   0,   1,   0,   0,   0, 
+     72,   0,   0,   0,   1,   0, 
+      0,   0,  28,   0,   0,   0, 
+      0,   4, 254, 255,   0,   1, 
+      0,   0, 204,   0,   0,   0, 
+     60,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   0,   0, 
+      0,   0,  36,  71, 108, 111, 
+     98,  97, 108, 115,   0, 171, 
+    171, 171,  60,   0,   0,   0, 
+      2,   0,   0,   0,  96,   0, 
+      0,   0,  32,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0, 144,   0,   0,   0, 
+      0,   0,   0,   0,  16,   0, 
+      0,   0,   2,   0,   0,   0, 
+    160,   0,   0,   0,   0,   0, 
+      0,   0, 176,   0,   0,   0, 
+     16,   0,   0,   0,  16,   0, 
+      0,   0,   2,   0,   0,   0, 
+    160,   0,   0,   0,   0,   0, 
+      0,   0,  86,  82,  69, 121, 
+    101,  84, 111,  83, 111, 117, 
+    114,  99, 101,   0, 171, 171, 
+      1,   0,   3,   0,   1,   0, 
+      4,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,  86,  82, 
+     68, 101, 115, 116, 105, 110, 
+     97, 116, 105, 111, 110,  83, 
+     99,  97, 108, 101,  65, 110, 
+    100,  79, 102, 102, 115, 101, 
+    116,   0,  77, 105,  99, 114, 
+    111, 115, 111, 102, 116,  32, 
+     40,  82,  41,  32,  72,  76, 
+     83,  76,  32,  83, 104,  97, 
+    100, 101, 114,  32,  67, 111, 
+    109, 112, 105, 108, 101, 114, 
+     32,  54,  46,  51,  46,  57, 
+     54,  48,  48,  46,  49,  54, 
+     51,  56,  52,   0, 171, 171, 
+     73,  83,  71,  78, 152,   0, 
+      0,   0,   5,   0,   0,   0, 
+      8,   0,   0,   0, 128,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   0,   0,   0,   0, 
+      3,   3,   0,   0, 137,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   1,   0,   0,   0, 
+      3,   3,   0,   0, 137,   0, 
+      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   2,   0,   0,   0, 
+      3,   3,   0,   0, 137,   0, 
+      0,   0,   2,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   3,   0,   0,   0, 
+      3,   3,   0,   0, 146,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   4,   0,   0,   0, 
+     15,  15,   0,   0,  80,  79, 
+     83,  73,  84,  73,  79,  78, 
+      0,  84,  69,  88,  67,  79, 
+     79,  82,  68,   0,  67,  79, 
+     76,  79,  82,   0,  79,  83, 
+     71,  78, 156,   0,   0,   0, 
+      5,   0,   0,   0,   8,   0, 
+      0,   0, 128,   0,   0,   0, 
+      0,   0,   0,   0,   1,   0, 
+      0,   0,   3,   0,   0,   0, 
+      0,   0,   0,   0,  15,   0, 
+      0,   0, 140,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   3,   0,   0,   0, 
+      1,   0,   0,   0,   7,   8, 
+      0,   0, 140,   0,   0,   0, 
+      1,   0,   0,   0,   0,   0, 
+      0,   0,   3,   0,   0,   0, 
+      2,   0,   0,   0,   7,   8, 
+      0,   0, 140,   0,   0,   0, 
+      2,   0,   0,   0,   0,   0, 
+      0,   0,   3,   0,   0,   0, 
+      3,   0,   0,   0,   7,   8, 
+      0,   0, 149,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   3,   0,   0,   0, 
+      4,   0,   0,   0,  15,   0, 
+      0,   0,  83,  86,  95,  80, 
+    111, 115, 105, 116, 105, 111, 
+    110,   0,  84,  69,  88,  67, 
+     79,  79,  82,  68,   0,  67, 
+     79,  76,  79,  82,   0, 171
+};
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
+//
+//
+// Resource Bindings:
+//
+// Name                                 Type  Format         Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// Linear                            sampler      NA          NA    0        1
+// Texture                           texture  float4          2d    0        1
+//
+//
+//
+// Input signature:
+//
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Position              0   xyzw        0      POS   float       
+// TEXCOORD                 0   xyz         1     NONE   float   xy  
+// TEXCOORD                 1   xyz         2     NONE   float   xy  
+// TEXCOORD                 2   xyz         3     NONE   float   xy  
