// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 537dec18edaae523-vs.txt
// 3DMigoto: 537dec18edaae523 | Matched 21 variants of 21 shaders: Hidden/UberShader/15A1298111737667A9300D42DCC2FF1A, Hidden/UberShader/1A52D04F202702002BA8ACE94D240096, Hidden/UberShader/20DE2E4F0777FFF819C10F0CACC8D2E2, Hidden/UberShader/264D991F2318B224028786291554F5E6, Hidden/UberShader/3BF973EF39497CC2148D6CAE42D0F47B, Hidden/UberShader/44059A271C26DEDB2B29EEB8EC785139, Hidden/UberShader/56C4E0D30404544C57172FCB5A54B6A9, Hidden/UberShader/7BCFAD743F9951B74C1750C472F7AD8F, Hidden/UberShader/8012D4559660A4A6E5741998060187F1, Hidden/UberShader/8A2C61610BF5664ABF63F9319E9BF70E, Hidden/UberShader/8B94864249028114C18D287355BDB39D, Hidden/UberShader/8C339BBA60EBA46D7357979B1FB782E1, Hidden/UberShader/AFB1B9DC7E6996364FF9DF4D20BDE53D, Hidden/UberShader/C22B9C2962771F34A32874E8F42A5499, Hidden/UberShader/C273068048D43702EFB9520DC395611F, Hidden/UberShader/CB4C0ED6F8901CE97A5474E1806DAA43, Hidden/UberShader/CE5B830ACAEDC730E1B6BD5CF0437AD7, Hidden/UberShader/D1511815081AC597F5D25F14F25A7267, Hidden/UberShader/D81C714D25EEDF66C310D13DED5510C4, Hidden/UberShader/DA4BD0C0A0BA28FE0FD5C3D348256397, Hidden/UberShader/E0EC83B036C719D9F5C72247EBA2E4DA
//
// 000400:    Unity headers extracted from 15A1298111737667A9300D42DCC2FF1A.shader
// 020000:    Unity headers extracted from 1A52D04F202702002BA8ACE94D240096.shader
// 040000:    Unity headers extracted from 20DE2E4F0777FFF819C10F0CACC8D2E2.shader
// 000004:    Unity headers extracted from 264D991F2318B224028786291554F5E6.shader
// 000002:    Unity headers extracted from 3BF973EF39497CC2148D6CAE42D0F47B.shader
// 000001:    Unity headers extracted from 44059A271C26DEDB2B29EEB8EC785139.shader
// 000080:    Unity headers extracted from 56C4E0D30404544C57172FCB5A54B6A9.shader
// 008000:    Unity headers extracted from 7BCFAD743F9951B74C1750C472F7AD8F.shader
// 004000:    Unity headers extracted from 8012D4559660A4A6E5741998060187F1.shader
// 010000:    Unity headers extracted from 8A2C61610BF5664ABF63F9319E9BF70E.shader
// 080000:    Unity headers extracted from 8B94864249028114C18D287355BDB39D.shader
// 000200:    Unity headers extracted from 8C339BBA60EBA46D7357979B1FB782E1.shader
// 000020:    Unity headers extracted from AFB1B9DC7E6996364FF9DF4D20BDE53D.shader
// 100000:    Unity headers extracted from C22B9C2962771F34A32874E8F42A5499.shader
// 002000:    Unity headers extracted from C273068048D43702EFB9520DC395611F.shader
// 001000:    Unity headers extracted from CB4C0ED6F8901CE97A5474E1806DAA43.shader
// 000040:    Unity headers extracted from CE5B830ACAEDC730E1B6BD5CF0437AD7.shader
// 000100:    Unity headers extracted from D1511815081AC597F5D25F14F25A7267.shader
// 000010:    Unity headers extracted from D81C714D25EEDF66C310D13DED5510C4.shader
// 000008:    Unity headers extracted from DA4BD0C0A0BA28FE0FD5C3D348256397.shader
// 000800:    Unity headers extracted from E0EC83B036C719D9F5C72247EBA2E4DA.shader
// 000400:    Shader "Hidden/UberShader/15A1298111737667A9300D42DCC2FF1A" {
// 020000:    Shader "Hidden/UberShader/1A52D04F202702002BA8ACE94D240096" {
// 040000:    Shader "Hidden/UberShader/20DE2E4F0777FFF819C10F0CACC8D2E2" {
// 000004:    Shader "Hidden/UberShader/264D991F2318B224028786291554F5E6" {
// 000002:    Shader "Hidden/UberShader/3BF973EF39497CC2148D6CAE42D0F47B" {
// 000001:    Shader "Hidden/UberShader/44059A271C26DEDB2B29EEB8EC785139" {
// 000080:    Shader "Hidden/UberShader/56C4E0D30404544C57172FCB5A54B6A9" {
// 008000:    Shader "Hidden/UberShader/7BCFAD743F9951B74C1750C472F7AD8F" {
// 004000:    Shader "Hidden/UberShader/8012D4559660A4A6E5741998060187F1" {
// 010000:    Shader "Hidden/UberShader/8A2C61610BF5664ABF63F9319E9BF70E" {
// 080000:    Shader "Hidden/UberShader/8B94864249028114C18D287355BDB39D" {
// 000200:    Shader "Hidden/UberShader/8C339BBA60EBA46D7357979B1FB782E1" {
// 000020:    Shader "Hidden/UberShader/AFB1B9DC7E6996364FF9DF4D20BDE53D" {
// 100000:    Shader "Hidden/UberShader/C22B9C2962771F34A32874E8F42A5499" {
