// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 5d10fc178ab87fea-vs.txt
// 3DMigoto: 5d10fc178ab87fea |    Unity headers extracted from 64AD429D1A54B84552DB95466D09CF59.shader
//    Shader "Hidden/UberShader/64AD429D1A54B84552DB95466D09CF59" {
//      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)
//       _DistortionExtraMaskTex ("Distortion Extra Mask Tex", 2D) = "white" { }
//       _DistortionExtraMaskTex_US_ST ("Distortion Extra Mask Tex_US_ST", Vector) = (0,0,0,0)
//       _DistortionExtraSettings ("Distortion Extra Settings", Vector) = (0,0,0,0)
//       _DistortionExtraTex ("Distortion Extra Tex", 2D) = "white" { }
//       _DistortionExtraTex_US_ST ("Distortion Extra Tex_US_ST", 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)
//       _MaskStrength ("Mask Strength", Float) = 0
//       _MaskTexture ("Mask Texture", 2D) = "white" { }
//       _MaskTexture_US_ST ("Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
//       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
//       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
//       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
//       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
//       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
//       _MultiplyLayerThirdTexture_US_ST ("Multiply Layer Third Texture_US_ST", Vector) = (0,0,0,0)
//       _Offset ("Offset", Vector) = (0,0,0,0)
//       _RotationAnimMask ("Rotation Anim Mask", 2D) = "white" { }
//       _RotationAnimMask_US_ST ("Rotation Anim Mask_US_ST", Vector) = (0,0,0,0)
//       _RotationCurve ("Rotation Curve", 2D) = "white" { }
//       _RotationCurve_AnimationSettings ("Rotation Curve_Animation Settings", Vector) = (0,0,0,0)
//       _Screen ("Screen", Vector) = (0,0,0,0)
//       _ScreenMask ("Screen Mask", Vector) = (0,0,0,0)
//      }
//      Fallback "Hidden/UberShader/64AD429D1A54B84552DB95466D09CF59_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
//          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
//          ColorMask [_UberShaderColorMask]
//          GpuProgramID 42656
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 0
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from 64AD429D1A54B84552DB95466D09CF59.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 276 0 0
//   undeciphered2: 1 6 3 6 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 1072
//   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 [_InteractionDistortMask_ST]
//   Vector 416 [_InteractionDistortMask_US_ST]
//   Vector 432 [_InteractionParamsRotation]
//   Vector 448 [_InteractionParams2Rotation]
//   Vector 464 [_InteractionPosRotation]
//   Vector 480 [_InteractionRotationPivot]
//   Vector 496 [_InteractionSettingsRotation]
//   Vector 512 [_PivotSettings]
//   Vector 528 [_InteractionPunchDistortMask_ST]
//   Vector 544 [_InteractionPunchDistortMask_US_ST]
//   Vector 560 [_InteractionParamsPunch]
//   Vector 576 [_InteractionParams2Punch]
//   Vector 592 [_InteractionPosPunch]
//   Vector 608 [_InteractionVelocityPunch]
