// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 8c0a4bb09e27498c-vs.txt
// 3DMigoto: 8c0a4bb09e27498c |    Unity headers extracted from 193096D73A4DA9F75DED3733F512B3DF.shader
//    Shader "Hidden/UberShader/193096D73A4DA9F75DED3733F512B3DF" {
//      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)
//       _DistortionExtraMaskTex ("Distortion Extra Mask Tex", 2D) = "white" { }
//       _DistortionExtraMaskTex_US_ST ("Distortion Extra Mask Tex_US_ST", Vector) = (0,0,0,0)
//       _DistortionExtraSettings ("Distortion Extra Settings", Vector) = (0,0,0,0)
//       _DistortionExtraTex ("Distortion Extra Tex", 2D) = "white" { }
//       _DistortionExtraTex_US_ST ("Distortion Extra Tex_US_ST", 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)
//       _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)
//       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
//       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
//       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
//       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
//       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
//       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
//       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
//       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
//       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
//       _MultiplyLayerThirdTexture_US_ST ("Multiply Layer Third Texture_US_ST", Vector) = (0,0,0,0)
//       _Offset ("Offset", Vector) = (0,0,0,0)
//       _RotationAnimMask ("Rotation Anim Mask", 2D) = "white" { }
//       _RotationAnimMask_US_ST ("Rotation Anim Mask_US_ST", Vector) = (0,0,0,0)
//       _RotationCurve ("Rotation Curve", 2D) = "white" { }
//       _RotationCurve_AnimationSettings ("Rotation Curve_Animation Settings", 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)
//       _TurbulenceLocalTranslationSettings ("Turbulence Local Translation 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)
//       _TurbulenceTranslationAnimMask ("Turbulence Translation Anim Mask", 2D) = "white" { }
//       _TurbulenceTranslationAnimMask_US_ST ("Turbulence Translation Anim Mask_US_ST", Vector) = (0,0,0,0)
//       _TurbulenceTranslationBiasSettings ("Turbulence Translation Bias Settings", Vector) = (0,0,0,0)
//       _TurbulenceTranslationScaleVar ("Turbulence Translation Scale Var", Vector) = (0,0,0,0)
//       _WaterlineColor ("Waterline Color", Color) = (1,1,1,1)
//       _WaterlineSettings ("Waterline Settings", 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]
//          GpuProgramID 26270
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 1
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from 193096D73A4DA9F75DED3733F512B3DF.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 173 0 0
//   undeciphered2: 1 4 3 4 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 1040
//   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 432 [_TurbulenceRotationPivotMask]
//   Vector 448 [_PivotSettings]
//   Vector 464 [_TurbulenceLocalTranslationSettings]
//   Vector 480 [_TurbulenceTranslationScaleVar]
//   Vector 496 [_TurbulenceTranslationBiasSettings]
//   Vector 544 [_RotationCurve_AnimationSettings]
//   Vector 560 [_Offset]
//   Vector 576 [_RotationAnimMask_ST]
//   Vector 592 [_RotationAnimMask_US_ST]
//   Vector 624 [_DistortionTex_ST]
//   Vector 640 [_DistortionTex_US_ST]
//   Vector 656 [_DistortionMaskTex_ST]
//   Vector 672 [_DistortionMaskTex_US_ST]
//   Vector 704 [_DistortionExtraMaskTex_ST]
//   Vector 720 [_DistortionExtraMaskTex_US_ST]
//   Vector 736 [_DistortionExtraTex_ST]
//   Vector 752 [_DistortionExtraTex_US_ST]
//   Vector 800 [_MultiplyLayerTexture_ST]
//   Vector 816 [_MultiplyLayerTexture_US_ST]
//   Vector 832 [_MultiplyLayerMaskTexture_ST]
