// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 2bf011e89c247ab9-vs.txt
// 3DMigoto: 2bf011e89c247ab9 | Matched 8 variants of 8 shaders: Hidden/UberShader/0F493CB463BDF80052F2EDFC8193EEDA, Hidden/UberShader/2FFCB3728175C63507BBC0D6C6CDCAC8, Hidden/UberShader/4EACFB16B9B9B2523F4FE0B8CF4A9988, Hidden/UberShader/8638973DF3FAB9D5FF68EBFE557809D0, Hidden/UberShader/8D9F6978783BC81458FEE985CAAE7C15, Hidden/UberShader/A6E36756FEDC33E15E1C886FEBC0C014, Hidden/UberShader/E88BED15A97D69B0958DDF5690813CDD, Hidden/UberShader/F2BD3FDA774F7722816789836865E30B
//
// 20:    Unity headers extracted from 0F493CB463BDF80052F2EDFC8193EEDA.shader
// 80:    Unity headers extracted from 2FFCB3728175C63507BBC0D6C6CDCAC8.shader
// 40:    Unity headers extracted from 4EACFB16B9B9B2523F4FE0B8CF4A9988.shader
// 08:    Unity headers extracted from 8638973DF3FAB9D5FF68EBFE557809D0.shader
// 10:    Unity headers extracted from 8D9F6978783BC81458FEE985CAAE7C15.shader
// 01:    Unity headers extracted from A6E36756FEDC33E15E1C886FEBC0C014.shader
// 02:    Unity headers extracted from E88BED15A97D69B0958DDF5690813CDD.shader
// 04:    Unity headers extracted from F2BD3FDA774F7722816789836865E30B.shader
// 20:    Shader "Hidden/UberShader/0F493CB463BDF80052F2EDFC8193EEDA" {
// 80:    Shader "Hidden/UberShader/2FFCB3728175C63507BBC0D6C6CDCAC8" {
// 40:    Shader "Hidden/UberShader/4EACFB16B9B9B2523F4FE0B8CF4A9988" {
// 08:    Shader "Hidden/UberShader/8638973DF3FAB9D5FF68EBFE557809D0" {
// 10:    Shader "Hidden/UberShader/8D9F6978783BC81458FEE985CAAE7C15" {
// 01:    Shader "Hidden/UberShader/A6E36756FEDC33E15E1C886FEBC0C014" {
// 02:    Shader "Hidden/UberShader/E88BED15A97D69B0958DDF5690813CDD" {
// 04:    Shader "Hidden/UberShader/F2BD3FDA774F7722816789836865E30B" {
//          Properties {
//           _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//           _UberShaderColorMask ("Uber color mask", Float) = 15
//           _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 10:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 10:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 10:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 10:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 10:       _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)
//           _DistortionMaskTex ("Distortion Mask Tex", 2D) = "white" { }
//           _DistortionMaskTex_US_ST ("Distortion Mask Tex_US_ST", Vector) = (0,0,0,0)
//           _DistortionSettings ("Distortion Settings", Vector) = (0,0,0,0)
//           _DistortionTex ("Distortion Tex", 2D) = "white" { }
//           _DistortionTex_US_ST ("Distortion Tex_US_ST", 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)
//           _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 6b:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 6b:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 6b:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 6b:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 6b:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
//           _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
//           _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
//           _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
//           _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 84:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 84:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 84:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 84:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 84:       _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)
