// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 181630a408349f00-vs.txt
// 3DMigoto: 181630a408349f00 | Matched 12 variants of 12 shaders: Hidden/UberShader/010C6071D5B4E22F976F0671FD751CB9_FB, Hidden/UberShader/14BE83D2F68DEC6E0A13D3530F8094C3_FB, Hidden/UberShader/22B73AA57CA4F898B0D0789CCFE29C1E_FB, Hidden/UberShader/3310CCB7B0E221B9C194492842EE55B8_FB, Hidden/UberShader/40B07D3085FAD9E958B0366DC04A7AD3, Hidden/UberShader/54977B67C56AB2050052C67C98658FE1, Hidden/UberShader/7446CECE79B18382CCC2207B542A3DF9, Hidden/UberShader/CD19BD596F6F51C2CA381A1D8E64E489_FB, Hidden/UberShader/DF4F99575F51BC1920726A5597F358F6, Hidden/UberShader/EFCCD112CA89AEDF0166A702AD0E1499_FB, Hidden/UberShader/F2C0BDB721709A67FF5D906124371EB0, Hidden/UberShader/F93E253AF4A5022C0F016B357305E56D_FB
//
// 400:    Unity headers extracted from 010C6071D5B4E22F976F0671FD751CB9_FB.shader
// 010:    Unity headers extracted from 14BE83D2F68DEC6E0A13D3530F8094C3_FB.shader
// 020:    Unity headers extracted from 22B73AA57CA4F898B0D0789CCFE29C1E_FB.shader
// 080:    Unity headers extracted from 3310CCB7B0E221B9C194492842EE55B8_FB.shader
// 040:    Unity headers extracted from 40B07D3085FAD9E958B0366DC04A7AD3.shader
// 001:    Unity headers extracted from 54977B67C56AB2050052C67C98658FE1.shader
// 100:    Unity headers extracted from 7446CECE79B18382CCC2207B542A3DF9.shader
// 004:    Unity headers extracted from CD19BD596F6F51C2CA381A1D8E64E489_FB.shader
// 002:    Unity headers extracted from DF4F99575F51BC1920726A5597F358F6.shader
// 008:    Unity headers extracted from EFCCD112CA89AEDF0166A702AD0E1499_FB.shader
// 200:    Unity headers extracted from F2C0BDB721709A67FF5D906124371EB0.shader
// 800:    Unity headers extracted from F93E253AF4A5022C0F016B357305E56D_FB.shader
// 400:    Shader "Hidden/UberShader/010C6071D5B4E22F976F0671FD751CB9_FB" {
// 010:    Shader "Hidden/UberShader/14BE83D2F68DEC6E0A13D3530F8094C3_FB" {
// 020:    Shader "Hidden/UberShader/22B73AA57CA4F898B0D0789CCFE29C1E_FB" {
// 080:    Shader "Hidden/UberShader/3310CCB7B0E221B9C194492842EE55B8_FB" {
// 040:    Shader "Hidden/UberShader/40B07D3085FAD9E958B0366DC04A7AD3" {
// 001:    Shader "Hidden/UberShader/54977B67C56AB2050052C67C98658FE1" {
// 100:    Shader "Hidden/UberShader/7446CECE79B18382CCC2207B542A3DF9" {
// 004:    Shader "Hidden/UberShader/CD19BD596F6F51C2CA381A1D8E64E489_FB" {
// 002:    Shader "Hidden/UberShader/DF4F99575F51BC1920726A5597F358F6" {
// 008:    Shader "Hidden/UberShader/EFCCD112CA89AEDF0166A702AD0E1499_FB" {
// 200:    Shader "Hidden/UberShader/F2C0BDB721709A67FF5D906124371EB0" {
// 800:    Shader "Hidden/UberShader/F93E253AF4A5022C0F016B357305E56D_FB" {
//           Properties {
//            _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//            _UberShaderColorMask ("Uber color mask", Float) = 15
