// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 595fa8b4f285fd9b-vs.txt
// 3DMigoto: 595fa8b4f285fd9b | Matched 12 variants of 12 shaders: Hidden/UberShader/278647B23709C47644124D4B74D7CBF5, Hidden/UberShader/2D5EE4DF71A1FD892222DF39BA9D633F, Hidden/UberShader/4598E26061E419E6F8A5DCB0F803D541, Hidden/UberShader/5F06DBFC92369189D2713A98237CE908, Hidden/UberShader/6AF17495CD95849BF4779CA3ED244D94, Hidden/UberShader/94BE9BB21B555FE955322B1731296741, Hidden/UberShader/9AFFC834B3DF4C4F69933462EF55BC6F, Hidden/UberShader/A27A6D468C6DBB9D4DFD991E57672D7E, Hidden/UberShader/E0854088F6B4F2ED60A5C6D0E97C18DE, Hidden/UberShader/E35AD668CF57CF6481CDEC9D65014234, Hidden/UberShader/ECCDA99B03AC3908375A620830F4D494, Hidden/UberShader/F6E5B32A0C0525D6AA1D9C81684BB3B8
//
// 200:    Unity headers extracted from 278647B23709C47644124D4B74D7CBF5.shader
// 020:    Unity headers extracted from 2D5EE4DF71A1FD892222DF39BA9D633F.shader
// 002:    Unity headers extracted from 4598E26061E419E6F8A5DCB0F803D541.shader
// 010:    Unity headers extracted from 5F06DBFC92369189D2713A98237CE908.shader
// 001:    Unity headers extracted from 6AF17495CD95849BF4779CA3ED244D94.shader
// 400:    Unity headers extracted from 94BE9BB21B555FE955322B1731296741.shader
// 080:    Unity headers extracted from 9AFFC834B3DF4C4F69933462EF55BC6F.shader
// 008:    Unity headers extracted from A27A6D468C6DBB9D4DFD991E57672D7E.shader
// 040:    Unity headers extracted from E0854088F6B4F2ED60A5C6D0E97C18DE.shader
// 100:    Unity headers extracted from E35AD668CF57CF6481CDEC9D65014234.shader
// 004:    Unity headers extracted from ECCDA99B03AC3908375A620830F4D494.shader
// 800:    Unity headers extracted from F6E5B32A0C0525D6AA1D9C81684BB3B8.shader
// 200:    Shader "Hidden/UberShader/278647B23709C47644124D4B74D7CBF5" {
// 020:    Shader "Hidden/UberShader/2D5EE4DF71A1FD892222DF39BA9D633F" {
// 002:    Shader "Hidden/UberShader/4598E26061E419E6F8A5DCB0F803D541" {
// 010:    Shader "Hidden/UberShader/5F06DBFC92369189D2713A98237CE908" {
// 001:    Shader "Hidden/UberShader/6AF17495CD95849BF4779CA3ED244D94" {
// 400:    Shader "Hidden/UberShader/94BE9BB21B555FE955322B1731296741" {
// 080:    Shader "Hidden/UberShader/9AFFC834B3DF4C4F69933462EF55BC6F" {
// 008:    Shader "Hidden/UberShader/A27A6D468C6DBB9D4DFD991E57672D7E" {
// 040:    Shader "Hidden/UberShader/E0854088F6B4F2ED60A5C6D0E97C18DE" {
// 100:    Shader "Hidden/UberShader/E35AD668CF57CF6481CDEC9D65014234" {
// 004:    Shader "Hidden/UberShader/ECCDA99B03AC3908375A620830F4D494" {
// 800:    Shader "Hidden/UberShader/F6E5B32A0C0525D6AA1D9C81684BB3B8" {
//           Properties {
//            _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//            _UberShaderColorMask ("Uber color mask", Float) = 15
//            _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 009:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 004:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 004:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 009:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 004:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 009:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 004:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 009:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 004:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 009:       _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)
//            _InteractionParams2Rotation ("Interaction Params2 Rotation", Vector) = (0,0,0,0)
//            _InteractionParamsRotation ("Interaction Params Rotation", Vector) = (0,0,0,0)
//            _InteractionPosRotation ("Interaction Pos Rotation", Vector) = (0,0,0,0)
//            _InteractionRotationPivot ("Interaction Rotation Pivot", Vector) = (0,0,0,0)
//            _InteractionSettingsRotation ("Interaction Settings Rotation", 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)
// f80:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 012:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 060:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 012:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// f80:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 060:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 012:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// f80:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 060:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 012:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// f80:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 060:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 012:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// f80:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 060:       _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)