//           _TurbulenceLocalRotationSettings ("Turbulence Local Rotation Settings", Vector) = (0,0,0,0)
//           _TurbulenceRotationAnimMask ("Turbulence Rotation Anim Mask", 2D) = "white" { }
//           _TurbulenceRotationAnimMask_US_ST ("Turbulence Rotation Anim Mask_US_ST", Vector) = (0,0,0,0)
//           _TurbulenceRotationOffset ("Turbulence Rotation Offset", Vector) = (0,0,0,0)
//           _TurbulenceRotationPivotMask ("Turbulence Rotation Pivot Mask", Vector) = (0,0,0,0)
//          }
// 20:      Fallback "Hidden/UberShader/0F493CB463BDF80052F2EDFC8193EEDA_FB"
// 80:      Fallback "Hidden/UberShader/2FFCB3728175C63507BBC0D6C6CDCAC8_FB"
// 40:      Fallback "Hidden/UberShader/4EACFB16B9B9B2523F4FE0B8CF4A9988_FB"
// 08:      Fallback "Hidden/UberShader/8638973DF3FAB9D5FF68EBFE557809D0_FB"
// 10:      Fallback "Hidden/UberShader/8D9F6978783BC81458FEE985CAAE7C15_FB"
// 01:      Fallback "Hidden/UberShader/A6E36756FEDC33E15E1C886FEBC0C014_FB"
// 02:      Fallback "Hidden/UberShader/E88BED15A97D69B0958DDF5690813CDD_FB"
// 04:      Fallback "Hidden/UberShader/F2BD3FDA774F7722816789836865E30B_FB"
//          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
// f5:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 0a:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 10:          GpuProgramID 11146
// 20:          GpuProgramID 33936
// 4b:          GpuProgramID 38840
// 84:          GpuProgramID 45906
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 0
//                }
//              }
//            }
//          }
//        }
//
// 20: Unity 5.3 headers extracted from 0F493CB463BDF80052F2EDFC8193EEDA.shader.decompressed:
// 80: Unity 5.3 headers extracted from 2FFCB3728175C63507BBC0D6C6CDCAC8.shader.decompressed:
// 40: Unity 5.3 headers extracted from 4EACFB16B9B9B2523F4FE0B8CF4A9988.shader.decompressed:
// 08: Unity 5.3 headers extracted from 8638973DF3FAB9D5FF68EBFE557809D0.shader.decompressed:
// 10: Unity 5.3 headers extracted from 8D9F6978783BC81458FEE985CAAE7C15.shader.decompressed:
// 01: Unity 5.3 headers extracted from A6E36756FEDC33E15E1C886FEBC0C014.shader.decompressed:
// 02: Unity 5.3 headers extracted from E88BED15A97D69B0958DDF5690813CDD.shader.decompressed:
// 04: Unity 5.3 headers extracted from F2BD3FDA774F7722816789836865E30B.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 250 0 0
//       undeciphered2: 1 6 3 6 0
//       undeciphered3: 13 3 0 0 2 1 3 4
//       ConstBuffer "$Globals" 960
//       Float 0 [_FogGradientRange]
//       Float 112 [_GameTime]
//       Float 120 [_GlobalDebugScale]
//       Vector 128 [_DepthFlipScreen]
//       Float 208 [_TurbulenceStrength]
//       Float 212 [_TurbulenceTime]
//       Float 216 [_TurbulenceOffset]
//       Vector 288 [_MainTex_ST]
//       Vector 304 [_MainTex_US_ST]
//       Vector 368 [_TurbulenceLocalRotationSettings]
//       Vector 384 [_TurbulenceRotationOffset]
//       Vector 400 [_TurbulenceRotationAnimMask_ST]
//       Vector 416 [_TurbulenceRotationAnimMask_US_ST]
//       Vector 432 [_TurbulenceRotationPivotMask]
//       Vector 448 [_PivotSettings]
//       Vector 464 [_InteractionCurveSettingsDefault]
//       Vector 496 [_InteractionDistortMask_ST]
//       Vector 512 [_InteractionDistortMask_US_ST]
//       Vector 528 [_InteractionParamsRotation]
//       Vector 544 [_InteractionParams2Rotation]
//       Vector 560 [_InteractionPosRotation]
//       Vector 576 [_InteractionRotationPivot]
//       Vector 592 [_InteractionSettingsRotation]
