// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 2e927aabb518d99f-vs.txt
// 3DMigoto: 2e927aabb518d99f | Matched 15 variants of 15 shaders: Hidden/UberShader/02C7914ECF773B203074296AD29464C2_FB, Hidden/UberShader/05947D54A52660FCB08273CDE295C453_FB, Hidden/UberShader/0640AE58AF2B765DEAF71BFCF392750C_FB, Hidden/UberShader/14307BA43D2E211A46641A2F68E1EF01_FB, Hidden/UberShader/27E93A8CB2B1CCD1F3AC57ACD6C50D75_FB, Hidden/UberShader/2926130461BD0CE8CC65311A555C8AAF_FB, Hidden/UberShader/38FAF63250BD2B5FB89516826749EE6F_FB, Hidden/UberShader/45C28DEA4DAFB985452D86D94289E594_FB, Hidden/UberShader/57E6E720360DFA889C610E62045A4959_FB, Hidden/UberShader/790BAA68B6230C62D4CB17C5724FBC57_FB, Hidden/UberShader/9FE16A0D16659AA5874DF9A6AF11BF48, Hidden/UberShader/A003826508609E10432C40B1F8B7C654_FB, Hidden/UberShader/CCC885CE3C13A67C5267D442E95ED4FE_FB, Hidden/UberShader/D2E23DCF302B2F861D6C9B1CB0D21E16_FB, Hidden/UberShader/DA721B5F065C02296ACC12E241A6FB39_FB
//
// 0010:    Unity headers extracted from 02C7914ECF773B203074296AD29464C2_FB.shader
// 4000:    Unity headers extracted from 05947D54A52660FCB08273CDE295C453_FB.shader
// 0400:    Unity headers extracted from 0640AE58AF2B765DEAF71BFCF392750C_FB.shader
// 1000:    Unity headers extracted from 14307BA43D2E211A46641A2F68E1EF01_FB.shader
// 0040:    Unity headers extracted from 27E93A8CB2B1CCD1F3AC57ACD6C50D75_FB.shader
// 0080:    Unity headers extracted from 2926130461BD0CE8CC65311A555C8AAF_FB.shader
// 0008:    Unity headers extracted from 38FAF63250BD2B5FB89516826749EE6F_FB.shader
// 2000:    Unity headers extracted from 45C28DEA4DAFB985452D86D94289E594_FB.shader
// 0800:    Unity headers extracted from 57E6E720360DFA889C610E62045A4959_FB.shader
// 0020:    Unity headers extracted from 790BAA68B6230C62D4CB17C5724FBC57_FB.shader
// 0200:    Unity headers extracted from 9FE16A0D16659AA5874DF9A6AF11BF48.shader
// 0001:    Unity headers extracted from A003826508609E10432C40B1F8B7C654_FB.shader
// 0100:    Unity headers extracted from CCC885CE3C13A67C5267D442E95ED4FE_FB.shader
// 0004:    Unity headers extracted from D2E23DCF302B2F861D6C9B1CB0D21E16_FB.shader
// 0002:    Unity headers extracted from DA721B5F065C02296ACC12E241A6FB39_FB.shader
// 0010:    Shader "Hidden/UberShader/02C7914ECF773B203074296AD29464C2_FB" {
// 4000:    Shader "Hidden/UberShader/05947D54A52660FCB08273CDE295C453_FB" {
// 0400:    Shader "Hidden/UberShader/0640AE58AF2B765DEAF71BFCF392750C_FB" {
// 1000:    Shader "Hidden/UberShader/14307BA43D2E211A46641A2F68E1EF01_FB" {
// 0040:    Shader "Hidden/UberShader/27E93A8CB2B1CCD1F3AC57ACD6C50D75_FB" {
// 0080:    Shader "Hidden/UberShader/2926130461BD0CE8CC65311A555C8AAF_FB" {
// 0008:    Shader "Hidden/UberShader/38FAF63250BD2B5FB89516826749EE6F_FB" {
// 2000:    Shader "Hidden/UberShader/45C28DEA4DAFB985452D86D94289E594_FB" {
// 0800:    Shader "Hidden/UberShader/57E6E720360DFA889C610E62045A4959_FB" {
// 0020:    Shader "Hidden/UberShader/790BAA68B6230C62D4CB17C5724FBC57_FB" {
// 0200:    Shader "Hidden/UberShader/9FE16A0D16659AA5874DF9A6AF11BF48" {
// 0001:    Shader "Hidden/UberShader/A003826508609E10432C40B1F8B7C654_FB" {
// 0100:    Shader "Hidden/UberShader/CCC885CE3C13A67C5267D442E95ED4FE_FB" {
// 0004:    Shader "Hidden/UberShader/D2E23DCF302B2F861D6C9B1CB0D21E16_FB" {
// 0002:    Shader "Hidden/UberShader/DA721B5F065C02296ACC12E241A6FB39_FB" {
