// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 7e30b09a9e9063fd-vs.txt
// 3DMigoto: 7e30b09a9e9063fd | Matched 4 variants of 4 shaders: Hidden/UberShader/17082A050A42D761C1260DACA89FBAA8, Hidden/UberShader/9FC6A1C0599E146A3BBB4FF845BFDFD9, Hidden/UberShader/E800DD4CFE9FE95E2B035DC070CDD3DC, Hidden/UberShader/F639FF3B0511219C75A172991A993A76
//
// 2:    Unity headers extracted from 17082A050A42D761C1260DACA89FBAA8.shader
// 8:    Unity headers extracted from 9FC6A1C0599E146A3BBB4FF845BFDFD9.shader
// 1:    Unity headers extracted from E800DD4CFE9FE95E2B035DC070CDD3DC.shader
// 4:    Unity headers extracted from F639FF3B0511219C75A172991A993A76.shader
// 2:    Shader "Hidden/UberShader/17082A050A42D761C1260DACA89FBAA8" {
// 8:    Shader "Hidden/UberShader/9FC6A1C0599E146A3BBB4FF845BFDFD9" {
// 1:    Shader "Hidden/UberShader/E800DD4CFE9FE95E2B035DC070CDD3DC" {
// 4:    Shader "Hidden/UberShader/F639FF3B0511219C75A172991A993A76" {
//         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)
//          _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)
//          _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)
//         }
// 2:      Fallback "Hidden/UberShader/17082A050A42D761C1260DACA89FBAA8_FB"
// 8:      Fallback "Hidden/UberShader/9FC6A1C0599E146A3BBB4FF845BFDFD9_FB"
// 1:      Fallback "Hidden/UberShader/E800DD4CFE9FE95E2B035DC070CDD3DC_FB"
// 4:      Fallback "Hidden/UberShader/F639FF3B0511219C75A172991A993A76_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
// 7:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 8:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//             ColorMask [_UberShaderColorMask]
// 2:          GpuProgramID 13599
// c:          GpuProgramID 4499
// 1:          GpuProgramID 6777
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 0
//               }
//             }
//           }
//         }
//       }
//
// 2: Unity 5.3 headers extracted from 17082A050A42D761C1260DACA89FBAA8.shader.decompressed:
// 8: Unity 5.3 headers extracted from 9FC6A1C0599E146A3BBB4FF845BFDFD9.shader.decompressed:
// 1: Unity 5.3 headers extracted from E800DD4CFE9FE95E2B035DC070CDD3DC.shader.decompressed:
// 4: Unity 5.3 headers extracted from F639FF3B0511219C75A172991A993A76.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 192 0 0
//      undeciphered2: 1 6 3 6 0
//      undeciphered3: 13 3 0 0 2 1 3 4
//      ConstBuffer "$Globals" 720
//      Float 0 [_FogGradientRange]
//      Float 112 [_GameTime]
//      Float 120 [_GlobalDebugScale]
//      Vector 128 [_DepthFlipScreen]
//      Float 208 [_TurbulenceStrength]
//      Float 212 [_TurbulenceTime]
//      Float 216 [_TurbulenceOffset]
//      Vector 288 [_MainTex_ST]
//      Vector 304 [_MainTex_US_ST]
//      Vector 368 [_TurbulenceLocalRotationSettings]
//      Vector 384 [_TurbulenceRotationOffset]
//      Vector 400 [_TurbulenceRotationAnimMask_ST]
//      Vector 416 [_TurbulenceRotationAnimMask_US_ST]
//      Vector 432 [_TurbulenceRotationPivotMask]
//      Vector 448 [_PivotSettings]
//      Vector 464 [_InteractionCurveSettingsDefault]
//      Vector 496 [_InteractionDistortMask_ST]
//      Vector 512 [_InteractionDistortMask_US_ST]
//      Vector 528 [_InteractionParamsRotation]
//      Vector 544 [_InteractionParams2Rotation]
//      Vector 560 [_InteractionPosRotation]
//      Vector 576 [_InteractionRotationPivot]
//      Vector 592 [_InteractionSettingsRotation]
//      Vector 608 [_InteractionPunchDistortMask_ST]