//            _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 100:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 002:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 002:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 100:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 002:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 100:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 002:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 100:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 002:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 100:       _AdditiveLayerTexture_US_ST ("Additive Layer Texture_US_ST", Vector) = (0,0,0,0)
//            _Color ("Color", Color) = (1,1,1,1)
//            _DepthFlipScreen ("Depth Flip Screen", Vector) = (0,0,0,0)
//            _InteractionDistortMask ("Interaction Distort Mask", 2D) = "white" { }
//            _InteractionDistortMask_US_ST ("Interaction Distort Mask_US_ST", Vector) = (0,0,0,0)
//            _InteractionParams2Punch ("Interaction Params2 Punch", Vector) = (0,0,0,0)
//            _InteractionParams2Rotation ("Interaction Params2 Rotation", Vector) = (0,0,0,0)
//            _InteractionParamsPunch ("Interaction Params Punch", Vector) = (0,0,0,0)
//            _InteractionParamsRotation ("Interaction Params Rotation", Vector) = (0,0,0,0)
//            _InteractionPosPunch ("Interaction Pos Punch", Vector) = (0,0,0,0)
//            _InteractionPosRotation ("Interaction Pos Rotation", Vector) = (0,0,0,0)
//            _InteractionPunchDistortMask ("Interaction Punch Distort Mask", 2D) = "white" { }
//            _InteractionPunchDistortMask_US_ST ("Interaction Punch Distort Mask_US_ST", Vector) = (0,0,0,0)
//            _InteractionRotationPivot ("Interaction Rotation Pivot", Vector) = (0,0,0,0)
//            _InteractionSettingsPunch ("Interaction Settings Punch", Vector) = (0,0,0,0)
//            _InteractionSettingsRotation ("Interaction Settings Rotation", Vector) = (0,0,0,0)
//            _InteractionVelocityPunch ("Interaction Velocity Punch", Vector) = (0,0,0,0)
//            _InteractionVelocityRotation ("Interaction Velocity Rotation", Vector) = (0,0,0,0)
//            _MainTex ("Main Tex", 2D) = "white" { }
//            _MainTex_US_ATLAS ("Main Tex_US_ATLAS", Vector) = (0,0,1,1)
//            _MainTex_US_ATLAS_ST ("Main Tex_US_ATLAS_ST", Vector) = (0,0,1,1)
//            _MainTex_US_ST ("Main Tex_US_ST", Vector) = (0,0,0,0)
// ce0:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 21c:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 001:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 21c:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// ce0:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 001:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 21c:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// ce0:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 001:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 21c:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// ce0:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 001:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 21c:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// ce0:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 001:       _MultiplyLayerThirdTexture_US_ST ("Multiply Layer Third Texture_US_ST", Vector) = (0,0,0,0)
//            _Screen ("Screen", Vector) = (0,0,0,0)
