// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 778972e7f6b5fed6-vs.txt
// 3DMigoto: 778972e7f6b5fed6 | Matched 22 variants of 22 shaders: Hidden/UberShader/070F1AEFD1C91541C3FDE9362E352D48, Hidden/UberShader/080851756C49D2D3A06C254598D6BA29, Hidden/UberShader/0C15ADEB1542ADA51AF283F4084E3D2A, Hidden/UberShader/10C9D58AE32BB41FD5824D18C4B84925, Hidden/UberShader/15B41B6110976EE78873C033A015A3DE, Hidden/UberShader/170D16E4D504E7208D6515E185A427ED, Hidden/UberShader/34A970C86381B140C2085B3D34DAD4E3, Hidden/UberShader/394717A8799D80ECAE410E5D8DEF2601, Hidden/UberShader/4B852A9AE93CDA0AAAC93806BFC7F225, Hidden/UberShader/67BA3358B0BE320738BCED656F9880E2, Hidden/UberShader/6A748779E7AAB3BC4E0A87AA9C531561, Hidden/UberShader/6E3A13C8821B0E01579848717E1B7D1E, Hidden/UberShader/748FD58579E10CCECD4BB1EFDC1A79D6, Hidden/UberShader/7EFF6DCF1A566C0158F48F22EA76B9D3, Hidden/UberShader/96077BA673D640DA354EE2E7B5D90D07, Hidden/UberShader/981A403036E3FF9F2E416BB32355528C, Hidden/UberShader/9D12F1FE589692FCC4F5374F8C17D501, Hidden/UberShader/AF4C8698554EC396B39F4ACDD8EF448E, Hidden/UberShader/B4BE68567FBDD8A882C0EB97C97015C5, Hidden/UberShader/CCBE8E065F2E1913D55341854946372B, Hidden/UberShader/D843BAF0099D659933CE48F077A0747C, Hidden/UberShader/DE253D90335DC447B32A0E28CA712EE9
//
// 004000:    Unity headers extracted from 070F1AEFD1C91541C3FDE9362E352D48.shader
// 000002:    Unity headers extracted from 080851756C49D2D3A06C254598D6BA29.shader
// 000004:    Unity headers extracted from 0C15ADEB1542ADA51AF283F4084E3D2A.shader
// 001000:    Unity headers extracted from 10C9D58AE32BB41FD5824D18C4B84925.shader
// 000020:    Unity headers extracted from 15B41B6110976EE78873C033A015A3DE.shader
// 080000:    Unity headers extracted from 170D16E4D504E7208D6515E185A427ED.shader
// 000800:    Unity headers extracted from 34A970C86381B140C2085B3D34DAD4E3.shader
// 002000:    Unity headers extracted from 394717A8799D80ECAE410E5D8DEF2601.shader
// 000100:    Unity headers extracted from 4B852A9AE93CDA0AAAC93806BFC7F225.shader
// 010000:    Unity headers extracted from 67BA3358B0BE320738BCED656F9880E2.shader
// 000080:    Unity headers extracted from 6A748779E7AAB3BC4E0A87AA9C531561.shader
// 000008:    Unity headers extracted from 6E3A13C8821B0E01579848717E1B7D1E.shader
// 008000:    Unity headers extracted from 748FD58579E10CCECD4BB1EFDC1A79D6.shader
// 000400:    Unity headers extracted from 7EFF6DCF1A566C0158F48F22EA76B9D3.shader
// 000001:    Unity headers extracted from 96077BA673D640DA354EE2E7B5D90D07.shader
// 000200:    Unity headers extracted from 981A403036E3FF9F2E416BB32355528C.shader
// 200000:    Unity headers extracted from 9D12F1FE589692FCC4F5374F8C17D501.shader
// 000040:    Unity headers extracted from AF4C8698554EC396B39F4ACDD8EF448E.shader
// 020000:    Unity headers extracted from B4BE68567FBDD8A882C0EB97C97015C5.shader
// 100000:    Unity headers extracted from CCBE8E065F2E1913D55341854946372B.shader
// 000010:    Unity headers extracted from D843BAF0099D659933CE48F077A0747C.shader
// 040000:    Unity headers extracted from DE253D90335DC447B32A0E28CA712EE9.shader
// 004000:    Shader "Hidden/UberShader/070F1AEFD1C91541C3FDE9362E352D48" {
// 000002:    Shader "Hidden/UberShader/080851756C49D2D3A06C254598D6BA29" {
// 000004:    Shader "Hidden/UberShader/0C15ADEB1542ADA51AF283F4084E3D2A" {
// 001000:    Shader "Hidden/UberShader/10C9D58AE32BB41FD5824D18C4B84925" {
// 000020:    Shader "Hidden/UberShader/15B41B6110976EE78873C033A015A3DE" {
// 080000:    Shader "Hidden/UberShader/170D16E4D504E7208D6515E185A427ED" {
// 000800:    Shader "Hidden/UberShader/34A970C86381B140C2085B3D34DAD4E3" {
// 002000:    Shader "Hidden/UberShader/394717A8799D80ECAE410E5D8DEF2601" {
// 000100:    Shader "Hidden/UberShader/4B852A9AE93CDA0AAAC93806BFC7F225" {
// 010000:    Shader "Hidden/UberShader/67BA3358B0BE320738BCED656F9880E2" {
