// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 985bf18b3efc1c9f-vs.txt
// 3DMigoto: 985bf18b3efc1c9f | Matched 3 variants of 3 shaders: Hidden/UberShader/42C739D8F633257227FE84A31B0D7C4C_FB, Hidden/UberShader/6FCC28703EC58A02EBC4BDCFFD168C02_FB, Hidden/UberShader/F55CC89C433B83324F0FE80723A65B9A_FB
//
// 1:    Unity headers extracted from 42C739D8F633257227FE84A31B0D7C4C_FB.shader
// 2:    Unity headers extracted from 6FCC28703EC58A02EBC4BDCFFD168C02_FB.shader
// 4:    Unity headers extracted from F55CC89C433B83324F0FE80723A65B9A_FB.shader
// 1:    Shader "Hidden/UberShader/42C739D8F633257227FE84A31B0D7C4C_FB" {
// 2:    Shader "Hidden/UberShader/6FCC28703EC58A02EBC4BDCFFD168C02_FB" {
// 4:    Shader "Hidden/UberShader/F55CC89C433B83324F0FE80723A65B9A_FB" {
//         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)
//          _InteractionParams2Punch ("Interaction Params2 Punch", Vector) = (0,0,0,0)
//          _InteractionParamsPunch ("Interaction Params Punch", Vector) = (0,0,0,0)
//          _InteractionPosPunch ("Interaction Pos Punch", 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)
//          _InteractionSettingsPunch ("Interaction Settings Punch", Vector) = (0,0,0,0)
//          _InteractionVelocityPunch ("Interaction Velocity Punch", 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)
//          _MaskStrength ("Mask Strength", Float) = 0
//          _MaskTexture ("Mask Texture", 2D) = "white" { }
//          _MaskTexture_US_ST ("Mask Texture_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)
//          _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
//             Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
//             ColorMask [_UberShaderColorMask]
// 1:          GpuProgramID 22616
// 4:          GpuProgramID 33306
// 2:          GpuProgramID 8683
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 1
//               }
//             }
//           }
//         }
//       }
//
// 1: Unity 5.3 headers extracted from 42C739D8F633257227FE84A31B0D7C4C_FB.shader.decompressed:
// 2: Unity 5.3 headers extracted from 6FCC28703EC58A02EBC4BDCFFD168C02_FB.shader.decompressed:
// 4: Unity 5.3 headers extracted from F55CC89C433B83324F0FE80723A65B9A_FB.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 194 0 0
//      undeciphered2: 1 3 3 3 0
//      undeciphered3: 13 3 0 0 2 1 3 4
//      ConstBuffer "$Globals" 976
//      Float 0 [_FogGradientRange]
//      Float 112 [_GameTime]
//      Float 120 [_GlobalDebugScale]
//      Vector 128 [_DepthFlipScreen]
//      Vector 288 [_MainTex_ST]
//      Vector 304 [_MainTex_US_ST]
//      Vector 368 [_InteractionCurveSettingsDefault]
//      Vector 400 [_InteractionPunchDistortMask_ST]
//      Vector 416 [_InteractionPunchDistortMask_US_ST]
//      Vector 432 [_InteractionParamsPunch]
//      Vector 448 [_InteractionParams2Punch]
//      Vector 464 [_InteractionPosPunch]
//      Vector 480 [_InteractionVelocityPunch]
//      Vector 496 [_InteractionSettingsPunch]
//      Vector 512 [_PivotSettings]
//      Vector 544 [_DistortionTex_ST]
//      Vector 560 [_DistortionTex_US_ST]
//      Vector 576 [_DistortionMaskTex_ST]
//      Vector 592 [_DistortionMaskTex_US_ST]
//      Vector 624 [_DistortionExtraMaskTex_ST]
//      Vector 640 [_DistortionExtraMaskTex_US_ST]
//      Vector 656 [_DistortionExtraTex_ST]
//      Vector 672 [_DistortionExtraTex_US_ST]
//      Vector 688 [_MaskTexture_ST]
//      Vector 704 [_MaskTexture_US_ST]
//      Vector 736 [_MultiplyLayerTexture_ST]
//      Vector 752 [_MultiplyLayerTexture_US_ST]
//      Vector 768 [_MultiplyLayerMaskTexture_ST]
//      Vector 784 [_MultiplyLayerMaskTexture_US_ST]
//      Vector 816 [_MultiplyLayerExtraTexture_ST]
//      Vector 832 [_MultiplyLayerExtraTexture_US_ST]
//      Vector 848 [_MultiplyLayerExtraMaskTexture_ST]
//      Vector 864 [_MultiplyLayerExtraMaskTexture_US_ST]
//      Vector 896 [_MultiplyLayerThirdTexture_ST]