//            _ScreenMask ("Screen Mask", Vector) = (0,0,0,0)
//           }
//           SubShader 1/1 {
//             Tags { "IGNOREPROJECTOR"="true" "RenderType"="TransparentCutout" "UberShaderShader"="true" }
//             Pass 1/1 {
//               Tags { "IGNOREPROJECTOR"="true" "RenderType"="TransparentCutout" "UberShaderShader"="true" }
//               ZTest Less
//               ZWrite Off
//               Cull Off
// 3ef:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// c10:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//               ColorMask [_UberShaderColorMask]
// 001:          GpuProgramID 12127
// 01c:          GpuProgramID 15399
// 200:          GpuProgramID 17493
// 002:          GpuProgramID 32097
// 100:          GpuProgramID 35489
// 040:          GpuProgramID 52829
// ca0:          GpuProgramID 55501
//               Program "vp" {
//                 SubProgram "d3d11 " {
//                   GpuProgramIndex 1
//                 }
//               }
//             }
//           }
//         }
//
// 400: Unity 5.3 headers extracted from 010C6071D5B4E22F976F0671FD751CB9_FB.shader.decompressed:
// 010: Unity 5.3 headers extracted from 14BE83D2F68DEC6E0A13D3530F8094C3_FB.shader.decompressed:
// 020: Unity 5.3 headers extracted from 22B73AA57CA4F898B0D0789CCFE29C1E_FB.shader.decompressed:
// 080: Unity 5.3 headers extracted from 3310CCB7B0E221B9C194492842EE55B8_FB.shader.decompressed:
// 040: Unity 5.3 headers extracted from 40B07D3085FAD9E958B0366DC04A7AD3.shader.decompressed:
// 001: Unity 5.3 headers extracted from 54977B67C56AB2050052C67C98658FE1.shader.decompressed:
// 100: Unity 5.3 headers extracted from 7446CECE79B18382CCC2207B542A3DF9.shader.decompressed:
// 004: Unity 5.3 headers extracted from CD19BD596F6F51C2CA381A1D8E64E489_FB.shader.decompressed:
// 002: Unity 5.3 headers extracted from DF4F99575F51BC1920726A5597F358F6.shader.decompressed:
// 008: Unity 5.3 headers extracted from EFCCD112CA89AEDF0166A702AD0E1499_FB.shader.decompressed:
// 200: Unity 5.3 headers extracted from F2C0BDB721709A67FF5D906124371EB0.shader.decompressed:
// 800: Unity 5.3 headers extracted from F93E253AF4A5022C0F016B357305E56D_FB.shader.decompressed:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201509030 194 0 0
//        undeciphered2: 1 4 3 4 0
//        undeciphered3: 13 3 0 0 2 1 3 4
//        ConstBuffer "$Globals" 720
//        Float 0 [_FogGradientRange]
//        Float 112 [_GameTime]
//        Float 120 [_GlobalDebugScale]
//        Vector 128 [_DepthFlipScreen]
//        Vector 288 [_MainTex_ST]
//        Vector 304 [_MainTex_US_ST]
//        Vector 368 [_InteractionCurveSettingsDefault]
//        Vector 400 [_InteractionDistortMask_ST]
//        Vector 416 [_InteractionDistortMask_US_ST]
//        Vector 432 [_InteractionParamsRotation]
//        Vector 448 [_InteractionParams2Rotation]
//        Vector 464 [_InteractionPosRotation]
//        Vector 480 [_InteractionRotationPivot]
//        Vector 496 [_InteractionSettingsRotation]
//        Vector 512 [_PivotSettings]
//        Vector 528 [_InteractionPunchDistortMask_ST]
//        Vector 544 [_InteractionPunchDistortMask_US_ST]