// 000080:    Shader "Hidden/UberShader/6A748779E7AAB3BC4E0A87AA9C531561" {
// 000008:    Shader "Hidden/UberShader/6E3A13C8821B0E01579848717E1B7D1E" {
// 008000:    Shader "Hidden/UberShader/748FD58579E10CCECD4BB1EFDC1A79D6" {
// 000400:    Shader "Hidden/UberShader/7EFF6DCF1A566C0158F48F22EA76B9D3" {
// 000001:    Shader "Hidden/UberShader/96077BA673D640DA354EE2E7B5D90D07" {
// 000200:    Shader "Hidden/UberShader/981A403036E3FF9F2E416BB32355528C" {
// 200000:    Shader "Hidden/UberShader/9D12F1FE589692FCC4F5374F8C17D501" {
// 000040:    Shader "Hidden/UberShader/AF4C8698554EC396B39F4ACDD8EF448E" {
// 020000:    Shader "Hidden/UberShader/B4BE68567FBDD8A882C0EB97C97015C5" {
// 100000:    Shader "Hidden/UberShader/CCBE8E065F2E1913D55341854946372B" {
// 000010:    Shader "Hidden/UberShader/D843BAF0099D659933CE48F077A0747C" {
// 040000:    Shader "Hidden/UberShader/DE253D90335DC447B32A0E28CA712EE9" {
//              Properties {
//               _UberShaderColorMask ("Uber color mask", Float) = 15
//               _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 07e385:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 0c0445:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 0c0445:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 0c0445:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 0c0445:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 0c0445:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 07e385:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 07e385:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 07e385:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 07e385:       _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)
// 1ffdff:       _MaskStrength ("Mask Strength", Float) = 0
// 200200:       _MaskStrengthExtra ("Mask Strength Extra", Float) = 0
// 1ffdff:       _MaskTexture ("Mask Texture", 2D) = "white" { }
// 200200:       _MaskTextureExtra ("Mask Texture Extra", 2D) = "white" { }
// 200200:       _MaskTextureExtra_US_ST ("Mask Texture Extra_US_ST", Vector) = (0,0,0,0)
// 1ffdff:       _MaskTexture_US_ST ("Mask Texture_US_ST", Vector) = (0,0,0,0)
// 3cfbfe:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 3b5ebb:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 3b5ebb:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 3b5ebb:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 3b5ebb:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 3b5ebb:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 3cfbfe:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 3cfbfe:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 3cfbfe:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 3cfbfe:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 33bd7a:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 33bd7a:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 33bd7a:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 33bd7a:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 33bd7a:       _MultiplyLayerThirdTexture_US_ST ("Multiply Layer Third Texture_US_ST", Vector) = (0,0,0,0)
// 000008:       _OutlineColor ("Outline Color", Color) = (1,1,1,1)
// 000008:       _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
// 3dec5f:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 0213a0:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                  ColorMask [_UberShaderColorMask]
// 030000:          GpuProgramID 16490
// 000200:          GpuProgramID 31081
// 040000:          GpuProgramID 31162
// 000040:          GpuProgramID 31512
// 000004:          GpuProgramID 32704
// 000832:          GpuProgramID 41205
// 000400:          GpuProgramID 42104
// 000008:          GpuProgramID 42987
// 200000:          GpuProgramID 4876
// 000001:          GpuProgramID 49292