//      Vector 912 [_MultiplyLayerThirdTexture_US_ST]
//      Vector 928 [_MultiplyLayerThirdMaskTexture_ST]
//      Vector 944 [_MultiplyLayerThirdMaskTexture_US_ST]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      ConstBuffer "UnityPerFrame" 256
//      Vector 64 [glstate_lightmodel_ambient]
//      SetTexture 0 [_InteractionPunchDistortMask] 2D 2
//      SetTexture 1 [_InteractionCurveDefault] 2D 1
//      SetTexture 2 [_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 23:45:56 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   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
// TEXCOORD                 7   xyzw        8     NONE   float   xyzw
// TEXCOORD                 8   xyzw        9     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[60], 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_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
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_output o8.xyzw
dcl_output o9.xyzw
dcl_temps 6

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

ld_indexable(texture2d)(float,float,float,float) r5.xyzw, l(0, 0, 0, 0), t125.xyzw

add r0.xyzw, cb0[30].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r1.x, r0.xyxx, r0.xyxx
rsq r1.x, r1.x
mul r0.xy, r0.xyxx, r1.xxxx
dp2 r1.x, r0.zwzz, r0.zwzz
rsq r1.x, r1.x
mul r0.zw, r0.zzzw, r1.xxxx
mul r1.xyz, v0.yyyy, cb1[13].xyzx
mad r1.xyz, cb1[12].xyzx, v0.xxxx, r1.xyzx
mad r1.xyz, cb1[14].xyzx, v0.zzzz, r1.xyzx
mad r1.xyz, cb1[15].xyzx, v0.wwww, r1.xyzx
add r2.xyzw, r1.xyxy, -cb0[29].xyzw
div r1.x, r1.z, cb0[0].x
add r1.x, r1.x, l(0.500000)
dp2 r1.z, r2.zwzz, r2.zwzz
sqrt r1.z, r1.z
add r1.z, r1.z, -cb0[28].z
max r1.z, r1.z, l(0.000000)
add r1.z, r1.z, -cb0[31].z
div r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[31].z
mul_sat r1.z, r1.w, r1.z
mad r3.x, r1.z, l(-2.000000), l(3.000000)
mul r1.z, r1.z, r1.z
mul r1.z, r1.z, r3.x
mul r3.xyzw, cb0[31].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r3.xyzw, r2.xyzw, r3.xyzw
dp2 r2.x, r2.xyxx, r2.xyxx
sqrt r2.x, r2.x
add r2.x, r2.x, -cb0[28].z
max r2.x, r2.x, l(0.000000)
add r2.x, r2.x, -cb0[31].z
mul_sat r1.w, r1.w, r2.x
dp2 r2.x, r3.zwzz, r3.zwzz
dp2 r2.y, r3.xyxx, r3.xyxx
sqrt r2.xy, r2.xyxx
add r2.xy, r2.xyxx, -cb0[28].zzzz
max r2.xy, r2.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
add r2.zw, cb0[7].xxxx, -cb0[27].xxxz
add r2.xy, -r2.xyxx, r2.wzww
mul r2.xy, r2.xyxx, cb0[31].wwww
mul r3.xz, r2.yyxy, cb0[23].yyyy
mov r3.yw, l(0,0,0,0)
sample_l r2.xyzw, r3.zwzz, t1.xyzw, s1, l(0.000000)
sample_l r3.xyzw, r3.xyxx, t1.xyzw, s1, l(0.000000)
mad r2.x, r3.w, l(2.000000), l(-1.000000)
mad r2.y, r2.w, l(2.000000), l(-1.000000)
mul r2.xy, r2.xyxx, cb0[23].xxxx
mad r2.z, cb0[26].w, cb0[7].x, cb0[26].z
sincos r3.x, r4.x, r2.z
add r2.zw, v1.yyyx, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r3.xy, r3.xxxx, r2.zwzz
mad r3.x, r2.w, r4.x, -r3.x
mad r3.y, r2.z, r4.x, r3.y
add r3.xy, r3.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r3.y, r3.y, cb0[25].y, cb0[25].w
mad r4.y, cb0[26].y, cb0[7].x, r3.y
mad r3.x, r3.x, cb0[25].x, cb0[25].z
mad r4.x, cb0[26].x, cb0[7].x, r3.x
sample_l r3.xyzw, r4.xyxx, t0.xyzw, s2, l(0.000000)
mul r2.xy, r2.xyxx, r3.xxxx
mul r1.z, r1.z, r2.y
mul r1.z, r1.z, cb0[27].w
mul r0.zw, r0.zzzw, r1.zzzz
mad r1.z, r1.w, l(-2.000000), l(3.000000)
mul r1.w, r1.w, r1.w
mul r1.z, r1.w, r1.z
mul r1.z, r1.z, r2.x
mul r1.z, r1.z, cb0[27].y
mad r0.xy, r1.zzzz, r0.xyxx, r0.zwzz
mad r0.xy, v0.xyxx, cb0[32].xyxx, r0.xyxx
div r0.xy, r0.xyxx, cb0[32].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.z, 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 985bf18b3efc1c9f-vs.txt
ne r5.w, r0.w, l(1.0)
if_nz r5.w
  add r5.w, r0.w, -r5.y
  mad r0.x, r5.w, r5.x, r0.x
endif

mul r1.z, r0.w, r1.z
mul r0.z, r1.z, 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 r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r2.zzwz
mad r0.y, r2.w, r3.x, -r0.y