//        Vector 560 [_InteractionParamsPunch]
//        Vector 576 [_InteractionParams2Punch]
//        Vector 592 [_InteractionPosPunch]
//        Vector 608 [_InteractionVelocityPunch]
//        Vector 624 [_InteractionSettingsPunch]
// 002:   Vector 640 [_AdditiveLayerExtraTexture_ST]
// 100:   Vector 640 [_AdditiveLayerTexture_ST]
// 21c:   Vector 640 [_MultiplyLayerExtraTexture_ST]
// ce0:   Vector 640 [_MultiplyLayerTexture_ST]
// 001:   Vector 640 [_MultiplyLayerThirdTexture_ST]
// 002:   Vector 656 [_AdditiveLayerExtraTexture_US_ST]
// 100:   Vector 656 [_AdditiveLayerTexture_US_ST]
// 21c:   Vector 656 [_MultiplyLayerExtraTexture_US_ST]
// ce0:   Vector 656 [_MultiplyLayerTexture_US_ST]
// 001:   Vector 656 [_MultiplyLayerThirdTexture_US_ST]
// 002:   Vector 672 [_AdditiveLayerExtraMaskTexture_ST]
// 100:   Vector 672 [_AdditiveLayerMaskTexture_ST]
// 21c:   Vector 672 [_MultiplyLayerExtraMaskTexture_ST]
// ce0:   Vector 672 [_MultiplyLayerMaskTexture_ST]
// 001:   Vector 672 [_MultiplyLayerThirdMaskTexture_ST]
// 002:   Vector 688 [_AdditiveLayerExtraMaskTexture_US_ST]
// 100:   Vector 688 [_AdditiveLayerMaskTexture_US_ST]
// 21c:   Vector 688 [_MultiplyLayerExtraMaskTexture_US_ST]
// ce0:   Vector 688 [_MultiplyLayerMaskTexture_US_ST]
// 001:   Vector 688 [_MultiplyLayerThirdMaskTexture_US_ST]
//        ConstBuffer "UnityPerDraw" 352
//        Matrix 0 [glstate_matrix_mvp]
//        Matrix 192 [_Object2World]
//        ConstBuffer "UnityPerFrame" 256
//        Vector 64 [glstate_lightmodel_ambient]
//        SetTexture 0 [_InteractionDistortMask] 2D 2
//        SetTexture 1 [_InteractionCurveDefault] 2D 1
//        SetTexture 2 [_InteractionPunchDistortMask] 2D 3
//        SetTexture 3 [_FogGradientTex] 2D 0
//        BindCB "$Globals" 0
//        BindCB "UnityPerDraw" 1
//        BindCB "UnityPerFrame" 2
//
// Headers extracted with DarkStarSword's extract_unity53_shaders.py
// https://github.com/DarkStarSword/3d-fixes

//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.2 on Mon Jul 23 23:42:24 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// COLOR                    0   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[44], immediateIndexed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_temps 8

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125

ld_indexable(texture2d)(float,float,float,float) r7.xyzw, l(0, 0, 0, 0), t125.xyzw

mul r0.xyz, v0.yyyy, cb1[13].xyzx
mad r0.xyz, cb1[12].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb1[14].xyzx, v0.zzzz, r0.xyzx
mad r0.xyz, cb1[15].xyzx, v0.wwww, r0.xyzx
add r1.xyzw, r0.xyxy, -cb0[29].xyzw
dp2 r0.w, r1.zwzz, r1.zwzz
sqrt r0.w, r0.w
add r0.w, r0.w, -cb0[28].z
max r0.w, r0.w, l(0.000000)
add r0.w, r0.w, -cb0[31].z
div r2.x, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[31].z
mul_sat r0.w, r0.w, r2.x
mad r2.y, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r2.y
mul r3.xyzw, cb0[31].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r3.xyzw, r1.xyzw, r3.xyzw
dp2 r1.x, r1.xyxx, r1.xyxx
sqrt r1.x, r1.x
add r1.x, r1.x, -cb0[28].z
max r1.x, r1.x, l(0.000000)
add r1.x, r1.x, -cb0[31].z
mul_sat r1.x, r2.x, r1.x