//           }
// 200:      Fallback "Hidden/UberShader/278647B23709C47644124D4B74D7CBF5_FB"
// 020:      Fallback "Hidden/UberShader/2D5EE4DF71A1FD892222DF39BA9D633F_FB"
// 002:      Fallback "Hidden/UberShader/4598E26061E419E6F8A5DCB0F803D541_FB"
// 010:      Fallback "Hidden/UberShader/5F06DBFC92369189D2713A98237CE908_FB"
// 001:      Fallback "Hidden/UberShader/6AF17495CD95849BF4779CA3ED244D94_FB"
// 400:      Fallback "Hidden/UberShader/94BE9BB21B555FE955322B1731296741_FB"
// 080:      Fallback "Hidden/UberShader/9AFFC834B3DF4C4F69933462EF55BC6F_FB"
// 008:      Fallback "Hidden/UberShader/A27A6D468C6DBB9D4DFD991E57672D7E_FB"
// 040:      Fallback "Hidden/UberShader/E0854088F6B4F2ED60A5C6D0E97C18DE_FB"
// 100:      Fallback "Hidden/UberShader/E35AD668CF57CF6481CDEC9D65014234_FB"
// 004:      Fallback "Hidden/UberShader/ECCDA99B03AC3908375A620830F4D494_FB"
// 800:      Fallback "Hidden/UberShader/F6E5B32A0C0525D6AA1D9C81684BB3B8_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
// 3d5:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// c2a:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//               ColorMask [_UberShaderColorMask]
// 600:          GpuProgramID 22696
// 004:          GpuProgramID 25011
// 009:          GpuProgramID 32246
// 980:          GpuProgramID 34759
// 060:          GpuProgramID 53946
// 012:          GpuProgramID 55360
//               Program "vp" {
//                 SubProgram "d3d11 " {
//                   GpuProgramIndex 0
//                 }
//               }
//             }
//           }
//         }
//
// 200: Unity 5.3 headers extracted from 278647B23709C47644124D4B74D7CBF5.shader.decompressed:
// 020: Unity 5.3 headers extracted from 2D5EE4DF71A1FD892222DF39BA9D633F.shader.decompressed:
// 002: Unity 5.3 headers extracted from 4598E26061E419E6F8A5DCB0F803D541.shader.decompressed:
// 010: Unity 5.3 headers extracted from 5F06DBFC92369189D2713A98237CE908.shader.decompressed:
// 001: Unity 5.3 headers extracted from 6AF17495CD95849BF4779CA3ED244D94.shader.decompressed:
// 400: Unity 5.3 headers extracted from 94BE9BB21B555FE955322B1731296741.shader.decompressed:
// 080: Unity 5.3 headers extracted from 9AFFC834B3DF4C4F69933462EF55BC6F.shader.decompressed:
// 008: Unity 5.3 headers extracted from A27A6D468C6DBB9D4DFD991E57672D7E.shader.decompressed:
// 040: Unity 5.3 headers extracted from E0854088F6B4F2ED60A5C6D0E97C18DE.shader.decompressed:
// 100: Unity 5.3 headers extracted from E35AD668CF57CF6481CDEC9D65014234.shader.decompressed:
// 004: Unity 5.3 headers extracted from ECCDA99B03AC3908375A620830F4D494.shader.decompressed:
// 800: Unity 5.3 headers extracted from F6E5B32A0C0525D6AA1D9C81684BB3B8.shader.decompressed:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201509030 151 0 0
//        undeciphered2: 1 5 3 5 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]
//        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]
// 004:   Vector 608 [_AdditiveLayerExtraTexture_ST]
// 009:   Vector 608 [_AdditiveLayerTexture_ST]
// 012:   Vector 608 [_MultiplyLayerExtraTexture_ST]
// f80:   Vector 608 [_MultiplyLayerTexture_ST]
// 060:   Vector 608 [_MultiplyLayerThirdTexture_ST]
// 004:   Vector 624 [_AdditiveLayerExtraTexture_US_ST]
// 009:   Vector 624 [_AdditiveLayerTexture_US_ST]
// 012:   Vector 624 [_MultiplyLayerExtraTexture_US_ST]
// f80:   Vector 624 [_MultiplyLayerTexture_US_ST]
// 060:   Vector 624 [_MultiplyLayerThirdTexture_US_ST]
// 004:   Vector 640 [_AdditiveLayerExtraMaskTexture_ST]
// 009:   Vector 640 [_AdditiveLayerMaskTexture_ST]
// 012:   Vector 640 [_MultiplyLayerExtraMaskTexture_ST]
// f80:   Vector 640 [_MultiplyLayerMaskTexture_ST]
// 060:   Vector 640 [_MultiplyLayerThirdMaskTexture_ST]
// 004:   Vector 656 [_AdditiveLayerExtraMaskTexture_US_ST]
// 009:   Vector 656 [_AdditiveLayerMaskTexture_US_ST]
// 012:   Vector 656 [_MultiplyLayerExtraMaskTexture_US_ST]
// f80:   Vector 656 [_MultiplyLayerMaskTexture_US_ST]
