// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 646e00d205820838-vs.txt
// 3DMigoto: 646e00d205820838 | Matched 13 variants of 13 shaders: Hidden/UberShader/0C6E98641000C29CD47947244F714C6A, Hidden/UberShader/2994F23C6E53A6C4E373C9B018E6C8DC, Hidden/UberShader/2FC117698904DC69819BB01C693F0737, Hidden/UberShader/32D7661D4C3EF06313FAF52176C6BF94, Hidden/UberShader/77C0381B2C7FDBCCF94500E48E6BDCB2, Hidden/UberShader/8AD79023795BC78F03D848CE67022DC1, Hidden/UberShader/8E6C274CD78D7486D4C48F64D3DA35FE, Hidden/UberShader/8FFA50AC0170CFF3C27E01B259ACB287, Hidden/UberShader/9354327E6B4D766007986EF3746BCA7D, Hidden/UberShader/9E69560CC74867B8D3959343BEC34D73, Hidden/UberShader/C6E2499CBB122117AFC99A0F41E5E7BF, Hidden/UberShader/CF5AF67760AC8E0F72B3F6D399BAD9A9, Hidden/UberShader/D23A33E015E9E0D598B036F68C1C4DAD
//
// 0004:    Unity headers extracted from 0C6E98641000C29CD47947244F714C6A.shader
// 0400:    Unity headers extracted from 2994F23C6E53A6C4E373C9B018E6C8DC.shader
// 0008:    Unity headers extracted from 2FC117698904DC69819BB01C693F0737.shader
// 0010:    Unity headers extracted from 32D7661D4C3EF06313FAF52176C6BF94.shader
// 0200:    Unity headers extracted from 77C0381B2C7FDBCCF94500E48E6BDCB2.shader
// 0020:    Unity headers extracted from 8AD79023795BC78F03D848CE67022DC1.shader
// 0800:    Unity headers extracted from 8E6C274CD78D7486D4C48F64D3DA35FE.shader
// 0002:    Unity headers extracted from 8FFA50AC0170CFF3C27E01B259ACB287.shader
// 1000:    Unity headers extracted from 9354327E6B4D766007986EF3746BCA7D.shader
// 0040:    Unity headers extracted from 9E69560CC74867B8D3959343BEC34D73.shader
// 0080:    Unity headers extracted from C6E2499CBB122117AFC99A0F41E5E7BF.shader
// 0001:    Unity headers extracted from CF5AF67760AC8E0F72B3F6D399BAD9A9.shader
// 0100:    Unity headers extracted from D23A33E015E9E0D598B036F68C1C4DAD.shader
// 0004:    Shader "Hidden/UberShader/0C6E98641000C29CD47947244F714C6A" {
// 0400:    Shader "Hidden/UberShader/2994F23C6E53A6C4E373C9B018E6C8DC" {
// 0008:    Shader "Hidden/UberShader/2FC117698904DC69819BB01C693F0737" {
// 0010:    Shader "Hidden/UberShader/32D7661D4C3EF06313FAF52176C6BF94" {
// 0200:    Shader "Hidden/UberShader/77C0381B2C7FDBCCF94500E48E6BDCB2" {
// 0020:    Shader "Hidden/UberShader/8AD79023795BC78F03D848CE67022DC1" {
// 0800:    Shader "Hidden/UberShader/8E6C274CD78D7486D4C48F64D3DA35FE" {
// 0002:    Shader "Hidden/UberShader/8FFA50AC0170CFF3C27E01B259ACB287" {
// 1000:    Shader "Hidden/UberShader/9354327E6B4D766007986EF3746BCA7D" {
// 0040:    Shader "Hidden/UberShader/9E69560CC74867B8D3959343BEC34D73" {
// 0080:    Shader "Hidden/UberShader/C6E2499CBB122117AFC99A0F41E5E7BF" {
// 0001:    Shader "Hidden/UberShader/CF5AF67760AC8E0F72B3F6D399BAD9A9" {
// 0100:    Shader "Hidden/UberShader/D23A33E015E9E0D598B036F68C1C4DAD" {
//            Properties {
//             _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//             _UberShaderColorMask ("Uber color mask", Float) = 15
//             _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 0c68:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 0030:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 0030:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 0030:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 0030:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 0030:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 0c68:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 0c68:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 0c68:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 0c68:       _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)
