// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 3f34f91f02b76477-vs.txt
// 3DMigoto: 3f34f91f02b76477 | Matched 19 variants of 19 shaders: Hidden/UberShader/049AD69FAAD0BB91D2C96366BFAB0872_FB, Hidden/UberShader/0AA656C95CD3852CE13E1C72646CA6D0_FB, Hidden/UberShader/0AF04F1586709E2996FBB48C52A6535E_FB, Hidden/UberShader/0D2FB8C5996CCDA8634F7222DDC9CBBF, Hidden/UberShader/1B9F8455F34F40A99F8BD1F5762848C8_FB, Hidden/UberShader/5C7FD1D9DBC8D8138C05078B44713B07_FB, Hidden/UberShader/66466F3C1365D72A53C3E7D079ADF4E1_FB, Hidden/UberShader/69BC0DE0034D99F032CE48F871D54619_FB, Hidden/UberShader/81E49B24CA0BD6C0B09FB604050FECDD_FB, Hidden/UberShader/82C2AB7FCB23648D17D299B267849D7A_FB, Hidden/UberShader/AF84FD963BBD05F36B4FB9B6196B0F36_FB, Hidden/UberShader/BE67E012D5331A8BEB712FFC75E9FBC4_FB, Hidden/UberShader/C9409187C9D23F8207BEB03D7970DA2B_FB, Hidden/UberShader/CE0C5F17C6EFC3BBBB6704ECCECD1BE1_FB, Hidden/UberShader/D18234E8AB0C7A96CD32B4C1C94D2E17_FB, Hidden/UberShader/D51708FA9138AB50005706B8483DFF3D_FB, Hidden/UberShader/DD8C571E6F373BD3609390E0E2A19B78_FB, Hidden/UberShader/E18FFAE4BF71B733E2A4A97C8E182A6A_FB, Hidden/UberShader/F9F08130FA67EC7F838D9E8ECBD57E48_FB
//
// 04000:    Unity headers extracted from 049AD69FAAD0BB91D2C96366BFAB0872_FB.shader
// 00200:    Unity headers extracted from 0AA656C95CD3852CE13E1C72646CA6D0_FB.shader
// 10000:    Unity headers extracted from 0AF04F1586709E2996FBB48C52A6535E_FB.shader
// 00400:    Unity headers extracted from 0D2FB8C5996CCDA8634F7222DDC9CBBF.shader
// 00010:    Unity headers extracted from 1B9F8455F34F40A99F8BD1F5762848C8_FB.shader
// 00002:    Unity headers extracted from 5C7FD1D9DBC8D8138C05078B44713B07_FB.shader
// 00100:    Unity headers extracted from 66466F3C1365D72A53C3E7D079ADF4E1_FB.shader
// 00004:    Unity headers extracted from 69BC0DE0034D99F032CE48F871D54619_FB.shader
// 00800:    Unity headers extracted from 81E49B24CA0BD6C0B09FB604050FECDD_FB.shader
// 20000:    Unity headers extracted from 82C2AB7FCB23648D17D299B267849D7A_FB.shader
// 02000:    Unity headers extracted from AF84FD963BBD05F36B4FB9B6196B0F36_FB.shader
// 01000:    Unity headers extracted from BE67E012D5331A8BEB712FFC75E9FBC4_FB.shader
// 00001:    Unity headers extracted from C9409187C9D23F8207BEB03D7970DA2B_FB.shader
// 00008:    Unity headers extracted from CE0C5F17C6EFC3BBBB6704ECCECD1BE1_FB.shader
// 08000:    Unity headers extracted from D18234E8AB0C7A96CD32B4C1C94D2E17_FB.shader
// 00020:    Unity headers extracted from D51708FA9138AB50005706B8483DFF3D_FB.shader
// 00040:    Unity headers extracted from DD8C571E6F373BD3609390E0E2A19B78_FB.shader
// 00080:    Unity headers extracted from E18FFAE4BF71B733E2A4A97C8E182A6A_FB.shader
// 40000:    Unity headers extracted from F9F08130FA67EC7F838D9E8ECBD57E48_FB.shader
// 04000:    Shader "Hidden/UberShader/049AD69FAAD0BB91D2C96366BFAB0872_FB" {
// 00200:    Shader "Hidden/UberShader/0AA656C95CD3852CE13E1C72646CA6D0_FB" {
// 10000:    Shader "Hidden/UberShader/0AF04F1586709E2996FBB48C52A6535E_FB" {
// 00400:    Shader "Hidden/UberShader/0D2FB8C5996CCDA8634F7222DDC9CBBF" {
// 00010:    Shader "Hidden/UberShader/1B9F8455F34F40A99F8BD1F5762848C8_FB" {
// 00002:    Shader "Hidden/UberShader/5C7FD1D9DBC8D8138C05078B44713B07_FB" {
// 00100:    Shader "Hidden/UberShader/66466F3C1365D72A53C3E7D079ADF4E1_FB" {
// 00004:    Shader "Hidden/UberShader/69BC0DE0034D99F032CE48F871D54619_FB" {
// 00800:    Shader "Hidden/UberShader/81E49B24CA0BD6C0B09FB604050FECDD_FB" {
// 20000:    Shader "Hidden/UberShader/82C2AB7FCB23648D17D299B267849D7A_FB" {
// 02000:    Shader "Hidden/UberShader/AF84FD963BBD05F36B4FB9B6196B0F36_FB" {
// 01000:    Shader "Hidden/UberShader/BE67E012D5331A8BEB712FFC75E9FBC4_FB" {