+// COLOR                    0   xyzw        4     NONE   float   x   
+//
+//
+// Output signature:
+//
+// Name                 Index   Mask Register SysValue  Format   Used
+// -------------------- ----- ------ -------- -------- ------- ------
+// SV_Target                0   xyzw        0   TARGET   float   xyzw
+//
+//
+// Sampler/Resource to DX9 shader sampler mappings:
+//
+// Target Sampler Source Sampler  Source Resource
+// -------------- --------------- ----------------
+// s0             s0              t0               
+//
+//
+// Level9 shader bytecode:
+//
+    ps_2_x
+    def c0, 1, 0, 0, 0
+    dcl t0.xyz
+    dcl t1.xyz
+    dcl t2.xyz
+    dcl t3
+    dcl_2d s0
+    texld r0, t1, s0
+    texld r1, t0, s0
+    mul r1.x, r1.x, t3.x
+    mul r1.y, r0.y, t3.x
+    texld r0, t2, s0
+    mul r1.z, r0.z, t3.x
+    mov r1.w, c0.x
+    mov oC0, r1
+
+// approximately 8 instruction slots used (3 texture, 5 arithmetic)
+ps_4_0
+dcl_sampler s0, mode_default
+dcl_resource_texture2d (float,float,float,float) t0
+dcl_input_ps linear v1.xy
+dcl_input_ps linear v2.xy
+dcl_input_ps linear v3.xy
+dcl_input_ps linear v4.x
+dcl_output o0.xyzw
+dcl_temps 1
+sample r0.xyzw, v1.xyxx, t0.xyzw, s0
+mul o0.x, r0.x, v4.x
+sample r0.xyzw, v2.xyxx, t0.xyzw, s0
+mul o0.y, r0.y, v4.x
+sample r0.xyzw, v3.xyxx, t0.xyzw, s0
+mul o0.z, r0.z, v4.x
+mov o0.w, l(1.000000)
+ret 
+// Approximately 8 instruction slots used
+#endif
+
+const BYTE OculusVRDistortionPS[] =
+{
+     68,  88,  66,  67, 108, 219, 
+     61, 216,  27,   0,  27, 222, 
+    242, 132, 183,  21, 166, 141, 
+    130,  39,   1,   0,   0,   0, 
+    128,   4,   0,   0,   6,   0, 
+      0,   0,  56,   0,   0,   0, 
+     60,   1,   0,   0, 132,   2, 
+      0,   0,   0,   3,   0,   0, 
+    168,   3,   0,   0,  76,   4, 
+      0,   0,  65, 111, 110,  57, 
+    252,   0,   0,   0, 252,   0, 
+      0,   0,   0,   2, 255, 255, 
+    212,   0,   0,   0,  40,   0, 
+      0,   0,   0,   0,  40,   0, 
+      0,   0,  40,   0,   0,   0, 
+     40,   0,   1,   0,  36,   0, 
+      0,   0,  40,   0,   0,   0, 
+      0,   0,   1,   2, 255, 255, 
+     81,   0,   0,   5,   0,   0, 
+     15, 160,   0,   0, 128,  63, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+     31,   0,   0,   2,   0,   0, 
+      0, 128,   0,   0,   7, 176, 
+     31,   0,   0,   2,   0,   0, 
+      0, 128,   1,   0,   7, 176, 
+     31,   0,   0,   2,   0,   0, 
+      0, 128,   2,   0,   7, 176, 
+     31,   0,   0,   2,   0,   0, 
+      0, 128,   3,   0,  15, 176, 
+     31,   0,   0,   2,   0,   0, 
+      0, 144,   0,   8,  15, 160, 
+     66,   0,   0,   3,   0,   0, 
+     15, 128,   1,   0, 228, 176, 
+      0,   8, 228, 160,  66,   0, 
+      0,   3,   1,   0,  15, 128, 
+      0,   0, 228, 176,   0,   8, 
+    228, 160,   5,   0,   0,   3, 
+      1,   0,   1, 128,   1,   0, 
+      0, 128,   3,   0,   0, 176, 
+      5,   0,   0,   3,   1,   0, 
+      2, 128,   0,   0,  85, 128, 
+      3,   0,   0, 176,  66,   0, 
+      0,   3,   0,   0,  15, 128, 
+      2,   0, 228, 176,   0,   8, 
+    228, 160,   5,   0,   0,   3, 
+      1,   0,   4, 128,   0,   0, 
+    170, 128,   3,   0,   0, 176, 
+      1,   0,   0,   2,   1,   0, 
+      8, 128,   0,   0,   0, 160, 
+      1,   0,   0,   2,   0,   8, 
+     15, 128,   1,   0, 228, 128, 
+    255, 255,   0,   0,  83,  72, 
+     68,  82,  64,   1,   0,   0, 
+     64,   0,   0,   0,  80,   0, 
+      0,   0,  90,   0,   0,   3, 
+      0,  96,  16,   0,   0,   0, 
+      0,   0,  88,  24,   0,   4, 
+      0, 112,  16,   0,   0,   0, 
+      0,   0,  85,  85,   0,   0, 
+     98,  16,   0,   3,  50,  16, 
+     16,   0,   1,   0,   0,   0, 
+     98,  16,   0,   3,  50,  16, 
+     16,   0,   2,   0,   0,   0, 
+     98,  16,   0,   3,  50,  16, 
+     16,   0,   3,   0,   0,   0, 
+     98,  16,   0,   3,  18,  16, 
+     16,   0,   4,   0,   0,   0, 
+    101,   0,   0,   3, 242,  32, 