//       Vector 608 [_InteractionPunchDistortMask_ST]
//       Vector 624 [_InteractionPunchDistortMask_US_ST]
//       Vector 640 [_InteractionParamsPunch]
//       Vector 656 [_InteractionParams2Punch]
//       Vector 672 [_InteractionPosPunch]
//       Vector 688 [_InteractionVelocityPunch]
//       Vector 704 [_InteractionSettingsPunch]
//       Vector 736 [_DistortionTex_ST]
//       Vector 752 [_DistortionTex_US_ST]
//       Vector 768 [_DistortionMaskTex_ST]
//       Vector 784 [_DistortionMaskTex_US_ST]
//       Vector 800 [_MultiplyLayerTexture_ST]
//       Vector 816 [_MultiplyLayerTexture_US_ST]
//       Vector 832 [_MultiplyLayerMaskTexture_ST]
//       Vector 848 [_MultiplyLayerMaskTexture_US_ST]
// 10:   Vector 880 [_AdditiveLayerTexture_ST]
// 6b:   Vector 880 [_MultiplyLayerExtraTexture_ST]
// 84:   Vector 880 [_MultiplyLayerThirdTexture_ST]
// 10:   Vector 896 [_AdditiveLayerTexture_US_ST]
// 6b:   Vector 896 [_MultiplyLayerExtraTexture_US_ST]
// 84:   Vector 896 [_MultiplyLayerThirdTexture_US_ST]
// 10:   Vector 912 [_AdditiveLayerMaskTexture_ST]
// 6b:   Vector 912 [_MultiplyLayerExtraMaskTexture_ST]
// 84:   Vector 912 [_MultiplyLayerThirdMaskTexture_ST]
// 10:   Vector 928 [_AdditiveLayerMaskTexture_US_ST]
// 6b:   Vector 928 [_MultiplyLayerExtraMaskTexture_US_ST]
// 84:   Vector 928 [_MultiplyLayerThirdMaskTexture_US_ST]
//       ConstBuffer "UnityPerDraw" 352
//       Matrix 0 [glstate_matrix_mvp]
//       Matrix 192 [_Object2World]
//       ConstBuffer "UnityPerFrame" 256
//       Vector 64 [glstate_lightmodel_ambient]
//       SetTexture 0 [_TurbulenceTexture] 2D 1
//       SetTexture 1 [_TurbulenceRotationAnimMask] 2D 2
//       SetTexture 2 [_InteractionDistortMask] 2D 4
//       SetTexture 3 [_InteractionCurveDefault] 2D 3
//       SetTexture 4 [_InteractionPunchDistortMask] 2D 5
//       SetTexture 5 [_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 23:43:00 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
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[59], 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_sampler s4, mode_default
dcl_sampler s5, 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_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
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_output o5.xyzw
dcl_output o6.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[35].xyzw
dp2 r0.w, r1.zwzz, r1.zwzz
sqrt r0.w, r0.w
add r0.w, r0.w, -cb0[34].z
max r0.w, r0.w, l(0.000000)
add r0.w, r0.w, -cb0[37].z
div r2.x, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[37].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[37].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[34].z
max r1.x, r1.x, l(0.000000)
add r1.x, r1.x, -cb0[37].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[34].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[33].xzxx
add r1.y, -r1.y, r3.y
mul r1.y, r1.y, cb0[37].w
mul r4.x, r1.y, cb0[29].y
mov r4.yw, l(0,0,0,0)
sample_l r5.xyzw, r4.xyxx, t3.xyzw, s3, l(0.000000)
mad r1.y, r5.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[29].x
add r1.w, -v2.x, l(1.000000)
mad r2.w, cb0[32].w, cb0[7].x, cb0[32].z
sincos r4.x, r5.x, r2.w
add r3.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r4.xy, r4.xxxx, r3.yzyy
mad r2.w, r3.z, r5.x, -r4.x
mad r3.w, r3.y, r5.x, r4.y
add r3.w, r3.w, l(0.500000)
mad r3.w, r3.w, cb0[31].y, cb0[31].w
mad r4.y, cb0[32].y, cb0[7].x, r3.w
add r2.w, r2.w, l(0.500000)
mad r2.w, r2.w, cb0[31].x, cb0[31].z
mad r4.x, cb0[32].x, cb0[7].x, r2.w
sample_l r5.xyzw, r4.xyxx, t2.xyzw, s4, l(0.000000)
