// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 5ff26186aaec17fa-vs.txt
// 3DMigoto: 5ff26186aaec17fa | Matched 7 variants of 7 shaders: Hidden/UberShader/3EA6590996996963A66B7C470E9AACE6, Hidden/UberShader/D1217597FC74F66FD170EFD777F87F2A, Hidden/UberShader/D23B41CAA8C80814F0AC2547EF4EE991, Hidden/UberShader/E68A042EBE9D49D6737A435EDF2C76EB, Hidden/UberShader/E6B7D13FD36F6510DD4328A6FB1A041F, Hidden/UberShader/F110C2308C5AAFB9EF28D07D98BA37A9, Hidden/UberShader/FA0C45A316055CF2EC0A15A6A00EC491
//
// 01:    Unity headers extracted from 3EA6590996996963A66B7C470E9AACE6.shader
// 02:    Unity headers extracted from D1217597FC74F66FD170EFD777F87F2A.shader
// 04:    Unity headers extracted from D23B41CAA8C80814F0AC2547EF4EE991.shader
// 08:    Unity headers extracted from E68A042EBE9D49D6737A435EDF2C76EB.shader
// 40:    Unity headers extracted from E6B7D13FD36F6510DD4328A6FB1A041F.shader
// 10:    Unity headers extracted from F110C2308C5AAFB9EF28D07D98BA37A9.shader
// 20:    Unity headers extracted from FA0C45A316055CF2EC0A15A6A00EC491.shader
// 01:    Shader "Hidden/UberShader/3EA6590996996963A66B7C470E9AACE6" {
// 02:    Shader "Hidden/UberShader/D1217597FC74F66FD170EFD777F87F2A" {
// 04:    Shader "Hidden/UberShader/D23B41CAA8C80814F0AC2547EF4EE991" {
// 08:    Shader "Hidden/UberShader/E68A042EBE9D49D6737A435EDF2C76EB" {
// 40:    Shader "Hidden/UberShader/E6B7D13FD36F6510DD4328A6FB1A041F" {
// 10:    Shader "Hidden/UberShader/F110C2308C5AAFB9EF28D07D98BA37A9" {
// 20:    Shader "Hidden/UberShader/FA0C45A316055CF2EC0A15A6A00EC491" {
//          Properties {
//           _UberShaderColorMask ("Uber color mask", Float) = 15
//           _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 5d:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
//           _AdditiveLayerDistortColor ("Additive Layer Distort Color", Color) = (1,1,1,1)
//           _AdditiveLayerDistortDistortTexture ("Additive Layer Distort Distort Texture", 2D) = "white" { }
//           _AdditiveLayerDistortDistortTexture_US_ST ("Additive Layer Distort Distort Texture_US_ST", Vector) = (0,0,0,0)
//           _AdditiveLayerDistortMaskTexture ("Additive Layer Distort Mask Texture", 2D) = "white" { }
//           _AdditiveLayerDistortMaskTexture_US_ST ("Additive Layer Distort Mask Texture_US_ST", Vector) = (0,0,0,0)
//           _AdditiveLayerDistortStrength ("Additive Layer Distort Strength", Vector) = (0,0,0,0)
//           _AdditiveLayerDistortTexture ("Additive Layer Distort Texture", 2D) = "white" { }
//           _AdditiveLayerDistortTexture_Parralax ("Additive Layer Distort Texture_Parralax", Vector) = (0,0,0,0)
//           _AdditiveLayerDistortTexture_US_ST ("Additive Layer Distort Texture_US_ST", Vector) = (0,0,0,0)
// 30:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 30:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 30:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 30:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 30:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 5d:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 5d:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 5d:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 08:       _AdditiveLayerTexture_Parralax ("Additive Layer Texture_Parralax", Vector) = (0,0,0,0)
// 5d:       _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)