+     16,   0,   0,   0,   0,   0, 
+    104,   0,   0,   2,   1,   0, 
+      0,   0,  69,   0,   0,   9, 
+    242,   0,  16,   0,   0,   0, 
+      0,   0,  70,  16,  16,   0, 
+      1,   0,   0,   0,  70, 126, 
+     16,   0,   0,   0,   0,   0, 
+      0,  96,  16,   0,   0,   0, 
+      0,   0,  56,   0,   0,   7, 
+     18,  32,  16,   0,   0,   0, 
+      0,   0,  10,   0,  16,   0, 
+      0,   0,   0,   0,  10,  16, 
+     16,   0,   4,   0,   0,   0, 
+     69,   0,   0,   9, 242,   0, 
+     16,   0,   0,   0,   0,   0, 
+     70,  16,  16,   0,   2,   0, 
+      0,   0,  70, 126,  16,   0, 
+      0,   0,   0,   0,   0,  96, 
+     16,   0,   0,   0,   0,   0, 
+     56,   0,   0,   7,  34,  32, 
+     16,   0,   0,   0,   0,   0, 
+     26,   0,  16,   0,   0,   0, 
+      0,   0,  10,  16,  16,   0, 
+      4,   0,   0,   0,  69,   0, 
+      0,   9, 242,   0,  16,   0, 
+      0,   0,   0,   0,  70,  16, 
+     16,   0,   3,   0,   0,   0, 
+     70, 126,  16,   0,   0,   0, 
+      0,   0,   0,  96,  16,   0, 
+      0,   0,   0,   0,  56,   0, 
+      0,   7,  66,  32,  16,   0, 
+      0,   0,   0,   0,  42,   0, 
+     16,   0,   0,   0,   0,   0, 
+     10,  16,  16,   0,   4,   0, 
+      0,   0,  54,   0,   0,   5, 
+    130,  32,  16,   0,   0,   0, 
+      0,   0,   1,  64,   0,   0, 
+      0,   0, 128,  63,  62,   0, 
+      0,   1,  83,  84,  65,  84, 
+    116,   0,   0,   0,   8,   0, 
+      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   5,   0, 
+      0,   0,   3,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      3,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+     82,  68,  69,  70, 160,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   2,   0, 
+      0,   0,  28,   0,   0,   0, 
+      0,   4, 255, 255,   0,   1, 
+      0,   0, 107,   0,   0,   0, 
+     92,   0,   0,   0,   3,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   0,   0, 
+      0,   0,  99,   0,   0,   0, 
+      2,   0,   0,   0,   5,   0, 
+      0,   0,   4,   0,   0,   0, 
+    255, 255, 255, 255,   0,   0, 
+      0,   0,   1,   0,   0,   0, 
+     13,   0,   0,   0,  76, 105, 
+    110, 101,  97, 114,   0,  84, 
+    101, 120, 116, 117, 114, 101, 
+      0,  77, 105,  99, 114, 111, 
+    115, 111, 102, 116,  32,  40, 
+     82,  41,  32,  72,  76,  83, 
+     76,  32,  83, 104,  97, 100, 
+    101, 114,  32,  67, 111, 109, 
+    112, 105, 108, 101, 114,  32, 
+     54,  46,  51,  46,  57,  54, 
+     48,  48,  46,  49,  54,  51, 
+     56,  52,   0, 171, 171, 171, 
+     73,  83,  71,  78, 156,   0, 
+      0,   0,   5,   0,   0,   0, 
+      8,   0,   0,   0, 128,   0, 
+      0,   0,   0,   0,   0,   0, 
+      1,   0,   0,   0,   3,   0, 
+      0,   0,   0,   0,   0,   0, 
+     15,   0,   0,   0, 140,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   1,   0,   0,   0, 
+      7,   3,   0,   0, 140,   0, 
+      0,   0,   1,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   2,   0,   0,   0, 
+      7,   3,   0,   0, 140,   0, 
+      0,   0,   2,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   3,   0,   0,   0, 
+      7,   3,   0,   0, 149,   0, 
+      0,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   3,   0, 
+      0,   0,   4,   0,   0,   0, 
+     15,   1,   0,   0,  83,  86, 
+     95,  80, 111, 115, 105, 116, 
+    105, 111, 110,   0,  84,  69, 
+     88,  67,  79,  79,  82,  68, 
+      0,  67,  79,  76,  79,  82, 
+      0, 171,  79,  83,  71,  78, 
+     44,   0,   0,   0,   1,   0, 
+      0,   0,   8,   0,   0,   0, 
+     32,   0,   0,   0,   0,   0, 
+      0,   0,   0,   0,   0,   0, 
+      3,   0,   0,   0,   0,   0, 
+      0,   0,  15,   0,   0,   0, 
+     83,  86,  95,  84,  97, 114, 
+    103, 101, 116,   0, 171, 171
+};
--- a/gfx/layers/d3d11/CompositorD3D11VR.hlsl
+++ b/gfx/layers/d3d11/CompositorD3D11VR.hlsl
@@ -32,23 +32,26 @@ struct VS_VR_OUTPUT {
 