//   Vector 624 [_InteractionSettingsPunch]
//   Vector 640 [_RotationCurve_AnimationSettings]
//   Vector 656 [_Offset]
//   Vector 672 [_RotationAnimMask_ST]
//   Vector 688 [_RotationAnimMask_US_ST]
//   Vector 720 [_DistortionTex_ST]
//   Vector 736 [_DistortionTex_US_ST]
//   Vector 752 [_DistortionMaskTex_ST]
//   Vector 768 [_DistortionMaskTex_US_ST]
//   Vector 800 [_DistortionExtraMaskTex_ST]
//   Vector 816 [_DistortionExtraMaskTex_US_ST]
//   Vector 832 [_DistortionExtraTex_ST]
//   Vector 848 [_DistortionExtraTex_US_ST]
//   Vector 864 [_MaskTexture_ST]
//   Vector 880 [_MaskTexture_US_ST]
//   Vector 912 [_MultiplyLayerExtraTexture_ST]
//   Vector 928 [_MultiplyLayerExtraTexture_US_ST]
//   Vector 944 [_MultiplyLayerExtraMaskTexture_ST]
//   Vector 960 [_MultiplyLayerExtraMaskTexture_US_ST]
//   Vector 992 [_MultiplyLayerThirdTexture_ST]
//   Vector 1008 [_MultiplyLayerThirdTexture_US_ST]
//   Vector 1024 [_MultiplyLayerThirdMaskTexture_ST]
//   Vector 1040 [_MultiplyLayerThirdMaskTexture_US_ST]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   ConstBuffer "UnityPerFrame" 256
//   Vector 64 [glstate_lightmodel_ambient]
//   SetTexture 0 [_InteractionDistortMask] 2D 2
//   SetTexture 1 [_InteractionCurveDefault] 2D 1
//   SetTexture 2 [_InteractionPunchDistortMask] 2D 3
//   SetTexture 3 [_RotationAnimMask] 2D 5
//   SetTexture 4 [_RotationCurve] 2D 4
//   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 23:44:21 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
// TEXCOORD                 6   xyzw        7     NONE   float   xyzw
// TEXCOORD                 7   xyzw        8     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[66], 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_output o7.xyzw
dcl_output o8.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[29].xyzw
dp2 r0.w, r1.zwzz, r1.zwzz
sqrt r0.w, r0.w
add r0.w, r0.w, -cb0[28].z
max r0.w, r0.w, l(0.000000)
add r0.w, r0.w, -cb0[31].z
div r2.x, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[31].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[31].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[28].z
max r1.x, r1.x, l(0.000000)
add r1.x, r1.x, -cb0[31].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[28].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[27].xzxx
add r1.y, -r1.y, r3.y
mul r1.y, r1.y, cb0[31].w
mul r4.z, r1.y, cb0[23].y
mov r4.yw, l(0,0,0,0)
sample_l r5.xyzw, r4.zwzz, t1.xyzw, s1, l(0.000000)
mad r1.y, r5.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[23].x
add r1.w, -v2.x, l(1.000000)
mad r2.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r5.x, r6.x, r2.w
add r3.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r4.zw, r5.xxxx, r3.yyyz
mad r2.w, r3.z, r6.x, -r4.z
mad r3.w, r3.y, r6.x, r4.w
add r3.w, r3.w, l(0.500000)
mad r3.w, r3.w, cb0[25].y, cb0[25].w
mad r5.y, cb0[26].y, cb0[7].x, r3.w
add r2.w, r2.w, l(0.500000)
mad r2.w, r2.w, cb0[25].x, cb0[25].z
mad r5.x, cb0[26].x, cb0[7].x, r2.w
sample_l r5.xyzw, r5.xyxx, t0.xyzw, s2, 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[27].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[31].w