// 7b:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 6e:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 6e:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 6e:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 6e:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 6e:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 7b:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 7b:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 7b:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 7b:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 07:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 07:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 07:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 07:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 07:       _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
//              Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 04:          GpuProgramID 15507
// 08:          GpuProgramID 19269
// 01:          GpuProgramID 22341
// 02:          GpuProgramID 25247
// 10:          GpuProgramID 39707
// 40:          GpuProgramID 51805
// 20:          GpuProgramID 55135
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 1
//                }
//              }
//            }
//          }
//        }
//
// 01: Unity 5.3 headers extracted from 3EA6590996996963A66B7C470E9AACE6.shader.decompressed:
// 02: Unity 5.3 headers extracted from D1217597FC74F66FD170EFD777F87F2A.shader.decompressed:
// 04: Unity 5.3 headers extracted from D23B41CAA8C80814F0AC2547EF4EE991.shader.decompressed:
// 08: Unity 5.3 headers extracted from E68A042EBE9D49D6737A435EDF2C76EB.shader.decompressed:
// 40: Unity 5.3 headers extracted from E6B7D13FD36F6510DD4328A6FB1A041F.shader.decompressed:
// 10: Unity 5.3 headers extracted from F110C2308C5AAFB9EF28D07D98BA37A9.shader.decompressed:
// 20: Unity 5.3 headers extracted from FA0C45A316055CF2EC0A15A6A00EC491.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 128 0 0
//       undeciphered2: 1 1 3 1 0
//       undeciphered3: 9 2 0 0 3 4
//       ConstBuffer "$Globals" 896
//       Float 0 [_FogGradientRange]
//       Float 112 [_GameTime]
//       Float 120 [_GlobalDebugScale]
//       Vector 128 [_DepthFlipScreen]
//       Vector 288 [_MainTex_ST]
//       Vector 304 [_MainTex_US_ST]
// 04:   Vector 384 [_MultiplyLayerExtraTexture_ST]
// 7b:   Vector 384 [_MultiplyLayerTexture_ST]
// 04:   Vector 400 [_MultiplyLayerExtraTexture_US_ST]
// 7b:   Vector 400 [_MultiplyLayerTexture_US_ST]
// 04:   Vector 432 [_MultiplyLayerExtraMaskTexture_ST]
// 7b:   Vector 432 [_MultiplyLayerMaskTexture_ST]
// 04:   Vector 448 [_MultiplyLayerExtraMaskTexture_US_ST]
// 7b:   Vector 448 [_MultiplyLayerMaskTexture_US_ST]
// 10:   Vector 496 [_AdditiveLayerTexture_ST]
// 6a:   Vector 496 [_MultiplyLayerExtraTexture_ST]
// 05:   Vector 496 [_MultiplyLayerThirdTexture_ST]
// 10:   Vector 512 [_AdditiveLayerTexture_US_ST]
// 6a:   Vector 512 [_MultiplyLayerExtraTexture_US_ST]
// 05:   Vector 512 [_MultiplyLayerThirdTexture_US_ST]
// 10:   Vector 544 [_AdditiveLayerMaskTexture_ST]
// 6a:   Vector 544 [_MultiplyLayerExtraMaskTexture_ST]
// 05:   Vector 544 [_MultiplyLayerThirdMaskTexture_ST]
// 10:   Vector 560 [_AdditiveLayerMaskTexture_US_ST]
// 6a:   Vector 560 [_MultiplyLayerExtraMaskTexture_US_ST]
// 05:   Vector 560 [_MultiplyLayerThirdMaskTexture_US_ST]
// 30:   Vector 608 [_AdditiveLayerExtraTexture_ST]
// 4d:   Vector 608 [_AdditiveLayerTexture_ST]
// 02:   Vector 608 [_MultiplyLayerThirdTexture_ST]
// 30:   Vector 624 [_AdditiveLayerExtraTexture_US_ST]
// 4d:   Vector 624 [_AdditiveLayerTexture_US_ST]
// 02:   Vector 624 [_MultiplyLayerThirdTexture_US_ST]
// 30:   Vector 656 [_AdditiveLayerExtraMaskTexture_ST]
// 4d:   Vector 656 [_AdditiveLayerMaskTexture_ST]
// 02:   Vector 656 [_MultiplyLayerThirdMaskTexture_ST]
// 30:   Vector 672 [_AdditiveLayerExtraMaskTexture_US_ST]
// 4d:   Vector 672 [_AdditiveLayerMaskTexture_US_ST]
// 02:   Vector 672 [_MultiplyLayerThirdMaskTexture_US_ST]
//       Vector 720 [_AdditiveLayerDistortTexture_ST]
//       Vector 736 [_AdditiveLayerDistortTexture_US_ST]
//       Vector 768 [_AdditiveLayerDistortMaskTexture_ST]
