// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 5ee32cc06d62af41-vs.txt
// 3DMigoto: 5ee32cc06d62af41 | Matched 7 variants of 7 shaders: Hidden/UberShader/04D4E674C28A527444A863FB480134D7, Hidden/UberShader/050E1E16D7A444FBDB3A19763B8FD15D, Hidden/UberShader/09EF2789FBBE87AB72D322B84D65E4A0, Hidden/UberShader/A5F6AD1265846A36C459CC0F0E90217B, Hidden/UberShader/C2EC6B2607C1092E021C78082AF2A000, Hidden/UberShader/D4AFB0CFA34B231E5E4B03188A90ECF7, Hidden/UberShader/EAEA0E69BF9E401DD775CE6049B5DE6F
//
// 40:    Unity headers extracted from 04D4E674C28A527444A863FB480134D7.shader
// 02:    Unity headers extracted from 050E1E16D7A444FBDB3A19763B8FD15D.shader
// 08:    Unity headers extracted from 09EF2789FBBE87AB72D322B84D65E4A0.shader
// 10:    Unity headers extracted from A5F6AD1265846A36C459CC0F0E90217B.shader
// 04:    Unity headers extracted from C2EC6B2607C1092E021C78082AF2A000.shader
// 01:    Unity headers extracted from D4AFB0CFA34B231E5E4B03188A90ECF7.shader
// 20:    Unity headers extracted from EAEA0E69BF9E401DD775CE6049B5DE6F.shader
// 40:    Shader "Hidden/UberShader/04D4E674C28A527444A863FB480134D7" {
// 02:    Shader "Hidden/UberShader/050E1E16D7A444FBDB3A19763B8FD15D" {
// 08:    Shader "Hidden/UberShader/09EF2789FBBE87AB72D322B84D65E4A0" {
// 10:    Shader "Hidden/UberShader/A5F6AD1265846A36C459CC0F0E90217B" {
// 04:    Shader "Hidden/UberShader/C2EC6B2607C1092E021C78082AF2A000" {
// 01:    Shader "Hidden/UberShader/D4AFB0CFA34B231E5E4B03188A90ECF7" {
// 20:    Shader "Hidden/UberShader/EAEA0E69BF9E401DD775CE6049B5DE6F" {
//          Properties {
//           _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//           _UberShaderColorMask ("Uber color mask", Float) = 15
//           _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 10:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 10:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 10:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 10:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 10:       _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)
//           _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)
// 27:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 08:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 40:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 08:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 27:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 40:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 08:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 27:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 40:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 08:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 27:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 40:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 08:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 27:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 40:       _MultiplyLayerThirdTexture_US_ST ("Multiply Layer Third Texture_US_ST", Vector) = (0,0,0,0)
// 04:       _OutlineColor ("Outline Color", Color) = (1,1,1,1)
// 04:       _OutlineSize ("Outline Size", Float) = 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
// 7e:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 01:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 40:          GpuProgramID 14935
// 10:          GpuProgramID 16649