dp2 r1.y, r3.zwzz, r3.zwzz
dp2 r1.z, r3.xyxx, r3.xyxx
sqrt r1.yz, r1.yyzy
add r1.yz, r1.yyzy, -cb0[28].zzzz
max r1.yz, r1.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
add r2.xyz, v2.yzwy, l(-0.500000, -0.500000, -0.500000, 0.000000)
mad r1.y, r2.x, l(0.500000), r1.y
add r3.xy, cb0[7].xxxx, -cb0[27].xzxx
add r1.y, -r1.y, r3.y
mul r1.y, r1.y, cb0[31].w
mul r4.z, r1.y, cb0[23].y
mov r4.yw, l(0,0,0,0)
sample_l r5.xyzw, r4.zwzz, t1.xyzw, s1, l(0.000000)
mad r1.y, r5.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[23].x
mad r1.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r5.x, r6.x, r1.w
add r3.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r4.zw, r5.xxxx, r3.yyyz
mad r1.w, r3.z, r6.x, -r4.z
mad r2.w, r3.y, r6.x, r4.w
add r2.w, r2.w, l(0.500000)
mad r2.w, r2.w, cb0[25].y, cb0[25].w
mad r5.y, cb0[26].y, cb0[7].x, r2.w
add r1.w, r1.w, l(0.500000)
mad r1.w, r1.w, cb0[25].x, cb0[25].z
mad r5.x, cb0[26].x, cb0[7].x, r1.w
sample_l r5.xyzw, r5.xyxx, t0.xyzw, s2, l(0.000000)
add r1.w, -v2.x, l(1.000000)
mul r2.w, r1.w, r5.x
mul r1.y, r1.y, r2.w
mul r0.w, r0.w, r1.y
mul r0.w, r0.w, cb0[27].w
mad r1.y, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r1.y
mad r1.y, r2.x, l(0.500000), r1.z
add r1.y, -r1.y, r3.x
mul r1.y, r1.y, cb0[31].w
mul r4.x, r1.y, cb0[23].y
sample_l r4.xyzw, r4.xyxx, t1.xyzw, s1, l(0.000000)
mad r1.y, r4.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[23].x
mul r1.y, r2.w, r1.y
mul r1.x, r1.x, r1.y
mad r0.w, r1.x, cb0[27].y, r0.w
sincos r1.x, r3.x, r0.w
add r1.yz, r2.yyzy, r2.yyzy
mad r1.yz, r1.yyzy, cb0[32].zzwz, cb0[30].xxyx
mad r1.yz, -v0.xxyx, cb0[32].xxyx, r1.yyzy
mul r2.yz, v0.yyxy, cb0[32].yyxy
mad r1.yz, cb0[30].zzwz, r1.yyzy, r2.zzyz
mad r2.yz, v0.yyxy, cb0[32].yyxy, -r1.zzyz
mul r4.xy, r1.xxxx, r2.yzyy
mad r5.x, r2.z, r3.x, -r4.x
mad r5.y, r2.y, r3.x, r4.y
add r1.xy, r1.yzyy, r5.xyxx
add r4.xyzw, r0.xyxy, -cb0[37].xyzw
div r0.x, r0.z, cb0[0].x
dp2 r0.z, r4.xyxx, r4.xyxx
sqrt r0.z, r0.z
add r0.z, r0.z, -cb0[36].z
max r0.z, r0.z, l(0.000000)
add r0.z, r0.z, -cb0[39].z
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[39].z
mul_sat r0.z, r0.w, r0.z
mad r1.z, r0.z, l(-2.000000), l(3.000000)
mul r0.z, r0.z, r0.z
mul r0.z, r0.z, r1.z
mul r5.xyzw, cb0[39].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r5.xyzw, r4.xyzw, r5.xyzw
dp2 r1.z, r4.zwzz, r4.zwzz
sqrt r1.z, r1.z
add r1.z, r1.z, -cb0[36].z
max r1.z, r1.z, l(0.000000)
add r1.z, r1.z, -cb0[39].z
mul_sat r0.w, r0.w, r1.z
dp2 r1.z, r5.xyxx, r5.xyxx
dp2 r2.y, r5.zwzz, r5.zwzz
sqrt r2.y, r2.y
add r2.y, r2.y, -cb0[36].z
max r2.y, r2.y, l(0.000000)
mad r2.y, r2.x, l(0.500000), r2.y
sqrt r1.z, r1.z
add r1.z, r1.z, -cb0[36].z
max r1.z, r1.z, l(0.000000)
mad r1.z, r2.x, l(0.500000), r1.z
add r2.xz, cb0[7].xxxx, -cb0[35].xxzx
add r1.z, -r1.z, r2.x
add r2.x, -r2.y, r2.z
mul r2.x, r2.x, cb0[39].w
mul r2.z, r2.x, cb0[23].y
mul r1.z, r1.z, cb0[39].w
mul r2.x, r1.z, cb0[23].y
mov r2.yw, l(0,0,0,0)
sample_l r4.xyzw, r2.xyxx, t1.xyzw, s1, l(0.000000)
sample_l r2.xyzw, r2.zwzz, t1.xyzw, s1, l(0.000000)
mad r1.z, r2.w, l(2.000000), l(-1.000000)
mul r1.z, r1.z, cb0[23].x
mad r2.x, r4.w, l(2.000000), l(-1.000000)
