// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 8dcef5d9edeb04ac-vs.txt
// 3DMigoto: 8dcef5d9edeb04ac | Matched 5 variants of 5 shaders: Hidden/UberShader/3B9BF5A717764BF6835756CAAD8AA789, Hidden/UberShader/5F5CA61D46BBC717E4F07BAC1145F10A, Hidden/UberShader/79C413B26E92CE2A82C01E9187349C39, Hidden/UberShader/A3278455142B67FC00C29433755C8298, Hidden/UberShader/AEDA204AE92AFC9E35376F6D5DCADDF9
//
// 01:    Unity headers extracted from 3B9BF5A717764BF6835756CAAD8AA789.shader
// 10:    Unity headers extracted from 5F5CA61D46BBC717E4F07BAC1145F10A.shader
// 04:    Unity headers extracted from 79C413B26E92CE2A82C01E9187349C39.shader
// 08:    Unity headers extracted from A3278455142B67FC00C29433755C8298.shader
// 02:    Unity headers extracted from AEDA204AE92AFC9E35376F6D5DCADDF9.shader
// 01:    Shader "Hidden/UberShader/3B9BF5A717764BF6835756CAAD8AA789" {
// 10:    Shader "Hidden/UberShader/5F5CA61D46BBC717E4F07BAC1145F10A" {
// 04:    Shader "Hidden/UberShader/79C413B26E92CE2A82C01E9187349C39" {
// 08:    Shader "Hidden/UberShader/A3278455142B67FC00C29433755C8298" {
// 02:    Shader "Hidden/UberShader/AEDA204AE92AFC9E35376F6D5DCADDF9" {
//          Properties {
//           _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//           _UberShaderColorMask ("Uber color mask", Float) = 15
//           _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 10:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 04:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 04:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 10:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 04:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 10:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 04:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 10:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 04:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 10:       _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)
//           _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)
// 0b:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 0b:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 0b:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 0b:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 0b:       _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)
//           _TurbulenceLocalScaleSettings ("Turbulence Local Scale 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)
//           _TurbulenceScaleAnimMask ("Turbulence Scale Anim Mask", 2D) = "white" { }
//           _TurbulenceScaleAnimMask_US_ST ("Turbulence Scale Anim Mask_US_ST", Vector) = (0,0,0,0)
//           _TurbulenceScaleOffset ("Turbulence Scale Offset", Vector) = (0,0,0,0)
//           _TurbulenceSquishScale ("Turbulence Squish Scale", Vector) = (0,0,0,0)
//          }
// 01:      Fallback "Hidden/UberShader/3B9BF5A717764BF6835756CAAD8AA789_FB"
// 10:      Fallback "Hidden/UberShader/5F5CA61D46BBC717E4F07BAC1145F10A_FB"
// 04:      Fallback "Hidden/UberShader/79C413B26E92CE2A82C01E9187349C39_FB"
// 08:      Fallback "Hidden/UberShader/A3278455142B67FC00C29433755C8298_FB"
// 02:      Fallback "Hidden/UberShader/AEDA204AE92AFC9E35376F6D5DCADDF9_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