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[33].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[37].w
mul r5.z, r1.y, cb0[29].y
mov r5.yw, l(0,0,0,0)
sample_l r6.xyzw, r5.zwzz, t3.xyzw, s3, l(0.000000)
mad r1.y, r6.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[29].x
mul r1.y, r2.w, r1.y
mul r1.x, r1.x, r1.y
mad r0.w, r1.x, cb0[33].y, r0.w
sincos r1.x, r3.x, r0.w
mad r0.w, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r1.y, v1.xyxx, cb0[24].zwzz
add r0.w, r0.w, r1.y
mad r5.x, r2.x, l(0.500000), r0.w
sample_l r5.xyzw, r5.xyxx, t0.xyzw, s1, l(0.000000)
add r0.w, r5.w, cb0[23].w
add r0.w, r0.w, l(-0.500000)
mul r0.w, r0.w, cb0[13].x
mad r0.w, r0.w, cb0[23].y, cb0[13].z
mad r1.y, cb0[26].w, cb0[7].x, cb0[26].z
sincos r4.x, r5.x, r1.y
mul r1.yz, r3.yyzy, r4.xxxx
mad r1.y, r3.z, r5.x, -r1.y
mad r1.z, r3.y, r5.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[25].y, cb0[25].w
mad r4.y, cb0[26].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[25].x, cb0[25].z
mad r4.x, cb0[26].x, cb0[7].x, r1.y
sample_l r5.xyzw, r4.xyxx, t1.xyzw, s2, l(0.000000)
mul r0.w, r0.w, r5.x
mul r0.w, r1.w, r0.w
sincos r4.x, r5.x, r0.w
mul r1.yz, v0.yyxy, cb0[28].yyxy
add r2.yz, r2.yyzy, r2.yyzy
mad r5.yz, r2.zzyz, cb0[28].wwzw, cb0[24].yyxy
mad r2.yz, r2.yyzy, cb0[28].zzwz, cb0[36].xxyx
mad r5.yz, -v0.yyxy, cb0[28].yyxy, r5.yyzy
mad r1.yz, cb0[27].yyxy, r5.yyzy, r1.yyzy
mad r5.yz, v0.yyxy, cb0[28].yyxy, -r1.yyzy
mul r4.xy, r4.xxxx, r5.yzyy
mad r6.y, r5.z, r5.x, -r4.x
mad r6.x, r5.y, r5.x, r4.y
add r1.yz, r1.yyzy, r6.xxyx
add r2.yz, -r1.zzyz, r2.yyzy
mad r2.yz, cb0[36].zzwz, r2.yyzy, r1.zzyz
add r1.yz, r1.yyzy, -r2.zzyz
mul r4.xy, r1.xxxx, r1.yzyy
mad r5.x, r1.z, r3.x, -r4.x
mad r5.y, r1.y, r3.x, r4.y
add r1.xy, r2.yzyy, r5.xyxx
add r5.xyzw, r0.xyxy, -cb0[42].xyzw
div r0.x, r0.z, cb0[0].x
add r0.z, r0.x, l(0.500000)
dp2 r1.z, r5.xyxx, r5.xyxx
sqrt r1.z, r1.z
add r1.z, r1.z, -cb0[41].z
max r1.z, r1.z, l(0.000000)
add r1.z, r1.z, -cb0[44].z
div r2.y, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[44].z
mul_sat r1.z, r1.z, r2.y
mad r2.z, r1.z, l(-2.000000), l(3.000000)
mul r1.z, r1.z, r1.z
mul r1.z, r1.z, r2.z
mul r6.xyzw, cb0[44].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r6.xyzw, r5.xyzw, r6.xyzw
dp2 r2.z, r5.zwzz, r5.zwzz
sqrt r2.z, r2.z
add r2.z, r2.z, -cb0[41].z
max r2.z, r2.z, l(0.000000)
add r2.z, r2.z, -cb0[44].z
mul_sat r2.y, r2.y, r2.z
dp2 r2.z, r6.xyxx, r6.xyxx
dp2 r2.w, r6.zwzz, r6.zwzz
sqrt r2.zw, r2.zzzw
add r2.zw, r2.zzzw, -cb0[41].zzzz
max r2.zw, r2.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r2.w, r2.x, l(0.500000), r2.w
mad r2.x, r2.x, l(0.500000), r2.z
add r3.xw, cb0[7].xxxx, -cb0[40].xxxz
add r2.xz, -r2.xxwx, r3.xxwx
mul r2.xz, r2.xxzx, cb0[44].wwww
mul r0.x, r2.z, cb0[29].y
mul r4.z, r2.x, cb0[29].y
sample_l r4.xyzw, r4.zwzz, t3.xyzw, s3, l(0.000000)
mad r2.x, r4.w, l(2.000000), l(-1.000000)
mul r2.x, r2.x, cb0[29].x
mad r2.z, cb0[39].w, cb0[7].x, cb0[39].z
sincos r3.x, r4.x, r2.z
mul r2.zw, r3.xxxx, r3.yyyz
mad r2.z, r3.z, r4.x, -r2.z
mad r2.w, r3.y, r4.x, r2.w
add r2.zw, r2.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
mad r2.w, r2.w, cb0[38].y, cb0[38].w
mad r4.y, cb0[39].y, cb0[7].x, r2.w
mad r2.z, r2.z, cb0[38].x, cb0[38].z
mad r4.x, cb0[39].x, cb0[7].x, r2.z
sample_l r4.xyzw, r4.xyxx, t4.xyzw, s5, l(0.000000)
mul r1.w, r1.w, r4.x
mul r2.x, r1.w, r2.x
mul r1.z, r1.z, r2.x
mad r2.x, r2.y, l(-2.000000), l(3.000000)
mul r2.y, r2.y, r2.y
mul r2.x, r2.y, r2.x
mov r0.yw, l(0,0,0,0)
sample_l r4.xyzw, r0.xyxx, t3.xyzw, s3, l(0.000000)
sample_l r0.xyzw, r0.zwzz, t5.xyzw, s0, l(0.000000)