 SamplerState Linear
 {
   Filter = MIN_MAG_MIP_LINEAR;
   AddressU = Clamp;
   AddressV = Clamp;
 };
 
+/*
+ * Oculus basic distortion, with chroma aberration correction
+ */
 VS_VR_OUTPUT OculusVRDistortionVS(const VS_VR_INPUT aVertex)
 {
   VS_VR_OUTPUT res;
 
-  float2 tc0 = VREyeToSource.xy * aVertex.vTexCoord0 + VREyeToSource.zw;
-  float2 tc1 = VREyeToSource.xy * aVertex.vTexCoord1 + VREyeToSource.zw;
-  float2 tc2 = VREyeToSource.xy * aVertex.vTexCoord2 + VREyeToSource.zw;
+  float2 tc0 = aVertex.vTexCoord0 * VREyeToSource.zw + VREyeToSource.xy;
+  float2 tc1 = aVertex.vTexCoord1 * VREyeToSource.zw + VREyeToSource.xy;
+  float2 tc2 = aVertex.vTexCoord2 * VREyeToSource.zw + VREyeToSource.xy;
 
   //res.vPosition.xy = aVertex.vPosition.xy;
   res.vPosition.xy = aVertex.vPosition.xy * VRDestinationScaleAndOffset.zw + VRDestinationScaleAndOffset.xy;
   res.vPosition.zw = float2(0.5, 1.0);
 
   res.vTexCoord0 = float3(tc0, 1);
   res.vTexCoord1 = float3(tc1, 1);
   res.vTexCoord2 = float3(tc2, 1);
--- a/gfx/vr/gfxVR.cpp
+++ b/gfx/vr/gfxVR.cpp
@@ -8,16 +8,17 @@
 #include "prlink.h"
 #include "prmem.h"
 #include "prenv.h"
 #include "nsString.h"
 
 #include "gfxPrefs.h"
 #include "gfxVR.h"
 #include "gfxVROculus.h"
+#include "gfxVRCardboard.h"
 
 #include "nsServiceManagerUtils.h"
 #include "nsIScreenManager.h"
 
 using namespace mozilla::gfx;
 
 // Dummy nsIScreen implementation, for when we just need to specify a size
 class FakeScreen : public nsIScreen
@@ -80,16 +81,20 @@ VRHMDManager::ManagerInit()
 
   sManagers = new VRHMDManagerArray();
 
   nsRefPtr<VRHMDManager> mgr;
 
   mgr = new VRHMDManagerOculus();
   if (mgr->PlatformInit())
     sManagers->AppendElement(mgr);
+
+  mgr = new VRHMDManagerCardboard();
+  if (mgr->PlatformInit())
+    sManagers->AppendElement(mgr);
 }
 
 /* static */ void
 VRHMDManager::ManagerDestroy()
 {
   if (!sManagers)
     return;
 
--- a/gfx/vr/gfxVR.h
+++ b/gfx/vr/gfxVR.h
@@ -14,16 +14,17 @@
 #include "mozilla/gfx/2D.h"
 #include "mozilla/EnumeratedArray.h"
 
 namespace mozilla {
 namespace gfx {
 
 enum class VRHMDType : uint16_t {
   Oculus,
+  Cardboard,
   NumHMDTypes
 };
 
 struct VRFieldOfView {
   static VRFieldOfView FromCSSPerspectiveInfo(double aPerspectiveDistance,
                                               const Point& aPerspectiveOrigin,
                                               const Point& aTransformOrigin,
                                               const Rect& aContentRectangle)
@@ -212,14 +213,15 @@ public:
 
   virtual bool PlatformInit() = 0;
   virtual bool Init() = 0;
   virtual void Destroy() = 0;
   virtual void GetHMDs(nsTArray<nsRefPtr<VRHMDInfo>>& aHMDResult) = 0;
 
 protected:
   VRHMDManager() { }
+  virtual ~VRHMDManager() { }
 };
 