//       Vector 784 [_AdditiveLayerDistortMaskTexture_US_ST]
//       Vector 816 [_AdditiveLayerDistortDistortTexture_ST]
//       Vector 832 [_AdditiveLayerDistortDistortTexture_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 23:44:25 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
// TEXCOORD                 6   xyzw        7     NONE   float   xyzw
// TEXCOORD                 7   xyzw        8     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[53], 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_output o7.xyzw
dcl_output o8.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

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 5ff26186aaec17fa-vs.txt
ne r5.w, r0.w, l(1.0)
if_nz r5.w
  add r5.w, r0.w, -r5.y
  mad r0.x, r5.w, r5.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[25].w, cb0[7].x, cb0[25].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[24].y, cb0[24].w
mad o2.y, cb0[25].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[24].x, cb0[24].z
mad o2.x, cb0[25].x, cb0[7].x, r0.w
mad r0.w, cb0[28].w, cb0[7].x, cb0[28].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[27].y, cb0[27].w
mad o2.w, cb0[28].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[27].x, cb0[27].z
mad o2.z, cb0[28].x, cb0[7].x, r0.w
mad r0.w, cb0[32].w, cb0[7].x, cb0[32].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[31].y, cb0[31].w
mad o3.y, cb0[32].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[31].x, cb0[31].z
mad o3.x, cb0[32].x, cb0[7].x, r0.w
mad r0.w, cb0[35].w, cb0[7].x, cb0[35].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[34].y, cb0[34].w
mad o3.w, cb0[35].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[34].x, cb0[34].z
mad o3.z, cb0[35].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, 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[38].y, cb0[38].w
mad o4.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 o4.x, cb0[39].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, 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[41].y, cb0[41].w
mad o4.w, 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 o4.z, cb0[42].x, cb0[7].x, r0.w
mul r1.xyz, v0.yyyy, cb1[13].xyzx
mad r1.xyz, cb1[12].xyzx, v0.xxxx, r1.xyzx
mad r1.xyz, cb1[14].xyzx, v0.zzzz, r1.xyzx
mad r1.xyz, cb1[15].xyzx, v0.wwww, r1.xyzx
add r1.xy, r1.yxyy, l(-0.500000, -0.500000, 0.000000, 0.000000)
div r0.w, r1.z, cb0[0].x
add r2.x, r0.w, l(0.500000)
mad r0.w, cb0[46].w, cb0[7].x, cb0[46].z
sincos r3.x, r4.x, r0.w
mul r1.zw, r1.xxxy, r3.xxxx
mad r0.w, r1.y, r4.x, -r1.z
mad r1.x, r1.x, r4.x, r1.w
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[45].y, cb0[45].w
mad o5.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 o5.x, cb0[46].x, cb0[7].x, r0.w
mad r0.w, cb0[49].w, cb0[7].x, cb0[49].z
sincos r1.x, r3.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r3.x, -r1.x
mad r1.x, r0.y, r3.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[48].y, cb0[48].w
mad o5.w, cb0[49].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[48].x, cb0[48].z
mad o5.z, cb0[49].x, cb0[7].x, r0.w
mad r0.w, cb0[52].w, cb0[7].x, cb0[52].z
sincos r1.x, r3.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.z, r0.z, r3.x, -r1.x
mad r0.y, r0.y, r3.x, r1.y
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[51].y, cb0[51].w
mad o6.y, cb0[52].y, cb0[7].x, r0.y
add r0.y, r0.z, l(0.500000)
mad r0.y, r0.y, cb0[51].x, cb0[51].z
mad o6.x, cb0[52].x, cb0[7].x, r0.y
mov o6.zw, l(0,0,0,0)
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 o7.w, -r0.x, r0.x, l(1.000000)
mul o7.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mov r2.y, l(0)
sample_l r1.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000)
mul o8.w, r0.z, r1.w
mov o8.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used