// 1f13:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 12cc:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 12cc:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 12cc:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 12cc:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 12cc:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 1f13:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 1f13:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1f13:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 1f13:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 0187:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 0187:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 0187:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 0187:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 0187:       _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)
//            }
// 0004:      Fallback "Hidden/UberShader/0C6E98641000C29CD47947244F714C6A_FB"
// 0400:      Fallback "Hidden/UberShader/2994F23C6E53A6C4E373C9B018E6C8DC_FB"
// 0008:      Fallback "Hidden/UberShader/2FC117698904DC69819BB01C693F0737_FB"
// 0010:      Fallback "Hidden/UberShader/32D7661D4C3EF06313FAF52176C6BF94_FB"
// 0200:      Fallback "Hidden/UberShader/77C0381B2C7FDBCCF94500E48E6BDCB2_FB"
// 0020:      Fallback "Hidden/UberShader/8AD79023795BC78F03D848CE67022DC1_FB"
// 0800:      Fallback "Hidden/UberShader/8E6C274CD78D7486D4C48F64D3DA35FE_FB"
// 0002:      Fallback "Hidden/UberShader/8FFA50AC0170CFF3C27E01B259ACB287_FB"
// 1000:      Fallback "Hidden/UberShader/9354327E6B4D766007986EF3746BCA7D_FB"
// 0040:      Fallback "Hidden/UberShader/9E69560CC74867B8D3959343BEC34D73_FB"
// 0080:      Fallback "Hidden/UberShader/C6E2499CBB122117AFC99A0F41E5E7BF_FB"
// 0001:      Fallback "Hidden/UberShader/CF5AF67760AC8E0F72B3F6D399BAD9A9_FB"
// 0100:      Fallback "Hidden/UberShader/D23A33E015E9E0D598B036F68C1C4DAD_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
// 073e:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 18c1:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                ColorMask [_UberShaderColorMask]
// 0c00:          GpuProgramID 12834
// 0020:          GpuProgramID 15833
// 0010:          GpuProgramID 36582
// 0048:          GpuProgramID 38601
// 0103:          GpuProgramID 49446
// 1200:          GpuProgramID 51994
// 0084:          GpuProgramID 60933
//                Program "vp" {
//                  SubProgram "d3d11 " {
//                    GpuProgramIndex 0
//                  }
//                }
//              }
//            }
//          }
//
// 0004: Unity 5.3 headers extracted from 0C6E98641000C29CD47947244F714C6A.shader.decompressed:
// 0400: Unity 5.3 headers extracted from 2994F23C6E53A6C4E373C9B018E6C8DC.shader.decompressed:
// 0008: Unity 5.3 headers extracted from 2FC117698904DC69819BB01C693F0737.shader.decompressed:
// 0010: Unity 5.3 headers extracted from 32D7661D4C3EF06313FAF52176C6BF94.shader.decompressed:
// 0200: Unity 5.3 headers extracted from 77C0381B2C7FDBCCF94500E48E6BDCB2.shader.decompressed:
// 0020: Unity 5.3 headers extracted from 8AD79023795BC78F03D848CE67022DC1.shader.decompressed:
// 0800: Unity 5.3 headers extracted from 8E6C274CD78D7486D4C48F64D3DA35FE.shader.decompressed:
// 0002: Unity 5.3 headers extracted from 8FFA50AC0170CFF3C27E01B259ACB287.shader.decompressed:
// 1000: Unity 5.3 headers extracted from 9354327E6B4D766007986EF3746BCA7D.shader.decompressed:
// 0040: Unity 5.3 headers extracted from 9E69560CC74867B8D3959343BEC34D73.shader.decompressed:
// 0080: Unity 5.3 headers extracted from C6E2499CBB122117AFC99A0F41E5E7BF.shader.decompressed:
// 0001: Unity 5.3 headers extracted from CF5AF67760AC8E0F72B3F6D399BAD9A9.shader.decompressed:
// 0100: Unity 5.3 headers extracted from D23A33E015E9E0D598B036F68C1C4DAD.shader.decompressed:
//         API d3d11
//         Shader model vs_4_0
//         undeciphered1: 201509030 169 0 0
//         undeciphered2: 1 5 3 5 0
//         undeciphered3: 13 3 0 0 2 1 3 4
//         ConstBuffer "$Globals" 768
//         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]
// 0020:   Vector 608 [_AdditiveLayerTexture_ST]
// 00cc:   Vector 608 [_MultiplyLayerExtraTexture_ST]
// 1f13:   Vector 608 [_MultiplyLayerTexture_ST]
// 0020:   Vector 624 [_AdditiveLayerTexture_US_ST]
// 00cc:   Vector 624 [_MultiplyLayerExtraTexture_US_ST]
// 1f13:   Vector 624 [_MultiplyLayerTexture_US_ST]
// 0020:   Vector 640 [_AdditiveLayerMaskTexture_ST]
// 00cc:   Vector 640 [_MultiplyLayerExtraMaskTexture_ST]
// 1f13:   Vector 640 [_MultiplyLayerMaskTexture_ST]
// 0020:   Vector 656 [_AdditiveLayerMaskTexture_US_ST]
// 00cc:   Vector 656 [_MultiplyLayerExtraMaskTexture_US_ST]
// 1f13:   Vector 656 [_MultiplyLayerMaskTexture_US_ST]
// 0030:   Vector 688 [_AdditiveLayerExtraTexture_ST]
// 0c48:   Vector 688 [_AdditiveLayerTexture_ST]
// 1200:   Vector 688 [_MultiplyLayerExtraTexture_ST]
// 0187:   Vector 688 [_MultiplyLayerThirdTexture_ST]
// 0030:   Vector 704 [_AdditiveLayerExtraTexture_US_ST]
// 0c48:   Vector 704 [_AdditiveLayerTexture_US_ST]
// 1200:   Vector 704 [_MultiplyLayerExtraTexture_US_ST]
// 0187:   Vector 704 [_MultiplyLayerThirdTexture_US_ST]
// 0030:   Vector 720 [_AdditiveLayerExtraMaskTexture_ST]
// 0c48:   Vector 720 [_AdditiveLayerMaskTexture_ST]
// 1200:   Vector 720 [_MultiplyLayerExtraMaskTexture_ST]
// 0187:   Vector 720 [_MultiplyLayerThirdMaskTexture_ST]
// 0030:   Vector 736 [_AdditiveLayerExtraMaskTexture_US_ST]
// 0c48:   Vector 736 [_AdditiveLayerMaskTexture_US_ST]
// 1200:   Vector 736 [_MultiplyLayerExtraMaskTexture_US_ST]
// 0187:   Vector 736 [_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 23:44:32 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
//
vs_4_0
dcl_constantbuffer cb0[47], 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_output o5.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
add r1.w, -v2.x, l(1.000000)
mad r3.y, cb0[32].w, cb0[7].x, cb0[32].z
sincos r4.x, r5.x, r3.y
add r3.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r4.xy, r4.xxxx, r3.yzyy
mad r3.w, r3.z, r5.x, -r4.x
mad r4.x, r3.y, r5.x, r4.y
add r4.x, r4.x, l(0.500000)
mad r4.x, r4.x, cb0[31].y, cb0[31].w
mad r4.y, cb0[32].y, cb0[7].x, r4.x
add r3.w, r3.w, l(0.500000)
mad r3.w, r3.w, cb0[31].x, cb0[31].z
mad r4.x, cb0[32].x, cb0[7].x, r3.w
sample_l r4.xyzw, r4.xyxx, t2.xyzw, s4, l(0.000000)
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 646e00d205820838-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
mad r1.y, cb0[44].w, cb0[7].x, cb0[44].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[43].y, cb0[43].w
mad o3.y, cb0[44].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[43].x, cb0[43].z
mad o3.x, cb0[44].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 o3.w, cb0[46].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[45].x, cb0[45].z
mad o3.z, cb0[46].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 o5.w, r0.w, r1.z
mov o5.xyz, r0.xyzx
mul r0.x, r1.y, r1.x
exp r0.x, -|r0.x|
mad o4.w, -r0.x, r0.x, l(1.000000)
mul o4.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
ret
// Approximately 0 instruction slots used