mad r0.z, r2.z, r3.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[35].w, cb0[7].x, cb0[35].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r2.zzwz
mad r0.y, r2.w, r3.x, -r0.y
mad r0.z, r2.z, r3.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[34].y, cb0[34].w
mad o2.y, cb0[35].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[34].x, cb0[34].z
mad o2.x, cb0[35].x, cb0[7].x, r0.y
mad r0.y, cb0[37].w, cb0[7].x, cb0[37].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r2.zzwz
mad r0.y, r2.w, r3.x, -r0.y
mad r0.z, r2.z, r3.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[36].y, cb0[36].w
mad o2.w, cb0[37].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[36].x, cb0[36].z
mad o2.z, cb0[37].x, cb0[7].x, r0.y
mad r0.y, cb0[42].w, cb0[7].x, cb0[42].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r2.zzwz
mad r0.y, r2.w, r3.x, -r0.y
mad r0.z, r2.z, r3.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 o3.w, cb0[42].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[41].x, cb0[41].z
mad o3.z, cb0[42].x, cb0[7].x, r0.y
mad r0.y, cb0[40].w, cb0[7].x, cb0[40].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r2.zzwz
mad r0.y, r2.w, r3.x, -r0.y
mad r0.z, r2.z, r3.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 o3.y, cb0[40].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[39].x, cb0[39].z
mad o3.x, cb0[40].x, cb0[7].x, r0.y
mad r0.y, cb0[44].w, cb0[7].x, cb0[44].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r2.zzwz
mad r0.y, r2.w, r3.x, -r0.y
mad r0.z, r2.z, r3.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 o4.y, cb0[44].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[43].x, cb0[43].z
mad o4.x, cb0[44].x, cb0[7].x, r0.y
mad r0.y, cb0[47].w, cb0[7].x, cb0[47].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r2.zzwz
mad r0.y, r2.w, r3.x, -r0.y
mad r0.z, r2.z, r3.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 o4.w, cb0[47].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[46].x, cb0[46].z
mad o4.z, cb0[47].x, cb0[7].x, r0.y
mad r0.y, cb0[49].w, cb0[7].x, cb0[49].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r2.zzwz
mad r0.y, r2.w, r3.x, -r0.y
mad r0.z, r2.z, r3.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 o5.y, cb0[49].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[48].x, cb0[48].z
mad o5.x, cb0[49].x, cb0[7].x, r0.y
mad r0.y, cb0[52].w, cb0[7].x, cb0[52].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r2.zzwz
mad r0.y, r2.w, r3.x, -r0.y
mad r0.z, r2.z, r3.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[51].y, cb0[51].w
mad o5.w, cb0[52].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[51].x, cb0[51].z
mad o5.z, cb0[52].x, cb0[7].x, r0.y
mad r0.y, cb0[54].w, cb0[7].x, cb0[54].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r2.zzwz
mad r0.y, r2.w, r3.x, -r0.y
mad r0.z, r2.z, r3.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 o6.y, cb0[54].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[53].x, cb0[53].z
mad o6.x, cb0[54].x, cb0[7].x, r0.y
mad r0.y, cb0[57].w, cb0[7].x, cb0[57].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r2.zzwz
mad r0.y, r2.w, r3.x, -r0.y
mad r0.z, r2.z, r3.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[56].y, cb0[56].w
mad o6.w, cb0[57].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[56].x, cb0[56].z
mad o6.z, cb0[57].x, cb0[7].x, r0.y
mad r0.y, cb0[59].w, cb0[7].x, cb0[59].z
sincos r2.x, r3.x, r0.y
mul r0.yz, r2.xxxx, r2.zzwz
mad r0.y, r2.w, r3.x, -r0.y
mad r0.z, r2.z, r3.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[58].y, cb0[58].w
mad o7.y, cb0[59].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[58].x, cb0[58].z
mad o7.x, cb0[59].x, cb0[7].x, r0.y
mov o7.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 o8.w, -r0.x, r0.x, l(1.000000)
mul o8.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mov r1.y, l(0)
sample_l r1.xyzw, r1.xyxx, t2.xyzw, s0, l(0.000000)
mul o9.w, r0.z, r1.w
mov o9.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used