 } // namespace gfx
 } // namespace mozilla
 
 #endif /* GFX_VR_H */
new file mode 100644
--- /dev/null
+++ b/gfx/vr/gfxVRCardboard.cpp
@@ -0,0 +1,382 @@
+/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#include <math.h>
+
+#include "prlink.h"
+#include "prmem.h"
+#include "prenv.h"
+#include "gfxPrefs.h"
+#include "nsString.h"
+#include "mozilla/dom/ScreenOrientation.h"
+#include "mozilla/Preferences.h"
+#include "mozilla/Hal.h"
+
+#include "gfxVRCardboard.h"
+
+#include "nsServiceManagerUtils.h"
+#include "nsIScreenManager.h"
+
+#ifdef ANDROID
+#include <android/log.h>
+#define LOG(args...)  __android_log_print(ANDROID_LOG_INFO, "GeckoVR" , ## args)
+#else
+#define LOG(...) do { } while(0)
+#endif
+
+#ifndef M_PI
+# define M_PI 3.14159265358979323846
+#endif
+
+// 1/sqrt(2) (aka sqrt(2)/2)
+#ifndef M_SQRT1_2
+# define M_SQRT1_2	0.70710678118654752440
+#endif
+
+using namespace mozilla::dom;
+using namespace mozilla::gfx;
+using namespace mozilla::gfx::impl;
+
+namespace {
+// some utility functions
+
+// This remaps axes in the given matrix to a new configuration based on the
+// screen orientation.  Similar to what Android SensorManager.remapCoordinateSystem
+// does, except only for a fixed number of transforms that we need.
+Matrix4x4
+RemapMatrixForOrientation(ScreenOrientation screenConfig, const Matrix4x4& aMatrix)
+{
+  Matrix4x4 out;
+  const float *in = &aMatrix._11;
+  float *o = &out._11;
+
+  if (screenConfig == eScreenOrientation_LandscapePrimary) {
+    // remap X,Y -> Y,-X
+    o[0] = -in[1]; o[1] = in[0]; o[2] = in[2];
+    o[4] = -in[5]; o[5] = in[4]; o[6] = in[6];
+    o[8] = -in[9]; o[9] = in[8]; o[10] = in[10];
+  } else if (screenConfig == eScreenOrientation_LandscapeSecondary) {
+    // remap X,Y -> -Y,X
+    o[0] = in[1]; o[1] = -in[0]; o[2] = in[2];
+    o[4] = in[5]; o[5] = -in[4]; o[6] = in[6];
+    o[8] = in[9]; o[9] = -in[8]; o[10] = in[10];
+  } else if (screenConfig == eScreenOrientation_PortraitPrimary ||
+             screenConfig == eScreenOrientation_PortraitSecondary)
+  {
+    // remap X,Y -> X,-Z
+    o[0] = in[0]; o[1] = in[2]; o[2] = -in[1];
+    o[4] = in[4]; o[5] = in[6]; o[6] = -in[5];
+    o[8] = in[8]; o[9] = in[10]; o[10] = -in[9];
+  } else {
+    MOZ_ASSERT(0, "gfxVRCardboard::RemapMatrixForOrientation invalid screenConfig");
+  }
+
+  return out;
+}
+
+}
+
+HMDInfoCardboard::HMDInfoCardboard()
+  : VRHMDInfo(VRHMDType::Cardboard)
+  , mStartCount(0)
+  , mOrient(eScreenOrientation_PortraitPrimary)
+{
+  MOZ_ASSERT(sizeof(HMDInfoCardboard::DistortionVertex) == sizeof(VRDistortionVertex),
+             "HMDInfoCardboard::DistortionVertex must match the size of VRDistortionVertex");
+
+  mSupportedSensorBits = State_Orientation;
+
+  mRecommendedEyeFOV[Eye_Left] = VRFieldOfView(45.0, 45.0, 45.0, 45.0);
+  mRecommendedEyeFOV[Eye_Right] = VRFieldOfView(45.0, 45.0, 45.0, 45.0);
+
+  mMaximumEyeFOV[Eye_Left] = VRFieldOfView(45.0, 45.0, 45.0, 45.0);
+  mMaximumEyeFOV[Eye_Right] = VRFieldOfView(45.0, 45.0, 45.0, 45.0);
+
+  SetFOV(mRecommendedEyeFOV[Eye_Left], mRecommendedEyeFOV[Eye_Right], 0.01, 10000.0);
+}
+
+bool
+HMDInfoCardboard::StartSensorTracking()
+{
+  LOG("HMDInfoCardboard::StartSensorTracking %d\n", mStartCount);
+  if (mStartCount == 0) {
+    // it's never been started before; initialize observers and
+    // initial state.
+
+    mozilla::hal::ScreenConfiguration sconfig;
+    mozilla::hal::GetCurrentScreenConfiguration(&sconfig);
+    this->Notify(sconfig);
+
+    mozilla::hal::RegisterSensorObserver(mozilla::hal::SENSOR_GAME_ROTATION_VECTOR, this);
+    mozilla::hal::RegisterScreenConfigurationObserver(this);
+
+    mLastSensorState.Clear();
+  }
+
+  mStartCount++;
+  return true;
+}
+
+void
+HMDInfoCardboard::Notify(const mozilla::hal::ScreenConfiguration& config)
+{
+  mOrient = config.orientation();
+
+  if (mOrient == eScreenOrientation_LandscapePrimary) {
+    mScreenTransform = Quaternion(0.f, 0.f, M_SQRT1_2, M_SQRT1_2);
+  } else if (mOrient == eScreenOrientation_LandscapeSecondary) {
+    mScreenTransform = Quaternion(0.f, 0.f, -M_SQRT1_2, M_SQRT1_2);
+  } else if (mOrient == eScreenOrientation_PortraitPrimary) {
+    mScreenTransform = Quaternion();
+  } else if (mOrient == eScreenOrientation_PortraitSecondary) {
+    mScreenTransform = Quaternion(0.f, 0.f, 1.f, 0.f);
+  }
+}
+
+void
+HMDInfoCardboard::Notify(const mozilla::hal::SensorData& data)
+{
+  if (data.sensor() != mozilla::hal::SENSOR_GAME_ROTATION_VECTOR)
+    return;
+
+  const nsTArray<float>& sensorValues = data.values();
+
+  // This is super chatty
+  //LOG("HMDInfoCardboard::Notify %f %f %f %f\n", sensorValues[0], sensorValues[1], sensorValues[2], sensorValues[3]);
+
+  mSavedLastSensor.Set(sensorValues[0], sensorValues[1], sensorValues[2], sensorValues[3]);
+  mSavedLastSensorTime = data.timestamp();
+  mNeedsSensorCompute = true;
+}
+
+void
+HMDInfoCardboard::ComputeStateFromLastSensor()
+{
+  if (!mNeedsSensorCompute)