// 004080:          GpuProgramID 52275
// 080000:          GpuProgramID 52545
// 008100:          GpuProgramID 58805
// 101000:          GpuProgramID 6224
// 002000:          GpuProgramID 65225
//                  Program "vp" {
//                    SubProgram "d3d11 " {
//                      GpuProgramIndex 1
//                    }
//                  }
//                }
//              }
//            }
//
// 004000: Unity 5.3 headers extracted from 070F1AEFD1C91541C3FDE9362E352D48.shader.decompressed:
// 000002: Unity 5.3 headers extracted from 080851756C49D2D3A06C254598D6BA29.shader.decompressed:
// 000004: Unity 5.3 headers extracted from 0C15ADEB1542ADA51AF283F4084E3D2A.shader.decompressed:
// 001000: Unity 5.3 headers extracted from 10C9D58AE32BB41FD5824D18C4B84925.shader.decompressed:
// 000020: Unity 5.3 headers extracted from 15B41B6110976EE78873C033A015A3DE.shader.decompressed:
// 080000: Unity 5.3 headers extracted from 170D16E4D504E7208D6515E185A427ED.shader.decompressed:
// 000800: Unity 5.3 headers extracted from 34A970C86381B140C2085B3D34DAD4E3.shader.decompressed:
// 002000: Unity 5.3 headers extracted from 394717A8799D80ECAE410E5D8DEF2601.shader.decompressed:
// 000100: Unity 5.3 headers extracted from 4B852A9AE93CDA0AAAC93806BFC7F225.shader.decompressed:
// 010000: Unity 5.3 headers extracted from 67BA3358B0BE320738BCED656F9880E2.shader.decompressed:
// 000080: Unity 5.3 headers extracted from 6A748779E7AAB3BC4E0A87AA9C531561.shader.decompressed:
// 000008: Unity 5.3 headers extracted from 6E3A13C8821B0E01579848717E1B7D1E.shader.decompressed:
// 008000: Unity 5.3 headers extracted from 748FD58579E10CCECD4BB1EFDC1A79D6.shader.decompressed:
// 000400: Unity 5.3 headers extracted from 7EFF6DCF1A566C0158F48F22EA76B9D3.shader.decompressed:
// 000001: Unity 5.3 headers extracted from 96077BA673D640DA354EE2E7B5D90D07.shader.decompressed:
// 000200: Unity 5.3 headers extracted from 981A403036E3FF9F2E416BB32355528C.shader.decompressed:
// 200000: Unity 5.3 headers extracted from 9D12F1FE589692FCC4F5374F8C17D501.shader.decompressed:
// 000040: Unity 5.3 headers extracted from AF4C8698554EC396B39F4ACDD8EF448E.shader.decompressed:
// 020000: Unity 5.3 headers extracted from B4BE68567FBDD8A882C0EB97C97015C5.shader.decompressed:
// 100000: Unity 5.3 headers extracted from CCBE8E065F2E1913D55341854946372B.shader.decompressed:
// 000010: Unity 5.3 headers extracted from D843BAF0099D659933CE48F077A0747C.shader.decompressed:
// 040000: Unity 5.3 headers extracted from DE253D90335DC447B32A0E28CA712EE9.shader.decompressed:
//           API d3d11
//           Shader model vs_4_0
//           undeciphered1: 201509030 107 0 0
//           undeciphered2: 1 1 3 1 0
//           undeciphered3: 9 2 0 0 3 4
// 3ffff7:   ConstBuffer "$Globals" 656
// 000008:   ConstBuffer "$Globals" 688
//           Float 0 [_FogGradientRange]
//           Float 112 [_GameTime]
//           Float 120 [_GlobalDebugScale]
//           Vector 128 [_DepthFlipScreen]
//           Vector 288 [_MainTex_ST]
//           Vector 304 [_MainTex_US_ST]
// 200200:   Vector 368 [_MaskTextureExtra_ST]
// 1ffdff:   Vector 368 [_MaskTexture_ST]
// 200200:   Vector 384 [_MaskTextureExtra_US_ST]
// 1ffdff:   Vector 384 [_MaskTexture_US_ST]
// 030401:   Vector 416 [_MultiplyLayerExtraTexture_ST]
// 3cfbfe:   Vector 416 [_MultiplyLayerTexture_ST]
// 030401:   Vector 432 [_MultiplyLayerExtraTexture_US_ST]
// 3cfbfe:   Vector 432 [_MultiplyLayerTexture_US_ST]
// 030401:   Vector 448 [_MultiplyLayerExtraMaskTexture_ST]
// 3cfbfe:   Vector 448 [_MultiplyLayerMaskTexture_ST]
// 030401:   Vector 464 [_MultiplyLayerExtraMaskTexture_US_ST]
// 3cfbfe:   Vector 464 [_MultiplyLayerMaskTexture_US_ST]
// 040005:   Vector 496 [_AdditiveLayerTexture_ST]
// 385aba:   Vector 496 [_MultiplyLayerExtraTexture_ST]
// 03a540:   Vector 496 [_MultiplyLayerThirdTexture_ST]