//      Vector 624 [_InteractionPunchDistortMask_US_ST]
//      Vector 640 [_InteractionParamsPunch]
//      Vector 656 [_InteractionParams2Punch]
//      Vector 672 [_InteractionPosPunch]
//      Vector 688 [_InteractionVelocityPunch]
//      Vector 704 [_InteractionSettingsPunch]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      ConstBuffer "UnityPerFrame" 256
//      Vector 64 [glstate_lightmodel_ambient]
//      SetTexture 0 [_TurbulenceTexture] 2D 1
//      SetTexture 1 [_TurbulenceRotationAnimMask] 2D 2
//      SetTexture 2 [_InteractionDistortMask] 2D 4
//      SetTexture 3 [_InteractionCurveDefault] 2D 3
//      SetTexture 4 [_InteractionPunchDistortMask] 2D 5
//      SetTexture 5 [_FogGradientTex] 2D 0
//      BindCB "$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 23:45:18 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
//
vs_4_0
dcl_constantbuffer cb0[45], 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_temps 9

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

ld_indexable(texture2d)(float,float,float,float) r8.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
dp2 r0.w, r1.zwzz, r1.zwzz
sqrt r0.w, r0.w
add r0.w, r0.w, -cb0[34].z
max r0.w, r0.w, l(0.000000)
add r0.w, r0.w, -cb0[37].z
div r2.x, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[37].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[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.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[34].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[33].xzxx
add r1.y, -r1.y, r3.y
mul r1.y, r1.y, cb0[37].w
mul r4.x, r1.y, cb0[29].y
mov r4.yw, l(0,0,0,0)
sample_l r5.xyzw, r4.xyxx, t3.xyzw, s3, l(0.000000)
mad r1.y, r5.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[29].x
mad r1.w, cb0[32].w, cb0[7].x, cb0[32].z
sincos r4.x, r5.x, r1.w
add r3.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r4.xy, r4.xxxx, r3.yzyy
mad r1.w, r3.z, r5.x, -r4.x
mad r2.w, r3.y, r5.x, r4.y
add r2.w, r2.w, l(0.500000)
mad r2.w, r2.w, cb0[31].y, cb0[31].w
mad r4.y, cb0[32].y, cb0[7].x, r2.w
add r1.w, r1.w, l(0.500000)
mad r1.w, r1.w, cb0[31].x, cb0[31].z
mad r4.x, cb0[32].x, cb0[7].x, r1.w
sample_l r5.xyzw, r4.xyxx, t2.xyzw, s4, l(0.000000)
add r1.w, -v2.x, l(1.000000)
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[33].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[37].w
mul r5.z, r1.y, cb0[29].y
mov r5.yw, l(0,0,0,0)
sample_l r6.xyzw, r5.zwzz, t3.xyzw, s3, l(0.000000)
mad r1.y, r6.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[29].x
mul r1.y, r2.w, r1.y
mul r1.x, r1.x, r1.y
mad r0.w, r1.x, cb0[33].y, r0.w
sincos r1.x, r3.x, r0.w
mad r0.w, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r1.y, v1.xyxx, cb0[24].zwzz
add r0.w, r0.w, r1.y
mad r5.x, r2.x, l(0.500000), r0.w
sample_l r5.xyzw, r5.xyxx, t0.xyzw, s1, l(0.000000)
add r0.w, r5.w, cb0[23].w
add r0.w, r0.w, l(-0.500000)
mul r0.w, r0.w, cb0[13].x
mad r0.w, r0.w, cb0[23].y, cb0[13].z
mad r1.y, cb0[26].w, cb0[7].x, cb0[26].z
sincos r4.x, r5.x, r1.y
mul r1.yz, r3.yyzy, r4.xxxx
mad r1.y, r3.z, r5.x, -r1.y
mad r1.z, r3.y, r5.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[25].y, cb0[25].w
mad r4.y, cb0[26].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[25].x, cb0[25].z
mad r4.x, cb0[26].x, cb0[7].x, r1.y
sample_l r5.xyzw, r4.xyxx, t1.xyzw, s2, l(0.000000)
mul r0.w, r0.w, r5.x
mul r0.w, r1.w, r0.w
sincos r4.x, r5.x, r0.w
mul r1.yz, v0.yyxy, cb0[28].yyxy
add r2.yz, r2.yyzy, r2.yyzy
mad r5.yz, r2.zzyz, cb0[28].wwzw, cb0[24].yyxy