+    return;
+
+  // apply the zero orientation
+  Quaternion q = mSensorZeroInverse * mSavedLastSensor;
+
+  // make a matrix from the quat
+  Matrix4x4 qm;
+  qm.SetRotationFromQuaternion(q);
+
+  // remap the coordinate space, based on the orientation
+  Matrix4x4 qmRemapped = RemapMatrixForOrientation(mOrient, qm);
+
+  // turn it back into a quat
+  q.SetFromRotationMatrix(qmRemapped);
+
+  // apply adjustment based on what's been done to the screen and the original zero
+  // position of the base coordinate space
+  q = mScreenTransform * q;
+
+  VRHMDSensorState& state = mLastSensorState;
+
+  state.flags |= State_Orientation;
+  state.orientation[0] = q.x;
+  state.orientation[1] = q.y;
+  state.orientation[2] = q.z;
+  state.orientation[3] = q.w;
+
+  state.timestamp = mSavedLastSensorTime / 1000000.0;
+
+  mNeedsSensorCompute = false;
+}
+
+VRHMDSensorState
+HMDInfoCardboard::GetSensorState(double timeOffset)
+{
+  ComputeStateFromLastSensor();
+  return mLastSensorState;
+}
+
+void
+HMDInfoCardboard::StopSensorTracking()
+{
+  LOG("HMDInfoCardboard::StopSensorTracking, count %d\n", mStartCount);
+  if (--mStartCount == 0) {
+    mozilla::hal::UnregisterScreenConfigurationObserver(this);
+    mozilla::hal::UnregisterSensorObserver(mozilla::hal::SENSOR_GAME_ROTATION_VECTOR, this);
+  }
+}
+
+void
+HMDInfoCardboard::ZeroSensor()
+{
+  mSensorZeroInverse = mSavedLastSensor;
+  mSensorZeroInverse.Invert();
+}
+
+static Matrix4x4
+ConstructProjectionMatrix(const VRFieldOfView& fov, bool rightHanded, double zNear, double zFar)
+{
+  float upTan = tan(fov.upDegrees * M_PI / 180.0);
+  float downTan = tan(fov.downDegrees * M_PI / 180.0);
+  float leftTan = tan(fov.leftDegrees * M_PI / 180.0);
+  float rightTan = tan(fov.rightDegrees * M_PI / 180.0);
+
+  float handednessScale = rightHanded ? -1.0 : 1.0;
+
+  float pxscale = 2.0f / (leftTan + rightTan);
+  float pxoffset = (leftTan - rightTan) * pxscale * 0.5;
+  float pyscale = 2.0f / (upTan + downTan);
+  float pyoffset = (upTan - downTan) * pyscale * 0.5;
+
+  Matrix4x4 mobj;
+  float *m = &mobj._11;
+
+  m[0*4+0] = pxscale;
+  m[0*4+2] = pxoffset * handednessScale;
+
+  m[1*4+1] = pyscale;
+  m[1*4+2] = -pyoffset * handednessScale;
+
+  m[2*4+2] = zFar / (zNear - zFar) * -handednessScale;
+  m[2*4+3] = (zFar * zNear) / (zNear - zFar);
+
+  m[3*4+2] = handednessScale;
+
+  return mobj;
+}
+
+bool
+HMDInfoCardboard::SetFOV(const VRFieldOfView& aFOVLeft,
+                         const VRFieldOfView& aFOVRight,
+                         double zNear, double zFar)
+{
+  const float standardIPD = 0.064f;
+
+  for (uint32_t eye = 0; eye < NumEyes; eye++) {
+    mEyeFOV[eye] = eye == Eye_Left ? aFOVLeft : aFOVRight;
+    mEyeTranslation[eye] = Point3D(standardIPD * (eye == Eye_Left ? -1.0 : 1.0), 0.0, 0.0);
+    mEyeProjectionMatrix[eye] = ConstructProjectionMatrix(mEyeFOV[eye], true, zNear, zFar);
+
+    mDistortionMesh[eye].mVertices.SetLength(4);
+    mDistortionMesh[eye].mIndices.SetLength(6);
+
+    HMDInfoCardboard::DistortionVertex *destv = reinterpret_cast<HMDInfoCardboard::DistortionVertex*>(mDistortionMesh[eye].mVertices.Elements());
+    float xoffs = eye == Eye_Left ? 0.0f : 1.0f;
+    float txoffs = eye == Eye_Left ? 0.0f : 0.5f;
+    destv[0].pos[0] = -1.0 + xoffs;
+    destv[0].pos[1] = -1.0;
+    destv[0].texR[0] = destv[0].texG[0] = destv[0].texB[0] = 0.0 + txoffs;
+    destv[0].texR[1] = destv[0].texG[1] = destv[0].texB[1] = 1.0;
+    destv[0].padding[0] = 1.0; // vignette factor
+
+    destv[1].pos[0] = 0.0 + xoffs;
+    destv[1].pos[1] = -1.0;
+    destv[1].texR[0] = destv[1].texG[0] = destv[1].texB[0] = 0.5 + txoffs;
+    destv[1].texR[1] = destv[1].texG[1] = destv[1].texB[1] = 1.0;
+    destv[1].padding[0] = 1.0; // vignette factor
+
+    destv[2].pos[0] = 0.0 + xoffs;
+    destv[2].pos[1] = 1.0;
+    destv[2].texR[0] = destv[2].texG[0] = destv[2].texB[0] = 0.5 + txoffs;
+    destv[2].texR[1] = destv[2].texG[1] = destv[2].texB[1] = 0.0;
+    destv[2].padding[0] = 1.0; // vignette factor
+
+    destv[3].pos[0] = -1.0 + xoffs;
+    destv[3].pos[1] = 1.0;
+    destv[3].texR[0] = destv[3].texG[0] = destv[3].texB[0] = 0.0 + txoffs;
+    destv[3].texR[1] = destv[3].texG[1] = destv[3].texB[1] = 0.0;
+    destv[3].padding[0] = 1.0; // vignette factor
+
+    uint16_t *iv = mDistortionMesh[eye].mIndices.Elements();
+    iv[0] = 0; iv[1] = 1; iv[2] = 2;
+    iv[3] = 2; iv[4] = 3; iv[5] = 0;
+  }
+
+  // XXX find out the default screen size and use that
+  mEyeResolution.width = 1920 / 2;
+  mEyeResolution.height = 1080;
+
+  mConfiguration.hmdType = mType;
+  mConfiguration.value = 0;
+  mConfiguration.fov[0] = aFOVLeft;
+  mConfiguration.fov[1] = aFOVRight;
+
+  return true;
+}
+
+void
+HMDInfoCardboard::FillDistortionConstants(uint32_t whichEye,
+                                          const IntSize& textureSize, const IntRect& eyeViewport,
+                                          const Size& destViewport, const Rect& destRect,