// 1e:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 01:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 10:          GpuProgramID 15141
// 09:          GpuProgramID 28719
// 04:          GpuProgramID 29953
// 02:          GpuProgramID 55675
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 0
//                }
//              }
//            }
//          }
//        }
//
// 01: Unity 5.3 headers extracted from 3B9BF5A717764BF6835756CAAD8AA789.shader.decompressed:
// 10: Unity 5.3 headers extracted from 5F5CA61D46BBC717E4F07BAC1145F10A.shader.decompressed:
// 04: Unity 5.3 headers extracted from 79C413B26E92CE2A82C01E9187349C39.shader.decompressed:
// 08: Unity 5.3 headers extracted from A3278455142B67FC00C29433755C8298.shader.decompressed:
// 02: Unity 5.3 headers extracted from AEDA204AE92AFC9E35376F6D5DCADDF9.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 208 0 0
//       undeciphered2: 1 6 3 6 0
//       undeciphered3: 13 3 0 0 2 1 3 4
//       ConstBuffer "$Globals" 928
//       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 [_TurbulenceLocalScaleSettings]
//       Vector 480 [_TurbulenceScaleOffset]
//       Vector 496 [_TurbulenceScaleAnimMask_ST]
//       Vector 512 [_TurbulenceScaleAnimMask_US_ST]
//       Vector 528 [_TurbulenceSquishScale]
//       Vector 544 [_InteractionCurveSettingsDefault]
//       Vector 576 [_InteractionDistortMask_ST]
//       Vector 592 [_InteractionDistortMask_US_ST]
//       Vector 608 [_InteractionParamsRotation]
//       Vector 624 [_InteractionParams2Rotation]
//       Vector 640 [_InteractionPosRotation]
//       Vector 656 [_InteractionRotationPivot]
//       Vector 672 [_InteractionSettingsRotation]
//       Vector 688 [_MultiplyLayerTexture_ST]
//       Vector 704 [_MultiplyLayerTexture_US_ST]
//       Vector 720 [_MultiplyLayerMaskTexture_ST]
//       Vector 736 [_MultiplyLayerMaskTexture_US_ST]
//       Vector 768 [_MultiplyLayerExtraTexture_ST]
//       Vector 784 [_MultiplyLayerExtraTexture_US_ST]
//       Vector 800 [_MultiplyLayerExtraMaskTexture_ST]
//       Vector 816 [_MultiplyLayerExtraMaskTexture_US_ST]
// 04:   Vector 848 [_AdditiveLayerExtraTexture_ST]
// 10:   Vector 848 [_AdditiveLayerTexture_ST]
// 0b:   Vector 848 [_MultiplyLayerThirdTexture_ST]
// 04:   Vector 864 [_AdditiveLayerExtraTexture_US_ST]
// 10:   Vector 864 [_AdditiveLayerTexture_US_ST]
// 0b:   Vector 864 [_MultiplyLayerThirdTexture_US_ST]
// 04:   Vector 880 [_AdditiveLayerExtraMaskTexture_ST]
// 10:   Vector 880 [_AdditiveLayerMaskTexture_ST]
// 0b:   Vector 880 [_MultiplyLayerThirdMaskTexture_ST]
// 04:   Vector 896 [_AdditiveLayerExtraMaskTexture_US_ST]
// 10:   Vector 896 [_AdditiveLayerMaskTexture_US_ST]
// 0b:   Vector 896 [_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 [_TurbulenceScaleAnimMask] 2D 3
//       SetTexture 3 [_InteractionDistortMask] 2D 5
//       SetTexture 4 [_InteractionCurveDefault] 2D 4
//       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 23:45:42 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
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[57], 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_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_temps 8

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

ld_indexable(texture2d)(float,float,float,float) r7.xyzw, l(0, 0, 0, 0), t125.xyzw