mul r4.x, r1.y, cb0[23].y
sample_l r4.xyzw, r4.xyxx, t1.xyzw, s1, l(0.000000)
mad r1.y, r4.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[23].x
mul r1.y, r2.w, r1.y
mul r1.x, r1.x, r1.y
mad r0.w, r1.x, cb0[27].y, r0.w
sincos r1.x, r3.x, r0.w
add r1.yz, r2.yyzy, r2.yyzy
mad r1.yz, r1.yyzy, cb0[32].zzwz, cb0[30].xxyx
mad r1.yz, -v0.xxyx, cb0[32].xxyx, r1.yyzy
mul r2.yz, v0.yyxy, cb0[32].yyxy
mad r1.yz, cb0[30].zzwz, r1.yyzy, r2.zzyz
mad r2.yz, v0.yyxy, cb0[32].yyxy, -r1.zzyz
mul r4.xy, r1.xxxx, r2.yzyy
mad r5.x, r2.z, r3.x, -r4.x
mad r5.y, r2.y, r3.x, r4.y
add r1.xy, r1.yzyy, r5.xyxx
add r4.xyzw, cb0[38].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r0.w, r4.xyxx, r4.xyxx
rsq r0.w, r0.w
mul r2.yz, r0.wwww, r4.xxyx
dp2 r0.w, r4.zwzz, r4.zwzz
rsq r0.w, r0.w
mul r3.xw, r0.wwww, r4.zzzw
add r4.xyzw, r0.xyxy, -cb0[37].xyzw
div r0.x, r0.z, cb0[0].x
add r0.z, r0.x, l(0.500000)
dp2 r1.z, r4.zwzz, r4.zwzz
sqrt r1.z, r1.z
add r1.z, r1.z, -cb0[36].z
max r1.z, r1.z, l(0.000000)
add r1.z, r1.z, -cb0[39].z
div r2.w, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[39].z
mul_sat r1.z, r1.z, r2.w
mad r5.x, r1.z, l(-2.000000), l(3.000000)
mul r1.z, r1.z, r1.z
mul r1.z, r1.z, r5.x
mul r5.xyzw, cb0[39].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r5.xyzw, r4.xyzw, r5.xyzw
dp2 r4.x, r4.xyxx, r4.xyxx
sqrt r4.x, r4.x
add r4.x, r4.x, -cb0[36].z
max r4.x, r4.x, l(0.000000)
add r4.x, r4.x, -cb0[39].z
mul_sat r2.w, r2.w, r4.x
dp2 r4.x, r5.zwzz, r5.zwzz
dp2 r4.y, r5.xyxx, r5.xyxx
sqrt r4.xy, r4.xyxx
add r4.xy, r4.xyxx, -cb0[36].zzzz
max r4.xy, r4.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r4.y, r2.x, l(0.500000), r4.y
mad r2.x, r2.x, l(0.500000), r4.x
add r4.xz, cb0[7].xxxx, -cb0[35].xxzx
add r2.x, -r2.x, r4.z
add r4.x, -r4.y, r4.x
mul r4.x, r4.x, cb0[39].w
mul r4.x, r4.x, cb0[23].y
mul r2.x, r2.x, cb0[39].w
mul r4.z, r2.x, cb0[23].y
mov r4.yw, l(0,0,0,0)
sample_l r5.xyzw, r4.zwzz, t1.xyzw, s1, l(0.000000)
sample_l r4.xyzw, r4.xyxx, t1.xyzw, s1, l(0.000000)
mad r2.x, r4.w, l(2.000000), l(-1.000000)
mul r2.x, r2.x, cb0[23].x
mad r4.x, r5.w, l(2.000000), l(-1.000000)
mul r4.x, r4.x, cb0[23].x
mad r4.y, cb0[34].w, cb0[7].x, cb0[34].z
sincos r5.x, r6.x, r4.y
mul r4.yz, r3.yyzy, r5.xxxx
mad r4.y, r3.z, r6.x, -r4.y
mad r4.z, r3.y, r6.x, r4.z
add r4.yz, r4.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r4.z, r4.z, cb0[33].y, cb0[33].w
mad r5.y, cb0[34].y, cb0[7].x, r4.z
mad r4.y, r4.y, cb0[33].x, cb0[33].z
mad r5.x, cb0[34].x, cb0[7].x, r4.y
sample_l r5.xyzw, r5.xyxx, t2.xyzw, s3, l(0.000000)
mul r1.w, r1.w, r5.x
mul r4.x, r1.w, r4.x
mul r1.w, r1.w, r2.x
mul r1.z, r1.z, r4.x
mul r1.z, r1.z, cb0[35].w
mul r3.xw, r3.xxxw, r1.zzzz
mad r1.z, r2.w, l(-2.000000), l(3.000000)
mul r2.x, r2.w, r2.w
mul r1.z, r1.z, r2.x
mul r1.z, r1.z, r1.w
mul r1.z, r1.z, cb0[35].y
mad r1.zw, r1.zzzz, r2.yyyz, r3.xxxw
add r1.xy, r1.zwzz, r1.xyxx
mov r2.xy, cb0[41].zwzz
mad r1.xy, r1.yxyy, r2.yxyy, -cb0[41].yxyy
div r1.z, cb0[7].x, cb0[40].y
add r0.x, r1.z, cb0[40].z