+                                          VRDistortionConstants& values)
+{
+  // these modify the texture coordinates; texcoord * zw + xy
+  values.eyeToSourceScaleAndOffset[0] = 0.0;
+  values.eyeToSourceScaleAndOffset[1] = 0.0;
+  values.eyeToSourceScaleAndOffset[2] = 1.0;
+  values.eyeToSourceScaleAndOffset[3] = 1.0;
+
+  // Our mesh positions are in the [-1..1] clip space; we give appropriate offset
+  // and scaling for the right viewport.  (In the 0..2 space for sanity)
+
+  // this is the destRect in clip space
+  float x0 = destRect.x / destViewport.width * 2.0 - 1.0;
+  float x1 = (destRect.x + destRect.width) / destViewport.width * 2.0 - 1.0;
+
+  float y0 = destRect.y / destViewport.height * 2.0 - 1.0;
+  float y1 = (destRect.y + destRect.height) / destViewport.height * 2.0 - 1.0;
+
+  // offset
+  values.destinationScaleAndOffset[0] = (x0+x1) / 2.0;
+  values.destinationScaleAndOffset[1] = (y0+y1) / 2.0;
+  // scale
+  values.destinationScaleAndOffset[2] = destRect.width / destViewport.width;
+  values.destinationScaleAndOffset[3] = destRect.height / destViewport.height;
+}
+
+void
+HMDInfoCardboard::Destroy()
+{
+}
+
+
+
+bool
+VRHMDManagerCardboard::PlatformInit()
+{
+  return true;
+}
+
+bool
+VRHMDManagerCardboard::Init()
+{
+  if (mCardboardInitialized)
+    return true;
+
+  nsRefPtr<HMDInfoCardboard> hmd = new HMDInfoCardboard();
+  mCardboardHMDs.AppendElement(hmd);
+
+  mCardboardInitialized = true;
+  return true;
+}
+
+void
+VRHMDManagerCardboard::Destroy()
+{
+  if (!mCardboardInitialized)
+    return;
+
+  for (size_t i = 0; i < mCardboardHMDs.Length(); ++i) {
+    mCardboardHMDs[i]->Destroy();
+  }
+
+  mCardboardHMDs.Clear();
+  mCardboardInitialized = false;
+}
+
+void
+VRHMDManagerCardboard::GetHMDs(nsTArray<nsRefPtr<VRHMDInfo>>& aHMDResult)
+{
+  Init();
+  for (size_t i = 0; i < mCardboardHMDs.Length(); ++i) {
+    aHMDResult.AppendElement(mCardboardHMDs[i]);
+  }
+}
new file mode 100644
--- /dev/null
+++ b/gfx/vr/gfxVRCardboard.h
@@ -0,0 +1,97 @@
+/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#ifndef GFX_VR_CARDBOARD_H
+#define GFX_VR_CARDBOARD_H
+
+#include "mozilla/gfx/2D.h"
+#include "mozilla/gfx/Quaternion.h"
+#include "mozilla/EnumeratedArray.h"
+#include "mozilla/HalSensor.h"
+#include "mozilla/HalScreenConfiguration.h"
+
+#include "gfxVR.h"
+
+namespace mozilla {
+namespace gfx {
+namespace impl {
+
+class HMDInfoCardboard :
+    public VRHMDInfo,
+    public hal::ISensorObserver,
+    public hal::ScreenConfigurationObserver
+{
+public:
+  explicit HMDInfoCardboard();
+
+  bool SetFOV(const VRFieldOfView& aFOVLeft, const VRFieldOfView& aFOVRight,
+              double zNear, double zFar) override;
+
+  bool StartSensorTracking() override;
+  VRHMDSensorState GetSensorState(double timeOffset) override;
+  void StopSensorTracking() override;
+  void ZeroSensor() override;
+
+  void FillDistortionConstants(uint32_t whichEye,
+                               const IntSize& textureSize, const IntRect& eyeViewport,
+                               const Size& destViewport, const Rect& destRect,
+                               VRDistortionConstants& values) override;
+
+  void Destroy();
+
+  // ISensorObserver interface
+  void Notify(const hal::SensorData& SensorData) override;
+  // ScreenConfigurationObserver interface
+  void Notify(const hal::ScreenConfiguration& ScreenConfiguration) override;
+
+protected:
+  // must match the size of VRDistortionVertex
+  struct DistortionVertex {
+    float pos[2];
+    float texR[2];
+    float texG[2];
+    float texB[2];
+    float padding[4];
+  };
+
+  virtual ~HMDInfoCardboard() {
+    Destroy();
+  }
+
+  void ComputeStateFromLastSensor();
+
+  uint32_t mStartCount;
+  VRHMDSensorState mLastSensorState;
+  uint32_t mOrient;
+  Quaternion mScreenTransform;
+  Quaternion mSensorZeroInverse;
+
+  Quaternion mSavedLastSensor;
+  double mSavedLastSensorTime;
+  bool mNeedsSensorCompute;    // if we need to compute the state from mSavedLastSensor
+};
+
+} // namespace impl
+
+class VRHMDManagerCardboard : public VRHMDManager
+{
+public:
+  VRHMDManagerCardboard()
+    : mCardboardInitialized(false)
+  { }
+
+  virtual bool PlatformInit() override;
+  virtual bool Init() override;
+  virtual void Destroy() override;
+  virtual void GetHMDs(nsTArray<nsRefPtr<VRHMDInfo> >& aHMDResult) override;
+protected:
+  nsTArray<nsRefPtr<impl::HMDInfoCardboard>> mCardboardHMDs;
+  bool mCardboardInitialized;
+};
+
+} // namespace gfx
+} // namespace mozilla
+
+#endif /* GFX_VR_CARDBOARD_H */
--- a/gfx/vr/gfxVROculus.cpp
+++ b/gfx/vr/gfxVROculus.cpp
@@ -326,20 +326,20 @@ HMDInfoOculus::FillDistortionConstants(u
                                        VRDistortionConstants& values)
 {
   ovrSizei texSize = { textureSize.width, textureSize.height };
   ovrRecti eyePort = { { eyeViewport.x, eyeViewport.y }, { eyeViewport.width, eyeViewport.height } };
   ovrVector2f scaleOut[2];
 