//            Properties {
//             _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//             _UberShaderColorMask ("Uber color mask", Float) = 15
//             _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
//             _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)
//             _InteractionParams2Punch ("Interaction Params2 Punch", Vector) = (0,0,0,0)
//             _InteractionParamsPunch ("Interaction Params Punch", Vector) = (0,0,0,0)
//             _InteractionPosPunch ("Interaction Pos Punch", 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)
//             _InteractionSettingsPunch ("Interaction Settings Punch", Vector) = (0,0,0,0)
//             _InteractionVelocityPunch ("Interaction Velocity Punch", 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)
// 39fb:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 4604:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 4604:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 39fb:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 4604:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 39fb:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 4604:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 39fb:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 4604:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 39fb:       _MultiplyLayerTexture_US_ST ("Multiply Layer 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
// 7fe1:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 001e:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                ColorMask [_UberShaderColorMask]
// 3000:          GpuProgramID 26208
// 0140:          GpuProgramID 34305
// 080b:          GpuProgramID 38825
// 0080:          GpuProgramID 38951
// 0200:          GpuProgramID 40376
// 0404:          GpuProgramID 51670
// 0030:          GpuProgramID 59251
// 4000:          GpuProgramID 8543
//                Program "vp" {
//                  SubProgram "d3d11 " {
//                    GpuProgramIndex 1
//                  }
//                }
//              }
//            }
//          }
//
// 0010: Unity 5.3 headers extracted from 02C7914ECF773B203074296AD29464C2_FB.shader.decompressed:
// 4000: Unity 5.3 headers extracted from 05947D54A52660FCB08273CDE295C453_FB.shader.decompressed:
// 0400: Unity 5.3 headers extracted from 0640AE58AF2B765DEAF71BFCF392750C_FB.shader.decompressed:
// 1000: Unity 5.3 headers extracted from 14307BA43D2E211A46641A2F68E1EF01_FB.shader.decompressed:
// 0040: Unity 5.3 headers extracted from 27E93A8CB2B1CCD1F3AC57ACD6C50D75_FB.shader.decompressed:
// 0080: Unity 5.3 headers extracted from 2926130461BD0CE8CC65311A555C8AAF_FB.shader.decompressed:
// 0008: Unity 5.3 headers extracted from 38FAF63250BD2B5FB89516826749EE6F_FB.shader.decompressed:
// 2000: Unity 5.3 headers extracted from 45C28DEA4DAFB985452D86D94289E594_FB.shader.decompressed:
// 0800: Unity 5.3 headers extracted from 57E6E720360DFA889C610E62045A4959_FB.shader.decompressed:
// 0020: Unity 5.3 headers extracted from 790BAA68B6230C62D4CB17C5724FBC57_FB.shader.decompressed:
// 0200: Unity 5.3 headers extracted from 9FE16A0D16659AA5874DF9A6AF11BF48.shader.decompressed:
// 0001: Unity 5.3 headers extracted from A003826508609E10432C40B1F8B7C654_FB.shader.decompressed:
// 0100: Unity 5.3 headers extracted from CCC885CE3C13A67C5267D442E95ED4FE_FB.shader.decompressed:
// 0004: Unity 5.3 headers extracted from D2E23DCF302B2F861D6C9B1CB0D21E16_FB.shader.decompressed:
// 0002: Unity 5.3 headers extracted from DA721B5F065C02296ACC12E241A6FB39_FB.shader.decompressed:
//         API d3d11
//         Shader model vs_4_0
//         undeciphered1: 201509030 141 0 0
//         undeciphered2: 1 3 3 3 0
//         undeciphered3: 13 3 0 0 2 1 3 4
//         ConstBuffer "$Globals" 688
//         Float 0 [_FogGradientRange]
//         Float 112 [_GameTime]
//         Float 120 [_GlobalDebugScale]
//         Vector 128 [_DepthFlipScreen]
//         Vector 288 [_MainTex_ST]
//         Vector 304 [_MainTex_US_ST]
//         Vector 368 [_InteractionCurveSettingsDefault]
//         Vector 400 [_InteractionPunchDistortMask_ST]
//         Vector 416 [_InteractionPunchDistortMask_US_ST]
//         Vector 432 [_InteractionParamsPunch]
//         Vector 448 [_InteractionParams2Punch]
//         Vector 464 [_InteractionPosPunch]
//         Vector 480 [_InteractionVelocityPunch]
//         Vector 496 [_InteractionSettingsPunch]
//         Vector 512 [_PivotSettings]
//         Vector 544 [_DistortionTex_ST]
//         Vector 560 [_DistortionTex_US_ST]
//         Vector 576 [_DistortionMaskTex_ST]
//         Vector 592 [_DistortionMaskTex_US_ST]
// 4604:   Vector 608 [_MultiplyLayerExtraTexture_ST]
// 39fb:   Vector 608 [_MultiplyLayerTexture_ST]
// 4604:   Vector 624 [_MultiplyLayerExtraTexture_US_ST]
// 39fb:   Vector 624 [_MultiplyLayerTexture_US_ST]
// 4604:   Vector 640 [_MultiplyLayerExtraMaskTexture_ST]
// 39fb:   Vector 640 [_MultiplyLayerMaskTexture_ST]
// 4604:   Vector 656 [_MultiplyLayerExtraMaskTexture_US_ST]
// 39fb:   Vector 656 [_MultiplyLayerMaskTexture_US_ST]
//         ConstBuffer "UnityPerDraw" 352
//         Matrix 0 [glstate_matrix_mvp]
//         Matrix 192 [_Object2World]
//         ConstBuffer "UnityPerFrame" 256
//         Vector 64 [glstate_lightmodel_ambient]
//         SetTexture 0 [_InteractionPunchDistortMask] 2D 2
//         SetTexture 1 [_InteractionCurveDefault] 2D 1
//         SetTexture 2 [_FogGradientTex] 2D 0
//         BindCB "$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 23:43:05 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   xy
//
//
// 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
//
vs_4_0
dcl_constantbuffer cb0[42], 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_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xy
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_temps 5

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

ld_indexable(texture2d)(float,float,float,float) r4.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
div r0.x, r0.z, cb0[0].x
dp2 r0.z, r1.zwzz, r1.zwzz
sqrt r0.z, r0.z
add r0.z, r0.z, -cb0[28].z
max r0.z, r0.z, l(0.000000)
add r0.z, r0.z, -cb0[31].z
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[31].z
mul_sat r0.z, r0.w, r0.z
mad r2.x, r0.z, l(-2.000000), l(3.000000)
mul r0.z, r0.z, r0.z
mul r0.z, r0.z, r2.x
mul r2.xyzw, cb0[31].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r2.xyzw, r1.xyzw, r2.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 r0.w, r0.w, r1.x
dp2 r1.x, r2.zwzz, r2.zwzz
dp2 r1.y, r2.xyxx, r2.xyxx
sqrt r1.xy, r1.xyxx
add r1.xy, r1.xyxx, -cb0[28].zzzz