//   Vector 848 [_MultiplyLayerMaskTexture_US_ST]
//   Vector 880 [_MultiplyLayerExtraTexture_ST]
//   Vector 896 [_MultiplyLayerExtraTexture_US_ST]
//   Vector 912 [_MultiplyLayerExtraMaskTexture_ST]
//   Vector 928 [_MultiplyLayerExtraMaskTexture_US_ST]
//   Vector 960 [_MultiplyLayerThirdTexture_ST]
//   Vector 976 [_MultiplyLayerThirdTexture_US_ST]
//   Vector 992 [_MultiplyLayerThirdMaskTexture_ST]
//   Vector 1008 [_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 [_RotationAnimMask] 2D 3
//   SetTexture 2 [_RotationCurve] 2D 2
//   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 23:45:38 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   xyz         4     NONE   float   xyz
// 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
// TEXCOORD                 8   xyzw        9     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[64], 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.xyz
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.xyzw
dcl_output o9.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

add r0.x, cb0[8].x, l(200.000000)
add r0.y, cb0[7].z, l(1.000000)
mov r0.zw, v0.zzzw
mov r1.zw, l(0,0,1.000000,1.000000)
mul r2.zw, r0.zzzw, r1.zzzw
mad r0.z, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r0.w, v1.xyxx, cb0[24].zwzz
add r3.x, r0.w, r0.z
mov r3.yw, l(0,0,0,0)
sample_l r4.xyzw, r3.xyxx, t0.xyzw, s1, l(0.000000)
add r0.z, r4.w, cb0[23].w
add r0.z, r0.z, l(-0.500000)
mul r0.z, r0.z, cb0[13].x
mad r0.z, r0.z, cb0[23].y, cb0[13].z
sincos r3.x, r4.x, r0.z
mul r0.zw, v0.yyyx, cb0[28].yyyx
mad r4.yz, -v0.xxyx, cb0[28].xxyx, cb0[24].xxyx
mad r0.zw, cb0[27].xxxy, r4.yyyz, r0.wwwz
mad r4.yz, v0.yyxy, cb0[28].yyxy, -r0.wwzw
mul r3.xy, r3.xxxx, r4.yzyy
mad r5.x, r4.z, r4.x, -r3.x
mad r5.y, r4.y, r4.x, r3.y
add r0.zw, r0.zzzw, r5.xxxy
mad r3.x, cb0[13].y, cb0[29].x, cb0[29].z
dp2 r3.y, v1.xyxx, cb0[30].zwzz
add r3.z, r3.y, r3.x
sample_l r3.xyzw, r3.zwzz, t0.xyzw, s1, l(0.000000)
add r3.xy, r3.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r3.xy, r3.xyxx, cb0[13].xxxx
mad r3.xy, r3.xyxx, cb0[29].yyyy, cb0[13].zzzz
mad r3.xy, r3.xyxx, cb0[30].xyxx, cb0[31].xyxx
add r0.zw, r0.zzzw, r3.xxxy
mov r1.xy, cb0[35].zwzz
mad r0.zw, r0.wwwz, r1.yyyx, -cb0[35].yyyx
div r3.x, cb0[7].x, cb0[34].y
add r3.x, r3.x, cb0[34].z
mov r3.yw, l(0,0,0,0)
sample_l r4.xyzw, r3.xyxx, t2.xyzw, s2, l(0.000000)
mad r3.x, r4.w, l(2.000000), l(-1.000000)
mul r3.x, r3.x, cb0[34].x
mul r3.x, r3.x, l(0.0174527783)
mad r3.y, cb0[37].w, cb0[7].x, cb0[37].z
sincos r4.x, r5.x, r3.y
add r4.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r4.xw, r4.xxxx, r4.yyyz
mad r3.y, r4.z, r5.x, -r4.x
mad r4.x, r4.y, r5.x, r4.w
add r4.x, r4.x, l(0.500000)
mad r4.x, r4.x, cb0[36].y, cb0[36].w
mad r5.y, cb0[37].y, cb0[7].x, r4.x
add r3.y, r3.y, l(0.500000)
mad r3.y, r3.y, cb0[36].x, cb0[36].z
mad r5.x, cb0[37].x, cb0[7].x, r3.y
sample_l r5.xyzw, r5.xyxx, t1.xyzw, s3, l(0.000000)
mul r3.x, r3.x, r5.x
sincos r3.x, r4.x, r3.x
mul r3.xy, r0.zwzz, r3.xxxx
mad r5.x, r0.w, r4.x, -r3.x
mad r5.y, r0.z, r4.x, r3.y
add r2.xy, r5.xyxx, cb0[35].xyxx
div r1.xyzw, r2.xyzw, r1.xyzw
div r0.zw, r1.xxxy, cb0[28].xxxy
mul r0.yz, r0.yyyy, r0.zzwz
mul r2.xyz, r0.zzzz, cb1[1].xywx
mad r0.yzw, cb1[0].xxyw, r0.yyyy, r2.xxyz
mad r0.yzw, cb1[2].xxyw, r1.zzzz, r0.yyzw
mad r1.xyw, cb1[3].xyxw, r1.wwww, r0.yzyw

// 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 8c0a4bb09e27498c-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 r0.x, r0.x, r1.w
mul r1.z, r0.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 r0.x, r1.xyzw, r1.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
mul r0.yz, r1.xxxx, r4.yyzy
mad r0.y, r4.z, r2.x, -r0.y
mad r0.z, r4.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
mad r0.y, cb0[40].w, cb0[7].x, cb0[40].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r4.yyzy