mad r2.yz, r2.yyzy, cb0[28].zzwz, cb0[36].xxyx
mad r5.yz, -v0.yyxy, cb0[28].yyxy, r5.yyzy
mad r1.yz, cb0[27].yyxy, r5.yyzy, r1.yyzy
mad r5.yz, v0.yyxy, cb0[28].yyxy, -r1.yyzy
mul r4.xy, r4.xxxx, r5.yzyy
mad r6.y, r5.z, r5.x, -r4.x
mad r6.x, r5.y, r5.x, r4.y
add r1.yz, r1.yyzy, r6.xxyx
add r2.yz, -r1.zzyz, r2.yyzy
mad r2.yz, cb0[36].zzwz, r2.yyzy, r1.zzyz
add r1.yz, r1.yyzy, -r2.zzyz
mul r4.xy, r1.xxxx, r1.yzyy
mad r5.x, r1.z, r3.x, -r4.x
mad r5.y, r1.y, r3.x, r4.y
add r1.xy, r2.yzyy, r5.xyxx
mad r0.w, cb0[39].w, cb0[7].x, cb0[39].z
sincos r3.x, r4.x, r0.w
mul r2.yz, r3.xxxx, r3.yyzy
mad r0.w, r3.z, r4.x, -r2.y
mad r1.z, r3.y, r4.x, r2.z
add r1.z, r1.z, l(0.500000)
mad r1.z, r1.z, cb0[38].y, cb0[38].w
mad r4.y, cb0[39].y, cb0[7].x, r1.z
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[38].x, cb0[38].z
mad r4.x, cb0[39].x, cb0[7].x, r0.w
sample_l r5.xyzw, r4.xyxx, t4.xyzw, s5, l(0.000000)
mul r0.w, r1.w, r5.x
mul r5.xyzw, cb0[44].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
add r6.xyzw, r0.xyxy, -cb0[42].xyzw
div r0.x, r0.z, cb0[0].x
add r7.z, r0.x, l(0.500000)
mul r5.xyzw, r5.xyzw, r6.xyzw
dp2 r0.x, r5.xyxx, r5.xyxx
dp2 r0.y, r5.zwzz, r5.zwzz
sqrt r0.xy, r0.xyxx
add r0.xy, r0.xyxx, -cb0[41].zzzz
max r0.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r0.y, r2.x, l(0.500000), r0.y
mad r0.x, r2.x, l(0.500000), r0.x
add r1.zw, cb0[7].xxxx, -cb0[40].xxxz
add r0.xy, -r0.xyxx, r1.zwzz
mul r0.xy, r0.xyxx, cb0[44].wwww
mul r7.x, r0.y, cb0[29].y
mul r4.z, r0.x, cb0[29].y
sample_l r2.xyzw, r4.zwzz, t3.xyzw, s3, l(0.000000)
mad r0.x, r2.w, l(2.000000), l(-1.000000)
mul r0.x, r0.x, cb0[29].x
mul r0.x, r0.w, r0.x
dp2 r0.y, r6.xyxx, r6.xyxx
dp2 r0.z, r6.zwzz, r6.zwzz
sqrt r0.yz, r0.yyzy
add r0.yz, r0.yyzy, -cb0[41].zzzz
max r0.yz, r0.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
add r0.yz, r0.yyzy, -cb0[44].zzzz
div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[44].z
mul_sat r0.yz, r0.yyzy, r1.zzzz
mad r1.z, r0.y, l(-2.000000), l(3.000000)
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, r1.z
mul r0.x, r0.y, r0.x
mad r0.y, r0.z, l(-2.000000), l(3.000000)
mul r0.z, r0.z, r0.z
mul r0.y, r0.z, r0.y
mov r7.yw, l(0,0,0,0)
sample_l r2.xyzw, r7.xyxx, t3.xyzw, s3, l(0.000000)
sample_l r4.xyzw, r7.zwzz, t5.xyzw, s0, l(0.000000)
mad r0.z, r2.w, l(2.000000), l(-1.000000)
mul r0.z, r0.z, cb0[29].x
mul r0.z, r0.w, r0.z
mul r0.y, r0.y, r0.z
mul r0.xy, r0.xyxx, cb0[40].ywyy
add r2.xyzw, cb0[43].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r0.z, r2.zwzz, r2.zwzz
rsq r0.z, r0.z
mul r0.zw, r0.zzzz, r2.zzzw
mul r0.yz, r0.zzwz, r0.yyyy
dp2 r0.w, r2.xyxx, r2.xyxx
rsq r0.w, r0.w
mul r1.zw, r0.wwww, r2.xxxy
mad r0.xy, r0.xxxx, r1.zwzz, r0.yzyy
add r0.xy, r0.xyxx, r1.xyxx
div r0.xy, r0.xyxx, cb0[28].xyxx
add r0.z, cb0[7].z, l(1.000000)
mul r0.xy, r0.zzzz, r0.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 7e30b09a9e9063fd-vs.txt
ne r8.w, r0.w, l(1.0)
if_nz r8.w
  add r8.w, r0.w, -r8.y
  mad r0.x, r8.w, r8.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
mad r0.y, cb0[19].w, cb0[7].x, cb0[19].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r3.yyzy
mad r0.y, r3.z, r2.x, -r0.y
mad r0.z, r3.y, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r0.y
mov o1.zw, v1.zzzw
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 o3.w, r0.z, r4.w
mov o3.xyz, r4.xyzx
mul r0.x, r0.y, r0.x
exp r0.x, -|r0.x|
mad o2.w, -r0.x, r0.x, l(1.000000)
mul o2.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
ret
// Approximately 0 instruction slots used