// 04:          GpuProgramID 26557
// 23:          GpuProgramID 62024
// 08:          GpuProgramID 9524
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 1
//                }
//              }
//            }
//          }
//        }
//
// 40: Unity 5.3 headers extracted from 04D4E674C28A527444A863FB480134D7.shader.decompressed:
// 02: Unity 5.3 headers extracted from 050E1E16D7A444FBDB3A19763B8FD15D.shader.decompressed:
// 08: Unity 5.3 headers extracted from 09EF2789FBBE87AB72D322B84D65E4A0.shader.decompressed:
// 10: Unity 5.3 headers extracted from A5F6AD1265846A36C459CC0F0E90217B.shader.decompressed:
// 04: Unity 5.3 headers extracted from C2EC6B2607C1092E021C78082AF2A000.shader.decompressed:
// 01: Unity 5.3 headers extracted from D4AFB0CFA34B231E5E4B03188A90ECF7.shader.decompressed:
// 20: Unity 5.3 headers extracted from EAEA0E69BF9E401DD775CE6049B5DE6F.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 192 0 0
//       undeciphered2: 1 4 3 4 0
//       undeciphered3: 13 3 0 0 2 1 3 4
// 7b:   ConstBuffer "$Globals" 800
// 04:   ConstBuffer "$Globals" 832
//       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 656 [_DistortionTex_ST]
//       Vector 672 [_DistortionTex_US_ST]
//       Vector 688 [_DistortionMaskTex_ST]
//       Vector 704 [_DistortionMaskTex_US_ST]
// 10:   Vector 720 [_AdditiveLayerTexture_ST]
// 08:   Vector 720 [_MultiplyLayerExtraTexture_ST]
// 27:   Vector 720 [_MultiplyLayerTexture_ST]
// 40:   Vector 720 [_MultiplyLayerThirdTexture_ST]
// 10:   Vector 736 [_AdditiveLayerTexture_US_ST]
// 08:   Vector 736 [_MultiplyLayerExtraTexture_US_ST]
// 27:   Vector 736 [_MultiplyLayerTexture_US_ST]
// 40:   Vector 736 [_MultiplyLayerThirdTexture_US_ST]
// 10:   Vector 752 [_AdditiveLayerMaskTexture_ST]
// 08:   Vector 752 [_MultiplyLayerExtraMaskTexture_ST]
// 27:   Vector 752 [_MultiplyLayerMaskTexture_ST]
// 40:   Vector 752 [_MultiplyLayerThirdMaskTexture_ST]
// 10:   Vector 768 [_AdditiveLayerMaskTexture_US_ST]
// 08:   Vector 768 [_MultiplyLayerExtraMaskTexture_US_ST]
// 27:   Vector 768 [_MultiplyLayerMaskTexture_US_ST]
// 40:   Vector 768 [_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 [_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 23:44:24 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
//
//
// 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[49], 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_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_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_temps 6

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

ld_indexable(texture2d)(float,float,float,float) r5.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.xy, cb0[7].xxxx, -cb0[27].xzxx
add r1.yz, -r1.yyzy, r2.yyxy
mul r1.yz, r1.yyzy, cb0[31].wwww
mul r2.xz, r1.zzyz, cb0[23].yyyy
mov r2.yw, l(0,0,0,0)
sample_l r3.xyzw, r2.zwzz, t1.xyzw, s1, l(0.000000)
sample_l r2.xyzw, r2.xyxx, t1.xyzw, s1, l(0.000000)
mad r1.y, r2.w, l(2.000000), l(-1.000000)
mad r1.z, r3.w, l(2.000000), l(-1.000000)
mul r1.yz, r1.yyzy, cb0[23].xxxx
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.yz, r1.yyzy, r3.xxxx
mul r0.w, r0.w, r1.z
mul r0.w, r0.w, cb0[27].w
mad r1.z, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r1.z
mul r1.x, r1.x, r1.y
mad r0.w, r1.x, cb0[27].y, r0.w
sincos r1.x, r2.x, r0.w
mul r1.yz, v0.yyxy, cb0[32].yyxy
mad r3.xy, -v0.xyxx, cb0[32].xyxx, cb0[30].xyxx
mad r1.yz, cb0[30].zzwz, r3.xxyx, r1.zzyz