mul r0.xy, v0.yxyy, cb0[28].yxyy
add r1.xyz, v2.yzwy, l(-0.500000, -0.500000, -0.500000, 0.000000)
add r0.zw, r1.yyyz, r1.yyyz
mad r1.yz, r0.wwzw, cb0[28].wwzw, cb0[24].yyxy
mad r1.yz, -v0.yyxy, cb0[28].yyxy, r1.yyzy
mad r0.xy, cb0[27].yxyy, r1.yzyy, r0.xyxx
mad r1.yz, v0.yyxy, cb0[28].yyxy, -r0.xxyx
mad r1.w, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r2.x, v1.xyxx, cb0[24].zwzz
add r1.w, r1.w, r2.x
mad r2.x, r1.x, l(0.500000), r1.w
mov r2.yw, l(0,0,0,0)
sample_l r3.xyzw, r2.xyxx, t0.xyzw, s1, l(0.000000)
add r1.w, r3.w, cb0[23].w
add r1.w, r1.w, l(-0.500000)
mul r1.w, r1.w, cb0[13].x
mad r1.w, r1.w, cb0[23].y, cb0[13].z
mad r2.x, cb0[26].w, cb0[7].x, cb0[26].z
sincos r2.x, r3.x, r2.x
add r3.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r2.xy, r2.xxxx, r3.yzyy
mad r2.x, r3.z, r3.x, -r2.x
mad r2.y, r3.y, r3.x, r2.y
add r2.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r2.y, r2.y, cb0[25].y, cb0[25].w
mad r4.y, cb0[26].y, cb0[7].x, r2.y
mad r2.x, r2.x, cb0[25].x, cb0[25].z
mad r4.x, cb0[26].x, cb0[7].x, r2.x
sample_l r4.xyzw, r4.xyxx, t1.xyzw, s2, l(0.000000)
mul r1.w, r1.w, r4.x
add r2.x, -v2.x, l(1.000000)
mul r1.w, r1.w, r2.x
sincos r3.x, r4.x, r1.w
mul r3.xw, r1.yyyz, r3.xxxx
mad r5.y, r1.z, r4.x, -r3.x
mad r5.x, r1.y, r4.x, r3.w
add r0.xy, r0.xyxx, r5.xyxx
mad r1.yz, r0.wwzw, cb0[28].wwzw, cb0[30].yyxy
mad r0.zw, r0.zzzw, cb0[28].zzzw, cb0[41].xxxy
add r0.xy, r0.xyxx, -r1.yzyy
mad r1.w, cb0[13].y, cb0[29].x, cb0[29].z
dp2 r2.y, v1.xyxx, cb0[30].zwzz
add r1.w, r1.w, r2.y
mad r2.z, r1.x, l(0.500000), r1.w
sample_l r4.xyzw, r2.zwzz, t0.xyzw, s1, l(0.000000)
add r1.w, r4.w, cb0[29].w
add r1.w, r1.w, l(-0.500000)
mul r1.w, r1.w, cb0[13].x
mad r1.w, r1.w, cb0[29].y, cb0[13].z
mad r2.y, cb0[32].w, cb0[7].x, cb0[32].z
sincos r3.x, r4.x, r2.y
mul r2.yz, r3.xxxx, r3.yyzy
mad r2.y, r3.z, r4.x, -r2.y
mad r2.z, r3.y, r4.x, r2.z
add r2.yz, r2.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r2.z, r2.z, cb0[31].y, cb0[31].w
mad r4.y, cb0[32].y, cb0[7].x, r2.z
mad r2.y, r2.y, cb0[31].x, cb0[31].z
mad r4.x, cb0[32].x, cb0[7].x, r2.y
sample_l r4.xyzw, r4.xyxx, t2.xyzw, s3, l(0.000000)
mul r2.y, r2.x, r4.x
mul r1.w, r1.w, r2.y
mad r2.yz, r1.wwww, cb0[33].yyxy, l(0.000000, 1.000000, 1.000000, 0.000000)
mad r0.xy, r0.xyxx, r2.yzyy, r1.yzyy
add r0.zw, -r0.yyyx, r0.zzzw
mad r0.zw, cb0[41].zzzw, r0.zzzw, r0.yyyx
add r0.xy, -r0.wzww, r0.xyxx
mul r1.yzw, v0.yyyy, cb1[13].xxyz
mad r1.yzw, cb1[12].xxyz, v0.xxxx, r1.yyzw
mad r1.yzw, cb1[14].xxyz, v0.zzzz, r1.yyzw
mad r1.yzw, cb1[15].xxyz, v0.wwww, r1.yyzw
add r4.xyzw, r1.yzyz, -cb0[40].xyzw
div r1.y, r1.w, cb0[0].x
add r5.x, r1.y, l(0.500000)
dp2 r1.y, r4.zwzz, r4.zwzz
sqrt r1.y, r1.y
add r1.y, r1.y, -cb0[39].z
max r1.y, r1.y, l(0.000000)
add r1.y, r1.y, -cb0[42].z
div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[42].z
mul_sat r1.y, r1.z, r1.y
mad r1.w, r1.y, l(-2.000000), l(3.000000)
mul r1.y, r1.y, r1.y
mul r1.y, r1.y, r1.w
mul r6.xyzw, cb0[42].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r6.xyzw, r4.xyzw, r6.xyzw
dp2 r1.w, r4.xyxx, r4.xyxx
sqrt r1.w, r1.w
add r1.w, r1.w, -cb0[39].z
max r1.w, r1.w, l(0.000000)
add r1.w, r1.w, -cb0[42].z
mul_sat r1.z, r1.z, r1.w
dp2 r1.w, r6.zwzz, r6.zwzz
dp2 r2.y, r6.xyxx, r6.xyxx
sqrt r2.y, r2.y
add r2.y, r2.y, -cb0[39].z