   ovrHmd_GetRenderScaleAndOffset(mFOVPort[whichEye], texSize, eyePort, scaleOut);
 
-  values.eyeToSourceScaleAndOffset[0] = scaleOut[0].x;
-  values.eyeToSourceScaleAndOffset[1] = scaleOut[0].y;
-  values.eyeToSourceScaleAndOffset[2] = scaleOut[1].x;
-  values.eyeToSourceScaleAndOffset[3] = scaleOut[1].y;
+  values.eyeToSourceScaleAndOffset[0] = scaleOut[1].x;
+  values.eyeToSourceScaleAndOffset[1] = scaleOut[1].y;
+  values.eyeToSourceScaleAndOffset[2] = scaleOut[0].x;
+  values.eyeToSourceScaleAndOffset[3] = scaleOut[0].y;
 
   // These values are in clip space [-1..1] range, but we're providing
   // scaling in the 0..2 space for sanity.
 
   // this is the destRect in clip space
   float x0 = destRect.x / destViewport.width * 2.0 - 1.0;
   float x1 = (destRect.x + destRect.width) / destViewport.width * 2.0 - 1.0;
 
--- a/gfx/vr/moz.build
+++ b/gfx/vr/moz.build
@@ -9,16 +9,17 @@ EXPORTS += [
 ]
 
 LOCAL_INCLUDES += [
     '/gfx/thebes',
 ]
 
 UNIFIED_SOURCES += [
     'gfxVR.cpp',
+    'gfxVRCardboard.cpp',
     'gfxVROculus.cpp',
 ]
 
 CXXFLAGS += CONFIG['MOZ_CAIRO_CFLAGS']
 CXXFLAGS += CONFIG['TK_CFLAGS']
 CFLAGS += CONFIG['MOZ_CAIRO_CFLAGS']
 CFLAGS += CONFIG['TK_CFLAGS']