max r1.xy, r1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
add r1.z, v2.y, l(-0.500000)
mad r1.x, r1.z, l(0.500000), r1.x
mad r1.y, r1.z, l(0.500000), r1.y
add r1.zw, cb0[7].xxxx, -cb0[27].xxxz
add r1.xy, -r1.xyxx, r1.wzww
mul r1.xy, r1.xyxx, cb0[31].wwww
mul r2.xz, r1.yyxy, cb0[23].yyyy
mov r2.yw, l(0,0,0,0)
sample_l r1.xyzw, r2.zwzz, t1.xyzw, s1, l(0.000000)
sample_l r2.xyzw, r2.xyxx, t1.xyzw, s1, l(0.000000)
mad r1.x, r2.w, l(2.000000), l(-1.000000)
mad r1.y, r1.w, l(2.000000), l(-1.000000)
mul r1.xy, r1.xyxx, cb0[23].xxxx
add r1.z, -v2.x, l(1.000000)
mad r1.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r2.x, r3.x, r1.w
add r2.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r2.xw, r2.xxxx, r2.yyyz
mad r1.w, r2.z, r3.x, -r2.x
mad r2.x, r2.y, r3.x, r2.w
add r2.x, r2.x, l(0.500000)
mad r2.x, r2.x, cb0[25].y, cb0[25].w
mad r3.y, cb0[26].y, cb0[7].x, r2.x
add r1.w, r1.w, l(0.500000)
mad r1.w, r1.w, cb0[25].x, cb0[25].z
mad r3.x, cb0[26].x, cb0[7].x, r1.w
sample_l r3.xyzw, r3.xyxx, t0.xyzw, s2, l(0.000000)
mul r1.z, r1.z, r3.x
mul r1.xy, r1.zzzz, r1.xyxx
mul r0.z, r0.z, r1.y
mul r0.z, r0.z, cb0[27].w
add r3.xyzw, cb0[30].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r1.y, r3.zwzz, r3.zwzz
rsq r1.y, r1.y
mul r1.yz, r1.yyyy, r3.zzwz
mul r1.yz, r0.zzzz, r1.yyzy
mad r0.z, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.z, r0.w, r0.z
mul r0.z, r0.z, r1.x
mul r0.z, r0.z, cb0[27].y
dp2 r0.w, r3.xyxx, r3.xyxx
rsq r0.w, r0.w
mul r1.xw, r0.wwww, r3.xxxy
mad r0.zw, r0.zzzz, r1.xxxw, r1.yyyz
mad r0.zw, v0.xxxy, cb0[32].xxxy, r0.zzzw
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 2e927aabb518d99f-vs.txt
ne r4.w, r1.w, l(1.0)
if_nz r4.w
  add r4.w, r1.w, -r4.y
  mad r1.x, r4.w, r4.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, r2.yzyy
mad r0.w, r2.z, r2.x, -r1.x
mad r1.x, r2.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[35].w, cb0[7].x, cb0[35].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r2.yzyy
mad r0.w, r2.z, r2.x, -r1.x
mad r1.x, r2.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[34].y, cb0[34].w
mad o2.y, cb0[35].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[34].x, cb0[34].z
mad o2.x, cb0[35].x, cb0[7].x, r0.w
mad r0.w, cb0[37].w, cb0[7].x, cb0[37].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r2.yzyy
mad r0.w, r2.z, r2.x, -r1.x
mad r1.x, r2.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[36].y, cb0[36].w
mad o2.w, cb0[37].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[36].x, cb0[36].z
mad o2.z, cb0[37].x, cb0[7].x, r0.w
mad r0.w, cb0[39].w, cb0[7].x, cb0[39].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r2.yzyy
mad r0.w, r2.z, r2.x, -r1.x
mad r1.x, r2.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[38].y, cb0[38].w
mad o3.y, cb0[39].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[38].x, cb0[38].z
mad o3.x, cb0[39].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, r2.yzyy
mad r0.w, r2.z, r2.x, -r1.x
mad r1.x, r2.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 o3.w, 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 o3.z, cb0[41].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 o4.w, -r0.z, r0.z, l(1.000000)
mul o4.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mov r0.y, l(0)
sample_l r1.xyzw, r0.xyxx, t2.xyzw, s0, l(0.000000)
mul o5.w, r0.w, r1.w
mov o5.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used