max r2.y, r2.y, l(0.000000)
mad r2.y, r1.x, l(0.500000), r2.y
sqrt r1.w, r1.w
add r1.w, r1.w, -cb0[39].z
max r1.w, r1.w, l(0.000000)
mad r1.x, r1.x, l(0.500000), r1.w
add r2.zw, cb0[7].xxxx, -cb0[38].xxxz
add r1.x, -r1.x, r2.w
add r1.w, -r2.y, r2.z
mul r1.xw, r1.xxxw, cb0[42].wwww
mul r4.xz, r1.wwxw, cb0[34].yyyy
mov r4.yw, l(0,0,0,0)
sample_l r6.xyzw, r4.zwzz, t4.xyzw, s4, l(0.000000)
sample_l r4.xyzw, r4.xyxx, t4.xyzw, s4, l(0.000000)
mad r1.x, r4.w, l(2.000000), l(-1.000000)
mad r1.w, r6.w, l(2.000000), l(-1.000000)
mul r1.xw, r1.xxxw, cb0[34].xxxx
mad r2.y, cb0[37].w, cb0[7].x, cb0[37].z
sincos r3.x, r4.x, r2.y
mul r2.yz, r3.xxxx, r3.yyzy
mad r2.y, r3.z, r4.x, -r2.y
mad r2.z, r3.y, r4.x, r2.z
add r2.yz, r2.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r2.z, r2.z, cb0[36].y, cb0[36].w
mad r4.y, cb0[37].y, cb0[7].x, r2.z
mad r2.y, r2.y, cb0[36].x, cb0[36].z
mad r4.x, cb0[37].x, cb0[7].x, r2.y
sample_l r4.xyzw, r4.xyxx, t3.xyzw, s5, l(0.000000)
mul r2.x, r2.x, r4.x
mul r1.xw, r1.xxxw, r2.xxxx
mul r1.y, r1.y, r1.w
mul r1.y, r1.y, cb0[38].w
mad r1.w, r1.z, l(-2.000000), l(3.000000)
mul r1.z, r1.z, r1.z
mul r1.z, r1.z, r1.w
mul r1.x, r1.z, r1.x
mad r1.x, r1.x, cb0[38].y, r1.y
sincos r1.x, r2.x, r1.x
mul r1.xy, r0.xyxx, r1.xxxx
mad r4.x, r0.y, r2.x, -r1.x
mad r4.y, r0.x, r2.x, r1.y
add r0.xy, r0.zwzz, r4.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 8dcef5d9edeb04ac-vs.txt
ne r7.w, r0.w, l(1.0)
if_nz r7.w
  add r7.w, r0.w, -r7.y
  mad r0.x, r7.w, r7.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
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
mad r0.y, cb0[44].w, cb0[7].x, cb0[44].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[43].y, cb0[43].w
mad o2.y, cb0[44].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[43].x, cb0[43].z
mad o2.x, cb0[44].x, cb0[7].x, r0.y
mad r0.y, cb0[46].w, cb0[7].x, cb0[46].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[45].y, cb0[45].w
mad o2.w, cb0[46].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[45].x, cb0[45].z
mad o2.z, cb0[46].x, cb0[7].x, r0.y
mad r0.y, cb0[49].w, cb0[7].x, cb0[49].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[48].y, cb0[48].w
mad o3.y, cb0[49].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[48].x, cb0[48].z
mad o3.x, cb0[49].x, cb0[7].x, r0.y
mad r0.y, cb0[51].w, cb0[7].x, cb0[51].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[50].y, cb0[50].w
mad o3.w, cb0[51].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[50].x, cb0[50].z
mad o3.z, cb0[51].x, cb0[7].x, r0.y
mad r0.y, cb0[54].w, cb0[7].x, cb0[54].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[53].y, cb0[53].w
mad o4.y, cb0[54].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[53].x, cb0[53].z
mad o4.x, cb0[54].x, cb0[7].x, r0.y
mad r0.y, cb0[56].w, cb0[7].x, cb0[56].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[55].y, cb0[55].w
mad o4.w, cb0[56].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[55].x, cb0[55].z
mad o4.z, cb0[56].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 r0.x, r0.y, r0.x
exp r0.x, -|r0.x|
mad o5.w, -r0.x, r0.x, l(1.000000)
mul o5.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mov r5.y, l(0)
sample_l r1.xyzw, r5.xyxx, t5.xyzw, s0, l(0.000000)
mul o6.w, r0.z, r1.w
mov o6.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used