mad r3.xy, v0.yxyy, cb0[32].yxyy, -r1.zyzz
mul r1.xw, r1.xxxx, r3.xxxy
mad r4.x, r3.y, r2.x, -r1.x
mad r4.y, r3.x, r2.x, r1.w
add r1.xy, r1.yzyy, r4.xyxx
add r3.xyzw, r0.xyxy, -cb0[37].xyzw
div r0.x, r0.z, cb0[0].x
dp2 r0.z, r3.zwzz, r3.zwzz
sqrt r0.z, r0.z
add r0.z, r0.z, -cb0[36].z
max r0.z, r0.z, l(0.000000)
add r0.z, r0.z, -cb0[39].z
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[39].z
mul_sat r0.z, r0.w, r0.z
mad r1.z, r0.z, l(-2.000000), l(3.000000)
mul r0.z, r0.z, r0.z
mul r0.z, r0.z, r1.z
mul r4.xyzw, cb0[39].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r4.xyzw, r3.xyzw, r4.xyzw
dp2 r1.z, r3.xyxx, r3.xyxx
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
mul_sat r0.w, r0.w, r1.z
dp2 r1.z, r4.zwzz, r4.zwzz
dp2 r1.w, r4.xyxx, r4.xyxx
sqrt r1.zw, r1.zzzw
add r1.zw, r1.zzzw, -cb0[36].zzzz
max r1.zw, r1.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
add r2.xw, cb0[7].xxxx, -cb0[35].xxxz
add r1.zw, -r1.zzzw, r2.wwwx
mul r1.zw, r1.zzzw, cb0[39].wwww
mul r3.xz, r1.wwzw, cb0[23].yyyy
mov r3.yw, l(0,0,0,0)
sample_l r4.xyzw, r3.zwzz, t1.xyzw, s1, l(0.000000)
sample_l r3.xyzw, r3.xyxx, t1.xyzw, s1, l(0.000000)
mad r1.z, r3.w, l(2.000000), l(-1.000000)
mad r1.w, r4.w, l(2.000000), l(-1.000000)
mul r1.zw, r1.zzzw, cb0[23].xxxx
mad r2.x, cb0[34].w, cb0[7].x, cb0[34].z
sincos r2.x, r3.x, r2.x
mul r2.xw, r2.xxxx, r2.yyyz
mad r2.x, r2.z, r3.x, -r2.x
mad r2.w, r2.y, r3.x, r2.w
add r2.xw, r2.xxxw, l(0.500000, 0.000000, 0.000000, 0.500000)
mad r2.w, r2.w, cb0[33].y, cb0[33].w
mad r3.y, cb0[34].y, cb0[7].x, r2.w
mad r2.x, r2.x, cb0[33].x, cb0[33].z
mad r3.x, cb0[34].x, cb0[7].x, r2.x
sample_l r3.xyzw, r3.xyxx, t2.xyzw, s3, l(0.000000)
mul r1.zw, r1.zzzw, r3.xxxx
mul r0.z, r0.z, r1.w
mul r0.z, r0.z, cb0[35].w
add r3.xyzw, cb0[38].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r1.w, r3.zwzz, r3.zwzz
rsq r1.w, r1.w
mul r2.xw, r1.wwww, r3.zzzw
mul r2.xw, r0.zzzz, r2.xxxw
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.z
mul r0.z, r0.z, cb0[35].y
dp2 r0.w, r3.xyxx, r3.xyxx
rsq r0.w, r0.w
mul r1.zw, r0.wwww, r3.xxxy
mad r0.zw, r0.zzzz, r1.zzzw, r2.xxxw
add r0.zw, r0.zzzw, r1.xxxy
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 5ee32cc06d62af41-vs.txt
ne r5.w, r1.w, l(1.0)
if_nz r5.w
  add r5.w, r1.w, -r5.y
  mad r1.x, r5.w, r5.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[42].w, cb0[7].x, cb0[42].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[41].y, cb0[41].w
mad o2.y, cb0[42].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[41].x, cb0[41].z
mad o2.x, cb0[42].x, cb0[7].x, r0.w
mad r0.w, cb0[44].w, cb0[7].x, cb0[44].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[43].y, cb0[43].w
mad o2.w, cb0[44].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[43].x, cb0[43].z
mad o2.z, cb0[44].x, cb0[7].x, r0.w
mad r0.w, cb0[46].w, cb0[7].x, cb0[46].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[45].y, cb0[45].w
mad o3.y, cb0[46].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[45].x, cb0[45].z
mad o3.x, cb0[46].x, cb0[7].x, r0.w
mad r0.w, cb0[48].w, cb0[7].x, cb0[48].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[47].y, cb0[47].w
mad o3.w, cb0[48].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[47].x, cb0[47].z
mad o3.z, cb0[48].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, t3.xyzw, s0, l(0.000000)
mul o5.w, r0.w, r1.w
mov o5.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used