// 060:   Vector 656 [_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 [_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 23:44:14 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[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_sampler s3, mode_default
dcl_sampler s4, 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_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 7

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

ld_indexable(texture2d)(float,float,float,float) r6.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
div r0.x, r0.z, cb0[0].x
add r0.z, r0.x, l(0.500000)
dp2 r2.x, r1.zwzz, r1.zwzz
sqrt r2.x, r2.x
add r2.x, r2.x, -cb0[34].z
max r2.x, r2.x, l(0.000000)
add r2.x, r2.x, -cb0[37].z
div r2.y, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[37].z
mul_sat r2.x, r2.y, r2.x
mad r2.z, r2.x, l(-2.000000), l(3.000000)
mul r2.x, r2.x, r2.x
mul r2.x, r2.x, r2.z
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.y, 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.yzw, v2.yyzw, l(0.000000, -0.500000, -0.500000, -0.500000)
mad r1.y, r2.y, 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 r0.x, r1.y, cb0[29].y
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, t4.xyzw, s0, l(0.000000)
mad r1.y, r4.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[29].x
mad r1.w, cb0[32].w, cb0[7].x, cb0[32].z
sincos r4.x, r5.x, r1.w
add r3.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r4.xy, r4.xxxx, r3.yzyy
mad r1.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 r1.w, r1.w, l(0.500000)
mad r1.w, r1.w, cb0[31].x, cb0[31].z
mad r4.x, cb0[32].x, cb0[7].x, r1.w
sample_l r4.xyzw, r4.xyxx, t2.xyzw, s4, l(0.000000)
add r1.w, -v2.x, l(1.000000)
mul r3.w, r1.w, r4.x
mul r1.y, r1.y, r3.w
mul r1.y, r2.x, r1.y
mul r1.y, r1.y, cb0[33].w
mad r2.x, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r2.x
mad r1.z, r2.y, l(0.500000), r1.z
add r1.z, -r1.z, r3.x
mul r1.z, r1.z, cb0[37].w
mul r4.z, r1.z, cb0[29].y
mov r4.yw, l(0,0,0,0)
sample_l r5.xyzw, r4.zwzz, t3.xyzw, s3, l(0.000000)
mad r1.z, r5.w, l(2.000000), l(-1.000000)
mul r1.z, r1.z, cb0[29].x
mul r1.z, r3.w, r1.z
mul r1.x, r1.x, r1.z
mad r1.x, r1.x, cb0[33].y, r1.y
sincos r1.x, r2.x, r1.x
mad r1.y, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r1.z, v1.xyxx, cb0[24].zwzz
add r1.y, r1.z, r1.y
mad r4.x, r2.y, l(0.500000), r1.y
add r1.yz, r2.zzwz, r2.zzwz
sample_l r4.xyzw, r4.xyxx, t0.xyzw, s1, l(0.000000)
add r2.y, r4.w, cb0[23].w
add r2.y, r2.y, l(-0.500000)
mul r2.y, r2.y, cb0[13].x
mad r2.y, r2.y, cb0[23].y, cb0[13].z
mad r2.z, cb0[26].w, cb0[7].x, cb0[26].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[25].y, cb0[25].w
mad r4.y, cb0[26].y, cb0[7].x, r2.w
mad r2.z, r2.z, cb0[25].x, cb0[25].z
mad r4.x, cb0[26].x, cb0[7].x, r2.z
sample_l r4.xyzw, r4.xyxx, t1.xyzw, s2, l(0.000000)
mul r2.y, r2.y, r4.x
mul r1.w, r1.w, r2.y
sincos r3.x, r4.x, r1.w
mad r2.yz, r1.zzyz, cb0[28].wwzw, cb0[24].yyxy
mad r1.yz, r1.yyzy, cb0[28].zzwz, cb0[36].xxyx
mad r2.yz, -v0.yyxy, cb0[28].yyxy, r2.yyzy
mul r4.yz, v0.yyxy, cb0[28].yyxy
mad r2.yz, cb0[27].yyxy, r2.yyzy, r4.yyzy
mad r4.yz, v0.yyxy, cb0[28].yyxy, -r2.yyzy
mul r3.xw, r3.xxxx, r4.yyyz
mad r5.y, r4.z, r4.x, -r3.x
mad r5.x, r4.y, r4.x, r3.w
add r2.yz, r2.yyzy, r5.xxyx
add r1.yz, r1.yyzy, -r2.zzyz
mad r1.yz, cb0[36].zzwz, r1.yyzy, r2.zzyz
add r2.yz, -r1.zzyz, r2.yyzy
mul r1.xw, r1.xxxx, r2.yyyz
mad r4.x, r2.z, r2.x, -r1.x
mad r4.y, r2.y, r2.x, r1.w
add r1.xy, r1.yzyy, r4.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 595fa8b4f285fd9b-vs.txt
ne r6.w, r1.w, l(1.0)
if_nz r6.w
  add r6.w, r1.w, -r6.y
  mad r1.x, r6.w, r6.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[39].w, cb0[7].x, cb0[39].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[38].y, cb0[38].w
mad o2.y, cb0[39].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[38].x, cb0[38].z
mad o2.x, cb0[39].x, cb0[7].x, r1.y
mad r1.y, cb0[41].w, cb0[7].x, cb0[41].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[40].y, cb0[40].w
mad o2.w, cb0[41].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[40].x, cb0[40].z
mad o2.z, cb0[41].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 o4.w, r0.w, r1.z
mov o4.xyz, r0.xyzx
mul r0.x, r1.y, r1.x
exp r0.x, -|r0.x|
mad o3.w, -r0.x, r0.x, l(1.000000)
mul o3.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
ret
// Approximately 0 instruction slots used