// 002000:    Shader "Hidden/UberShader/C273068048D43702EFB9520DC395611F" {
// 001000:    Shader "Hidden/UberShader/CB4C0ED6F8901CE97A5474E1806DAA43" {
// 000040:    Shader "Hidden/UberShader/CE5B830ACAEDC730E1B6BD5CF0437AD7" {
// 000100:    Shader "Hidden/UberShader/D1511815081AC597F5D25F14F25A7267" {
// 000010:    Shader "Hidden/UberShader/D81C714D25EEDF66C310D13DED5510C4" {
// 000008:    Shader "Hidden/UberShader/DA4BD0C0A0BA28FE0FD5C3D348256397" {
// 000800:    Shader "Hidden/UberShader/E0EC83B036C719D9F5C72247EBA2E4DA" {
//              Properties {
//               _UberShaderColorMask ("Uber color mask", Float) = 15
//               _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 0162ea:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 038204:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 038204:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 038204:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 038204:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 038204:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 0162ea:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 0162ea:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 0162ea:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 0162ea:       _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)
//               _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)
// 1dfddf:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 1e7ffd:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 1e7ffd:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 1e7ffd:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1e7ffd:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 1e7ffd:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 1dfddf:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 1dfddf:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1dfddf:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 1dfddf:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 1e9d33:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 1e9d33:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 1e9d33:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1e9d33:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 1e9d33:       _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
// 1febf7:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 001408:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                  ColorMask [_UberShaderColorMask]
// 000200:          GpuProgramID 1501
// 000004:          GpuProgramID 33708
// 006088:          GpuProgramID 35841
// 008000:          GpuProgramID 39730
// 020000:          GpuProgramID 41655
// 010000:          GpuProgramID 49805
// 000040:          GpuProgramID 53762
// 141111:          GpuProgramID 54774
// 000020:          GpuProgramID 6226
// 080c00:          GpuProgramID 6251
// 000002:          GpuProgramID 6382
//                  Program "vp" {
//                    SubProgram "d3d11 " {
//                      GpuProgramIndex 1
//                    }
//                  }
//                }
//              }
//            }
//
// 000400: Unity 5.3 headers extracted from 15A1298111737667A9300D42DCC2FF1A.shader.decompressed:
// 020000: Unity 5.3 headers extracted from 1A52D04F202702002BA8ACE94D240096.shader.decompressed:
// 040000: Unity 5.3 headers extracted from 20DE2E4F0777FFF819C10F0CACC8D2E2.shader.decompressed:
// 000004: Unity 5.3 headers extracted from 264D991F2318B224028786291554F5E6.shader.decompressed:
// 000002: Unity 5.3 headers extracted from 3BF973EF39497CC2148D6CAE42D0F47B.shader.decompressed:
// 000001: Unity 5.3 headers extracted from 44059A271C26DEDB2B29EEB8EC785139.shader.decompressed:
// 000080: Unity 5.3 headers extracted from 56C4E0D30404544C57172FCB5A54B6A9.shader.decompressed:
// 008000: Unity 5.3 headers extracted from 7BCFAD743F9951B74C1750C472F7AD8F.shader.decompressed:
// 004000: Unity 5.3 headers extracted from 8012D4559660A4A6E5741998060187F1.shader.decompressed:
// 010000: Unity 5.3 headers extracted from 8A2C61610BF5664ABF63F9319E9BF70E.shader.decompressed:
// 080000: Unity 5.3 headers extracted from 8B94864249028114C18D287355BDB39D.shader.decompressed:
// 000200: Unity 5.3 headers extracted from 8C339BBA60EBA46D7357979B1FB782E1.shader.decompressed:
// 000020: Unity 5.3 headers extracted from AFB1B9DC7E6996364FF9DF4D20BDE53D.shader.decompressed:
// 100000: Unity 5.3 headers extracted from C22B9C2962771F34A32874E8F42A5499.shader.decompressed:
// 002000: Unity 5.3 headers extracted from C273068048D43702EFB9520DC395611F.shader.decompressed:
// 001000: Unity 5.3 headers extracted from CB4C0ED6F8901CE97A5474E1806DAA43.shader.decompressed:
// 000040: Unity 5.3 headers extracted from CE5B830ACAEDC730E1B6BD5CF0437AD7.shader.decompressed:
// 000100: Unity 5.3 headers extracted from D1511815081AC597F5D25F14F25A7267.shader.decompressed:
// 000010: Unity 5.3 headers extracted from D81C714D25EEDF66C310D13DED5510C4.shader.decompressed:
// 000008: Unity 5.3 headers extracted from DA4BD0C0A0BA28FE0FD5C3D348256397.shader.decompressed:
// 000800: Unity 5.3 headers extracted from E0EC83B036C719D9F5C72247EBA2E4DA.shader.decompressed:
//           API d3d11
//           Shader model vs_4_0
//           undeciphered1: 201509030 97 0 0
//           undeciphered2: 1 1 3 1 0
//           undeciphered3: 9 2 0 0 3 4
//           ConstBuffer "$Globals" 608
//           Float 0 [_FogGradientRange]
//           Float 112 [_GameTime]
//           Float 120 [_GlobalDebugScale]
//           Vector 128 [_DepthFlipScreen]
//           Vector 288 [_MainTex_ST]
//           Vector 304 [_MainTex_US_ST]
// 020220:   Vector 368 [_MultiplyLayerExtraTexture_ST]
// 1dfddf:   Vector 368 [_MultiplyLayerTexture_ST]
// 020220:   Vector 384 [_MultiplyLayerExtraTexture_US_ST]
// 1dfddf:   Vector 384 [_MultiplyLayerTexture_US_ST]
// 020220:   Vector 400 [_MultiplyLayerExtraMaskTexture_ST]
// 1dfddf:   Vector 400 [_MultiplyLayerMaskTexture_ST]
// 020220:   Vector 416 [_MultiplyLayerExtraMaskTexture_US_ST]
// 1dfddf:   Vector 416 [_MultiplyLayerMaskTexture_US_ST]
// 010200:   Vector 448 [_AdditiveLayerTexture_ST]
// 1c7ddd:   Vector 448 [_MultiplyLayerExtraTexture_ST]
// 028022:   Vector 448 [_MultiplyLayerThirdTexture_ST]
// 010200:   Vector 464 [_AdditiveLayerTexture_US_ST]
// 1c7ddd:   Vector 464 [_MultiplyLayerExtraTexture_US_ST]
// 028022:   Vector 464 [_MultiplyLayerThirdTexture_US_ST]
// 010200:   Vector 480 [_AdditiveLayerMaskTexture_ST]
// 1c7ddd:   Vector 480 [_MultiplyLayerExtraMaskTexture_ST]
// 028022:   Vector 480 [_MultiplyLayerThirdMaskTexture_ST]
// 010200:   Vector 496 [_AdditiveLayerMaskTexture_US_ST]
// 1c7ddd:   Vector 496 [_MultiplyLayerExtraMaskTexture_US_ST]
// 028022:   Vector 496 [_MultiplyLayerThirdMaskTexture_US_ST]
// 038204:   Vector 528 [_AdditiveLayerExtraTexture_ST]
// 0060ea:   Vector 528 [_AdditiveLayerTexture_ST]
// 1c1d11:   Vector 528 [_MultiplyLayerThirdTexture_ST]
// 038204:   Vector 544 [_AdditiveLayerExtraTexture_US_ST]
// 0060ea:   Vector 544 [_AdditiveLayerTexture_US_ST]
// 1c1d11:   Vector 544 [_MultiplyLayerThirdTexture_US_ST]
// 038204:   Vector 560 [_AdditiveLayerExtraMaskTexture_ST]
// 0060ea:   Vector 560 [_AdditiveLayerMaskTexture_ST]
// 1c1d11:   Vector 560 [_MultiplyLayerThirdMaskTexture_ST]
// 038204:   Vector 576 [_AdditiveLayerExtraMaskTexture_US_ST]
// 0060ea:   Vector 576 [_AdditiveLayerMaskTexture_US_ST]
// 1c1d11:   Vector 576 [_MultiplyLayerThirdMaskTexture_US_ST]
//           ConstBuffer "UnityPerDraw" 352
//           Matrix 0 [glstate_matrix_mvp]
//           Matrix 192 [_Object2World]
//           ConstBuffer "UnityPerFrame" 256
//           Vector 64 [glstate_lightmodel_ambient]
//           SetTexture 0 [_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 23:44:03 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xyzw        1     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[37], immediateIndexed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v0.xyzw
dcl_input v1.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 4