mov r0.yw, l(0,0,0,0)
sample_l r4.xyzw, r0.xyxx, t4.xyzw, s4, l(0.000000)
sample_l r0.xyzw, r0.zwzz, t5.xyzw, s0, l(0.000000)
mad r1.z, r4.w, l(2.000000), l(-1.000000)
mul r1.z, r1.z, cb0[40].x
mul r1.z, r1.z, l(0.0174527783)
mad r1.w, cb0[43].w, cb0[7].x, cb0[43].z
sincos r3.x, r4.x, r1.w
mul r3.xw, r3.xxxx, r3.yyyz
mad r1.w, r3.z, r4.x, -r3.x
mad r3.x, r3.y, r4.x, r3.w
add r3.x, r3.x, l(0.500000)
mad r3.x, r3.x, cb0[42].y, cb0[42].w
mad r4.y, cb0[43].y, cb0[7].x, r3.x
add r1.w, r1.w, l(0.500000)
mad r1.w, r1.w, cb0[42].x, cb0[42].z
mad r4.x, cb0[43].x, cb0[7].x, r1.w
sample_l r4.xyzw, r4.xyxx, t3.xyzw, s5, l(0.000000)
mul r1.z, r1.z, r4.x
sincos r3.x, r4.x, r1.z
mul r1.zw, r1.xxxy, r3.xxxx
mad r5.x, r1.y, r4.x, -r1.z
mad r5.y, r1.x, r4.x, r1.w
add r1.xy, r5.xyxx, cb0[41].xyxx
mov r3.xw, v0.zzzw
mov r2.zw, l(0,0,1.000000,1.000000)
mul r1.zw, r2.zzzw, r3.xxxw
div r1.xyzw, r1.xyzw, r2.xyzw
div r1.xy, r1.xyxx, cb0[32].xyxx
add r2.x, cb0[7].z, l(1.000000)
mul r1.xy, r1.xyxx, r2.xxxx
mul r2.xyz, r1.yyyy, cb1[1].xywx
mad r2.xyz, cb1[0].xywx, r1.xxxx, r2.xyzx
mad r1.xyz, cb1[2].xywx, r1.zzzz, r2.xyzx
mad r1.xyw, cb1[3].xyxw, r1.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 5d10fc178ab87fea-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[46].w, cb0[7].x, cb0[46].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[45].y, cb0[45].w
mad o2.y, cb0[46].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[45].x, cb0[45].z
mad o2.x, cb0[46].x, cb0[7].x, r1.y
mad r1.y, cb0[48].w, cb0[7].x, cb0[48].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[47].y, cb0[47].w
mad o2.w, cb0[48].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[47].x, cb0[47].z
mad o2.z, cb0[48].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[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[55].w, cb0[7].x, cb0[55].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[54].y, cb0[54].w
mad o4.y, cb0[55].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[54].x, cb0[54].z
mad o4.x, cb0[55].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
mad r1.y, cb0[60].w, cb0[7].x, cb0[60].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[59].y, cb0[59].w
mad o5.y, cb0[60].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[59].x, cb0[59].z
mad o5.x, cb0[60].x, cb0[7].x, r1.y
mad r1.y, cb0[63].w, cb0[7].x, cb0[63].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[62].y, cb0[62].w
mad o5.w, cb0[63].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[62].x, cb0[62].z
mad o5.z, cb0[63].x, cb0[7].x, r1.y
mad r1.y, cb0[65].w, cb0[7].x, cb0[65].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[64].y, cb0[64].w
mad o6.y, cb0[65].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[64].x, cb0[64].z
mad o6.x, cb0[65].x, cb0[7].x, r1.y
mov o6.zw, l(0,0,0,0)
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 o8.w, r0.w, r1.z
mov o8.xyz, r0.xyzx
mul r0.x, r1.y, r1.x
exp r0.x, -|r0.x|
mad o7.w, -r0.x, r0.x, l(1.000000)
mul o7.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
ret
// Approximately 0 instruction slots used