mul r2.x, r2.x, cb0[23].x
mad r2.y, cb0[34].w, cb0[7].x, cb0[34].z
sincos r3.x, r4.x, r2.y
mul r2.yz, r3.xxxx, r3.yyzy
mad r2.y, r3.z, r4.x, -r2.y
mad r2.z, r3.y, r4.x, r2.z
add r2.yz, r2.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r2.z, r2.z, cb0[33].y, cb0[33].w
mad r4.y, cb0[34].y, cb0[7].x, r2.z
mad r2.y, r2.y, cb0[33].x, cb0[33].z
mad r4.x, cb0[34].x, cb0[7].x, r2.y
sample_l r4.xyzw, r4.xyxx, t2.xyzw, s3, l(0.000000)
mul r1.w, r1.w, r4.x
mul r2.x, r1.w, r2.x
mul r1.z, r1.w, r1.z
mul r0.z, r0.z, r2.x
mad r1.w, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r1.w
mul r0.w, r0.w, r1.z
mul r0.zw, r0.zzzw, cb0[35].yyyw
add r2.xyzw, cb0[38].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r1.z, r2.zwzz, r2.zwzz
rsq r1.z, r1.z
mul r1.zw, r1.zzzz, r2.zzzw
mul r1.zw, r0.wwww, r1.zzzw
dp2 r0.w, r2.xyxx, r2.xyxx
rsq r0.w, r0.w
mul r2.xy, r0.wwww, r2.xyxx
mad r0.zw, r0.zzzz, r2.xxxy, r1.zzzw
add r0.zw, r0.zzzw, r1.xxxy
div r0.zw, r0.zzzw, cb0[32].xxxy
add r1.x, cb0[7].z, l(1.000000)
mul r0.zw, r0.zzzw, r1.xxxx
mul r1.xyz, r0.wwww, cb1[1].xywx
mad r1.xyz, cb1[0].xywx, r0.zzzz, r1.xyzx
mad r1.xyz, cb1[2].xywx, v0.zzzz, r1.xyzx
mad r1.xyw, cb1[3].xyxw, v0.wwww, r1.xyxz
add r0.z, cb0[8].x, l(200.000000)

// Relocated to here with asmtool.py
mov o0.xyzw, r1.xyzw

// Automatic vertex shader halo fix inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 181630a408349f00-vs.txt
ne r7.w, r1.w, l(1.0)
if_nz r7.w
  add r7.w, r1.w, -r7.y
  mad r1.x, r7.w, r7.x, r1.x
endif

mul r0.z, r1.w, r0.z
mul r1.z, r0.z, l(0.000833333354)

// mov o0.xyzw, r1.xyzw // Relocated from here with asmtool.py
// Inserted by asmtool.py
mov o0.z, r1.z

dp4 r0.z, r1.xyzw, r1.xyzw
sqrt r0.z, r0.z
mov o1.zw, v1.zzzw
mad r0.w, cb0[19].w, cb0[7].x, cb0[19].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r3.yzyy
mad r0.w, r3.z, r2.x, -r1.x
mad r1.x, r3.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r1.x
add r0.xw, r0.xxxw, l(0.500000, 0.000000, 0.000000, 0.500000)
mad r0.w, r0.w, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r0.w
mad r0.w, cb0[41].w, cb0[7].x, cb0[41].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r3.yzyy
mad r0.w, r3.z, r2.x, -r1.x
mad r1.x, r3.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[40].y, cb0[40].w
mad o2.y, cb0[41].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[40].x, cb0[40].z
mad o2.x, cb0[41].x, cb0[7].x, r0.w
mad r0.w, cb0[43].w, cb0[7].x, cb0[43].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r3.yzyy
mad r0.w, r3.z, r2.x, -r1.x
mad r1.x, r3.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[42].y, cb0[42].w
mad o2.w, cb0[43].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[42].x, cb0[42].z
mad o2.z, cb0[43].x, cb0[7].x, r0.w
mul r1.xy, cb2[4].wwww, l(0.200000, 4.000000, 0.000000, 0.000000)
round_ni r0.w, r1.y
add r0.w, -r0.w, l(1.000000)
mul r1.x, r0.w, r1.x
mul r0.z, r0.z, r1.x
exp r0.z, -|r0.z|
mad o3.w, -r0.z, r0.z, l(1.000000)
mul o3.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mov r0.y, l(0)
sample_l r1.xyzw, r0.xyxx, t3.xyzw, s0, l(0.000000)
mul o4.w, r0.w, r1.w
mov o4.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used