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

ld_indexable(texture2d)(float,float,float,float) r3.xyzw, l(0, 0, 0, 0), t125.xyzw

add r0.x, cb0[7].z, l(1.000000)
mul r0.xy, r0.xxxx, v0.xyxx
mul r0.yzw, r0.yyyy, cb1[1].xxyw
mad r0.xyz, cb1[0].xywx, r0.xxxx, r0.yzwy
mad r0.xyz, cb1[2].xywx, v0.zzzz, r0.xyzx
mad r0.xyw, cb1[3].xyxw, v0.wwww, r0.xyxz
add r1.x, cb0[8].x, l(200.000000)

// Relocated to here with asmtool.py
mov o0.xyzw, r0.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 537dec18edaae523-vs.txt
ne r3.w, r0.w, l(1.0)
if_nz r3.w
  add r3.w, r0.w, -r3.y
  mad r0.x, r3.w, r3.x, r0.x
endif

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

// mov o0.xyzw, r0.xyzw // Relocated from here with asmtool.py
// Inserted by asmtool.py
mov o0.z, r0.z

dp4 r0.x, r0.xyzw, r0.xyzw
sqrt r0.x, r0.x
mov o1.zw, v1.zzzw
mad r0.y, cb0[19].w, cb0[7].x, cb0[19].z
sincos r1.x, r2.x, r0.y
add r0.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r1.xy, r1.xxxx, r0.yzyy
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.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.w, r0.w, l(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[24].w, cb0[7].x, cb0[24].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[23].y, cb0[23].w
mad o2.y, cb0[24].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[23].x, cb0[23].z
mad o2.x, cb0[24].x, cb0[7].x, r0.w
mad r0.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[25].y, cb0[25].w
mad o2.w, cb0[26].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[25].x, cb0[25].z
mad o2.z, cb0[26].x, cb0[7].x, r0.w
mad r0.w, cb0[29].w, cb0[7].x, cb0[29].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[28].y, cb0[28].w
mad o3.y, cb0[29].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[28].x, cb0[28].z
mad o3.x, cb0[29].x, cb0[7].x, r0.w
mad r0.w, cb0[31].w, cb0[7].x, cb0[31].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[30].y, cb0[30].w
mad o3.w, cb0[31].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[30].x, cb0[30].z
mad o3.z, cb0[31].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, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.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 o4.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 o4.x, cb0[34].x, cb0[7].x, r0.w
mad r0.w, cb0[36].w, cb0[7].x, cb0[36].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.z, r0.z, r2.x, -r1.x
mad r0.y, r0.y, r2.x, r1.y
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[35].y, cb0[35].w
mad o4.w, cb0[36].y, cb0[7].x, r0.y
add r0.y, r0.z, l(0.500000)
mad r0.y, r0.y, cb0[35].x, cb0[35].z
mad o4.z, cb0[36].x, cb0[7].x, r0.y
mul r0.yz, cb2[4].wwww, l(0.000000, 0.200000, 4.000000, 0.000000)
round_ni r0.z, r0.z
add r0.z, -r0.z, l(1.000000)
mul r0.y, r0.z, r0.y
mul r0.x, r0.y, r0.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)
mul r0.x, v0.y, cb1[13].z
mad r0.x, cb1[12].z, v0.x, r0.x
mad r0.x, cb1[14].z, v0.z, r0.x
mad r0.x, cb1[15].z, v0.w, r0.x
div r0.x, r0.x, cb0[0].x
add r0.x, r0.x, l(0.500000)
mov r0.y, l(0)
sample_l r1.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
mul o6.w, r0.z, r1.w
mov o6.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used