mad r0.y, r4.z, r2.x, -r0.y
mad r0.z, r4.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[39].y, cb0[39].w
mad o2.y, cb0[40].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[39].x, cb0[39].z
mad o2.x, cb0[40].x, cb0[7].x, r0.y
mad r0.y, cb0[42].w, cb0[7].x, cb0[42].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r4.yyzy
mad r0.y, r4.z, r2.x, -r0.y
mad r0.z, r4.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[41].y, cb0[41].w
mad o2.w, cb0[42].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[41].x, cb0[41].z
mad o2.z, cb0[42].x, cb0[7].x, r0.y
mad r0.y, cb0[47].w, cb0[7].x, cb0[47].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r4.yyzy
mad r0.y, r4.z, r2.x, -r0.y
mad r0.z, r4.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[46].y, cb0[46].w
mad o3.w, cb0[47].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[46].x, cb0[46].z
mad o3.z, cb0[47].x, cb0[7].x, r0.y
mad r0.y, cb0[45].w, cb0[7].x, cb0[45].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r4.yyzy
mad r0.y, r4.z, r2.x, -r0.y
mad r0.z, r4.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[44].y, cb0[44].w
mad o3.y, cb0[45].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[44].x, cb0[44].z
mad o3.x, cb0[45].x, cb0[7].x, r0.y
mul r0.yzw, v0.yyyy, cb1[13].xxyz
mad r0.yzw, cb1[12].xxyz, v0.xxxx, r0.yyzw
mad r0.yzw, cb1[14].xxyz, v0.zzzz, r0.yyzw
mad r0.yzw, cb1[15].xxyz, v0.wwww, r0.yyzw
mov o4.xyz, r0.yzwy
div r0.y, r0.w, cb0[0].x
add r3.z, r0.y, l(0.500000)
sample_l r1.xyzw, r3.zwzz, t3.xyzw, s0, l(0.000000)
mad r0.y, cb0[51].w, cb0[7].x, cb0[51].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r4.yyzy
mad r0.y, r4.z, r3.x, -r0.y
mad r0.z, r4.y, r3.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[50].y, cb0[50].w
mad o5.y, cb0[51].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[50].x, cb0[50].z
mad o5.x, cb0[51].x, cb0[7].x, r0.y
mad r0.y, cb0[53].w, cb0[7].x, cb0[53].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r4.yyzy
mad r0.y, r4.z, r3.x, -r0.y
mad r0.z, r4.y, r3.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[52].y, cb0[52].w
mad o5.w, cb0[53].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[52].x, cb0[52].z
mad o5.z, cb0[53].x, cb0[7].x, r0.y
mad r0.y, cb0[56].w, cb0[7].x, cb0[56].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r4.yyzy
mad r0.y, r4.z, r3.x, -r0.y
mad r0.z, r4.y, r3.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[55].y, cb0[55].w
mad o6.y, cb0[56].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[55].x, cb0[55].z
mad o6.x, cb0[56].x, cb0[7].x, r0.y
mad r0.y, cb0[58].w, cb0[7].x, cb0[58].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r4.yyzy
mad r0.y, r4.z, r3.x, -r0.y
mad r0.z, r4.y, r3.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[57].y, cb0[57].w
mad o6.w, cb0[58].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[57].x, cb0[57].z
mad o6.z, cb0[58].x, cb0[7].x, r0.y
mad r0.y, cb0[61].w, cb0[7].x, cb0[61].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r4.yyzy
mad r0.y, r4.z, r3.x, -r0.y
mad r0.z, r4.y, r3.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[60].y, cb0[60].w
mad o7.y, cb0[61].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[60].x, cb0[60].z
mad o7.x, cb0[61].x, cb0[7].x, r0.y
mad r0.y, cb0[63].w, cb0[7].x, cb0[63].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r4.yyzy
mad r0.y, r4.z, r3.x, -r0.y
mad r0.z, r4.y, r3.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[62].y, cb0[62].w
mad o7.w, cb0[63].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[62].x, cb0[62].z
mad o7.z, cb0[63].x, cb0[7].x, r0.y
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 o9.w, r0.z, r1.w
mov o9.xyz, r1.xyzx
mul r0.x, r0.y, r0.x
exp r0.x, -|r0.x|
mad o8.w, -r0.x, r0.x, l(1.000000)
mul o8.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
ret
// Approximately 0 instruction slots used