// 00001:    Shader "Hidden/UberShader/C9409187C9D23F8207BEB03D7970DA2B_FB" {
// 00008:    Shader "Hidden/UberShader/CE0C5F17C6EFC3BBBB6704ECCECD1BE1_FB" {
// 08000:    Shader "Hidden/UberShader/D18234E8AB0C7A96CD32B4C1C94D2E17_FB" {
// 00020:    Shader "Hidden/UberShader/D51708FA9138AB50005706B8483DFF3D_FB" {
// 00040:    Shader "Hidden/UberShader/DD8C571E6F373BD3609390E0E2A19B78_FB" {
// 00080:    Shader "Hidden/UberShader/E18FFAE4BF71B733E2A4A97C8E182A6A_FB" {
// 40000:    Shader "Hidden/UberShader/F9F08130FA67EC7F838D9E8ECBD57E48_FB" {
//             Properties {
//              _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//              _UberShaderColorMask ("Uber color mask", Float) = 15
//              _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 00800:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 01000:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 01000:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 00800:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 01000:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 00800:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 01000:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 00800:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 01000:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 00800:       _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)
//              _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)
//              _MaskStrength ("Mask Strength", Float) = 0
//              _MaskTexture ("Mask Texture", 2D) = "white" { }
//              _MaskTexture_US_ST ("Mask Texture_US_ST", Vector) = (0,0,0,0)
// 6601f:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 08700:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 100e0:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 08700:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 6601f:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 100e0:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 08700:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 6601f:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 100e0:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 08700:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 6601f:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 100e0:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 08700:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 6601f:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 100e0:       _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
// 7fd7b:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 00284:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                 ColorMask [_UberShaderColorMask]
// 000a0:          GpuProgramID 11174
// 04000:          GpuProgramID 11329
// 10000:          GpuProgramID 12373
// 01000:          GpuProgramID 13404
// 00300:          GpuProgramID 31222
// 40000:          GpuProgramID 40869
// 20000:          GpuProgramID 4186
// 00040:          GpuProgramID 516
// 00800:          GpuProgramID 52342
// 02000:          GpuProgramID 54968
// 08000:          GpuProgramID 55139
// 0000e:          GpuProgramID 61366
// 00400:          GpuProgramID 63288
// 00011:          GpuProgramID 8130
//                 Program "vp" {
//                   SubProgram "d3d11 " {
//                     GpuProgramIndex 1
//                   }
//                 }
//               }
//             }
//           }
//
// 04000: Unity 5.3 headers extracted from 049AD69FAAD0BB91D2C96366BFAB0872_FB.shader.decompressed:
// 00200: Unity 5.3 headers extracted from 0AA656C95CD3852CE13E1C72646CA6D0_FB.shader.decompressed:
// 10000: Unity 5.3 headers extracted from 0AF04F1586709E2996FBB48C52A6535E_FB.shader.decompressed:
// 00400: Unity 5.3 headers extracted from 0D2FB8C5996CCDA8634F7222DDC9CBBF.shader.decompressed:
// 00010: Unity 5.3 headers extracted from 1B9F8455F34F40A99F8BD1F5762848C8_FB.shader.decompressed:
// 00002: Unity 5.3 headers extracted from 5C7FD1D9DBC8D8138C05078B44713B07_FB.shader.decompressed:
// 00100: Unity 5.3 headers extracted from 66466F3C1365D72A53C3E7D079ADF4E1_FB.shader.decompressed:
// 00004: Unity 5.3 headers extracted from 69BC0DE0034D99F032CE48F871D54619_FB.shader.decompressed:
// 00800: Unity 5.3 headers extracted from 81E49B24CA0BD6C0B09FB604050FECDD_FB.shader.decompressed:
// 20000: Unity 5.3 headers extracted from 82C2AB7FCB23648D17D299B267849D7A_FB.shader.decompressed:
// 02000: Unity 5.3 headers extracted from AF84FD963BBD05F36B4FB9B6196B0F36_FB.shader.decompressed:
// 01000: Unity 5.3 headers extracted from BE67E012D5331A8BEB712FFC75E9FBC4_FB.shader.decompressed:
// 00001: Unity 5.3 headers extracted from C9409187C9D23F8207BEB03D7970DA2B_FB.shader.decompressed:
// 00008: Unity 5.3 headers extracted from CE0C5F17C6EFC3BBBB6704ECCECD1BE1_FB.shader.decompressed:
// 08000: Unity 5.3 headers extracted from D18234E8AB0C7A96CD32B4C1C94D2E17_FB.shader.decompressed:
// 00020: Unity 5.3 headers extracted from D51708FA9138AB50005706B8483DFF3D_FB.shader.decompressed:
// 00040: Unity 5.3 headers extracted from DD8C571E6F373BD3609390E0E2A19B78_FB.shader.decompressed:
// 00080: Unity 5.3 headers extracted from E18FFAE4BF71B733E2A4A97C8E182A6A_FB.shader.decompressed:
// 40000: Unity 5.3 headers extracted from F9F08130FA67EC7F838D9E8ECBD57E48_FB.shader.decompressed:
//          API d3d11
//          Shader model vs_4_0
//          undeciphered1: 201509030 131 0 0
//          undeciphered2: 1 3 3 3 0
//          undeciphered3: 13 3 0 0 2 1 3 4
//          ConstBuffer "$Globals" 656
//          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 528 [_MaskTexture_ST]
//          Vector 544 [_MaskTexture_US_ST]
// 01000:   Vector 576 [_AdditiveLayerExtraTexture_ST]
// 00800:   Vector 576 [_AdditiveLayerTexture_ST]
// 08700:   Vector 576 [_MultiplyLayerExtraTexture_ST]
// 6601f:   Vector 576 [_MultiplyLayerTexture_ST]
// 100e0:   Vector 576 [_MultiplyLayerThirdTexture_ST]
// 01000:   Vector 592 [_AdditiveLayerExtraTexture_US_ST]
// 00800:   Vector 592 [_AdditiveLayerTexture_US_ST]
// 08700:   Vector 592 [_MultiplyLayerExtraTexture_US_ST]
// 6601f:   Vector 592 [_MultiplyLayerTexture_US_ST]
// 100e0:   Vector 592 [_MultiplyLayerThirdTexture_US_ST]
// 01000:   Vector 608 [_AdditiveLayerExtraMaskTexture_ST]
// 00800:   Vector 608 [_AdditiveLayerMaskTexture_ST]
// 08700:   Vector 608 [_MultiplyLayerExtraMaskTexture_ST]
// 6601f:   Vector 608 [_MultiplyLayerMaskTexture_ST]
// 100e0:   Vector 608 [_MultiplyLayerThirdMaskTexture_ST]
// 01000:   Vector 624 [_AdditiveLayerExtraMaskTexture_US_ST]
// 00800:   Vector 624 [_AdditiveLayerMaskTexture_US_ST]
// 08700:   Vector 624 [_MultiplyLayerExtraMaskTexture_US_ST]
// 6601f:   Vector 624 [_MultiplyLayerMaskTexture_US_ST]
// 100e0:   Vector 624 [_MultiplyLayerThirdMaskTexture_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 23:43:32 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[40], 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 3f34f91f02b76477-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[34].w, cb0[7].x, cb0[34].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[33].y, cb0[33].w
mad o2.y, cb0[34].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[33].x, cb0[33].z
mad o2.x, cb0[34].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
mov o3.zw, l(0,0,0,0)
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