// 040005:   Vector 512 [_AdditiveLayerTexture_US_ST]
// 385aba:   Vector 512 [_MultiplyLayerExtraTexture_US_ST]
// 03a540:   Vector 512 [_MultiplyLayerThirdTexture_US_ST]
// 040005:   Vector 528 [_AdditiveLayerMaskTexture_ST]
// 385aba:   Vector 528 [_MultiplyLayerExtraMaskTexture_ST]
// 03a540:   Vector 528 [_MultiplyLayerThirdMaskTexture_ST]
// 040005:   Vector 544 [_AdditiveLayerMaskTexture_US_ST]
// 385aba:   Vector 544 [_MultiplyLayerExtraMaskTexture_US_ST]
// 03a540:   Vector 544 [_MultiplyLayerThirdMaskTexture_US_ST]
// 0c0445:   Vector 576 [_AdditiveLayerExtraTexture_ST]
// 03e380:   Vector 576 [_AdditiveLayerTexture_ST]
// 30183a:   Vector 576 [_MultiplyLayerThirdTexture_ST]
// 0c0445:   Vector 592 [_AdditiveLayerExtraTexture_US_ST]
// 03e380:   Vector 592 [_AdditiveLayerTexture_US_ST]
// 30183a:   Vector 592 [_MultiplyLayerThirdTexture_US_ST]
// 0c0445:   Vector 608 [_AdditiveLayerExtraMaskTexture_ST]
// 03e380:   Vector 608 [_AdditiveLayerMaskTexture_ST]
// 30183a:   Vector 608 [_MultiplyLayerThirdMaskTexture_ST]
// 0c0445:   Vector 624 [_AdditiveLayerExtraMaskTexture_US_ST]
// 03e380:   Vector 624 [_AdditiveLayerMaskTexture_US_ST]
// 30183a:   Vector 624 [_MultiplyLayerThirdMaskTexture_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 23:45:06 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
//
vs_4_0
dcl_constantbuffer cb0[40], 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_temps 4

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

ld_indexable(texture2d)(float,float,float,float) r3.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 778972e7f6b5fed6-vs.txt
ne r3.w, r0.w, l(1.0)
if_nz r3.w
  add r3.w, r0.w, -r3.y
  mad r0.x, r3.w, r3.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[24].w, cb0[7].x, cb0[24].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[23].y, cb0[23].w
mad o2.y, cb0[24].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[23].x, cb0[23].z
mad o2.x, cb0[24].x, cb0[7].x, r0.w
mad r0.w, cb0[27].w, cb0[7].x, cb0[27].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[26].y, cb0[26].w
mad o2.w, cb0[27].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[26].x, cb0[26].z
mad o2.z, cb0[27].x, cb0[7].x, r0.w
mad r0.w, cb0[29].w, cb0[7].x, cb0[29].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[28].y, cb0[28].w
mad o3.y, cb0[29].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[28].x, cb0[28].z
mad o3.x, cb0[29].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.w, 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.z, cb0[32].x, cb0[7].x, r0.w
mad r0.w, cb0[34].w, cb0[7].x, cb0[34].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[33].y, cb0[33].w
mad o4.y, cb0[34].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[33].x, cb0[33].z
mad o4.x, cb0[34].x, cb0[7].x, r0.w
mad r0.w, cb0[37].w, cb0[7].x, cb0[37].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[36].y, cb0[36].w
mad o4.w, cb0[37].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[36].x, cb0[36].z
mad o4.z, cb0[37].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.z, r0.z, r2.x, -r1.x
mad r0.y, r0.y, r2.x, r1.y
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[38].y, cb0[38].w
mad o5.y, cb0[39].y, cb0[7].x, r0.y
add r0.y, r0.z, l(0.500000)
mad r0.y, r0.y, cb0[38].x, cb0[38].z
mad o5.x, cb0[39].x, cb0[7].x, r0.y
mov o5.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 o6.w, -r0.x, r0.x, l(1.000000)
mul o6.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mul r0.x, v0.y, cb1[13].z
mad r0.x, cb1[12].z, v0.x, r0.x
mad r0.x, cb1[14].z, v0.z, r0.x
mad r0.x, cb1[15].z, v0.w, r0.x
div r0.x, r0.x, cb0[0].x
add r0.x, r0.x, l(0.500000)
mov r0.y, l(0)
sample_l r1.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
mul o7.w, r0.z, r1.w
mov o7.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used