mad r2.y, r4.w, l(2.000000), l(-1.000000)
mul r2.y, r2.y, cb0[29].x
mul r1.w, r1.w, r2.y
mul r1.w, r2.x, r1.w
mul r1.zw, r1.zzzw, cb0[40].yyyw
add r2.xyzw, cb0[43].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r3.x, r2.zwzz, r2.zwzz
rsq r3.x, r3.x
mul r2.zw, r2.zzzw, r3.xxxx
mul r2.zw, r1.wwww, r2.zzzw
dp2 r1.w, r2.xyxx, r2.xyxx
rsq r1.w, r1.w
mul r2.xy, r1.wwww, r2.xyxx
mad r1.zw, r1.zzzz, r2.xxxy, r2.zzzw
add r1.xy, r1.zwzz, r1.xyxx
div r1.xy, r1.xyxx, cb0[28].xyxx
add r1.z, cb0[7].z, l(1.000000)
mul r1.xy, r1.zzzz, r1.xyxx
mul r1.yzw, r1.yyyy, cb1[1].xxyw
mad r1.xyz, cb1[0].xywx, r1.xxxx, r1.yzwy
mad r1.xyz, cb1[2].xywx, v0.zzzz, r1.xyzx
mad r1.xyw, cb1[3].xyxw, v0.wwww, r1.xyxz
add r2.x, 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 2bf011e89c247ab9-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 r2.x, r1.w, r2.x
mul r1.z, r2.x, l(0.000833333354)

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

dp4 r1.x, r1.xyzw, r1.xyzw
sqrt r1.x, r1.x
mov o1.zw, v1.zzzw
mad r1.y, cb0[19].w, cb0[7].x, cb0[19].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r3.yyzy
mad r1.y, r3.z, r3.x, -r1.y
mad r1.z, r3.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r1.y
mad r1.y, cb0[47].w, cb0[7].x, cb0[47].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r3.yyzy
mad r1.y, r3.z, r3.x, -r1.y
mad r1.z, r3.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[46].y, cb0[46].w
mad o2.y, cb0[47].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[46].x, cb0[46].z
mad o2.x, cb0[47].x, cb0[7].x, r1.y
mad r1.y, cb0[49].w, cb0[7].x, cb0[49].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r3.yyzy
mad r1.y, r3.z, r3.x, -r1.y
mad r1.z, r3.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[48].y, cb0[48].w
mad o2.w, cb0[49].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[48].x, cb0[48].z
mad o2.z, cb0[49].x, cb0[7].x, r1.y
mad r1.y, cb0[51].w, cb0[7].x, cb0[51].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r3.yyzy
mad r1.y, r3.z, r3.x, -r1.y
mad r1.z, r3.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[50].y, cb0[50].w
mad o3.y, cb0[51].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[50].x, cb0[50].z
mad o3.x, cb0[51].x, cb0[7].x, r1.y
mad r1.y, cb0[53].w, cb0[7].x, cb0[53].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r3.yyzy
mad r1.y, r3.z, r3.x, -r1.y
mad r1.z, r3.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[52].y, cb0[52].w
mad o3.w, cb0[53].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[52].x, cb0[52].z
mad o3.z, cb0[53].x, cb0[7].x, r1.y
mad r1.y, cb0[56].w, cb0[7].x, cb0[56].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r3.yyzy
mad r1.y, r3.z, r3.x, -r1.y
mad r1.z, r3.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[55].y, cb0[55].w
mad o4.y, cb0[56].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[55].x, cb0[55].z
mad o4.x, cb0[56].x, cb0[7].x, r1.y
mad r1.y, cb0[58].w, cb0[7].x, cb0[58].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r3.yyzy
mad r1.y, r3.z, r3.x, -r1.y
mad r1.z, r3.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[57].y, cb0[57].w
mad o4.w, cb0[58].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[57].x, cb0[57].z
mad o4.z, cb0[58].x, cb0[7].x, r1.y
mul r1.yz, cb2[4].wwww, l(0.000000, 0.200000, 4.000000, 0.000000)
round_ni r1.z, r1.z
add r1.z, -r1.z, l(1.000000)
mul r1.y, r1.z, r1.y
mul o6.w, r0.w, r1.z
mov o6.xyz, r0.xyzx
mul r0.x, r1.y, r1.x
exp r0.x, -|r0.x|
mad o5.w, -r0.x, r0.x, l(1.000000)
mul o5.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
ret
// Approximately 0 instruction slots used