// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 9a80fb6a0a2941eb-vs.txt
// 3DMigoto: 9a80fb6a0a2941eb | Matched 21 variants of 21 shaders: Hidden/UberShader/02777BC644D0379F898F1A7C392E9B2D_FB, Hidden/UberShader/07F94F401A6F5A127B51DB189F7BE0B1_FB, Hidden/UberShader/0D62E00018D284E50E8CEE1C5596735A_FB, Hidden/UberShader/24C8C8BFA9B6EF323E3CF5E7EF5283E6_FB, Hidden/UberShader/2F728D46CEA25B7C383E77E185C6ED65_FB, Hidden/UberShader/5092FD6906A346CCF8D7FBFF9373FC86_FB, Hidden/UberShader/50AE0411BB050896EE4CCB29A90BF9C7_FB, Hidden/UberShader/780951947E37D40C978D3BF844FDC9CE_FB, Hidden/UberShader/785EECD0B0789755695A41B72D55F741_FB, Hidden/UberShader/8AE0F2C41533DA247403EE0B10DA824C_FB, Hidden/UberShader/953D7341DD08E7F0CDE2933DF8B24094_FB, Hidden/UberShader/BE4F599B55C0AA4EECAA0E4963FE06EE_FB, Hidden/UberShader/C17373CF27A1EC3206DCB41B76DFD1B9_FB, Hidden/UberShader/C1E71C527F2A4C82A8F487500F5C9285_FB, Hidden/UberShader/CBAB9470C777EE71E3BE4CAB59C7E42F_FB, Hidden/UberShader/CEBBB7AEE2173883E0402026D0337BA5_FB, Hidden/UberShader/DFC27AB96644B9CA20C1477647A4F011_FB, Hidden/UberShader/E43FA3345E5D88B90B1F29B377EAB014_FB, Hidden/UberShader/EDD0C24538C6AABFF8F964D3E17ACF32_FB, Hidden/UberShader/EE556379CE78AC06DECCD5721330FFB5_FB, Hidden/UberShader/F049F1AA6321C79D09FF403CC6D237D3_FB
//
// 000400:    Unity headers extracted from 02777BC644D0379F898F1A7C392E9B2D_FB.shader
// 000001:    Unity headers extracted from 07F94F401A6F5A127B51DB189F7BE0B1_FB.shader
// 000800:    Unity headers extracted from 0D62E00018D284E50E8CEE1C5596735A_FB.shader
// 040000:    Unity headers extracted from 24C8C8BFA9B6EF323E3CF5E7EF5283E6_FB.shader
// 000010:    Unity headers extracted from 2F728D46CEA25B7C383E77E185C6ED65_FB.shader
// 000080:    Unity headers extracted from 5092FD6906A346CCF8D7FBFF9373FC86_FB.shader
// 000100:    Unity headers extracted from 50AE0411BB050896EE4CCB29A90BF9C7_FB.shader
// 004000:    Unity headers extracted from 780951947E37D40C978D3BF844FDC9CE_FB.shader
// 000002:    Unity headers extracted from 785EECD0B0789755695A41B72D55F741_FB.shader
// 001000:    Unity headers extracted from 8AE0F2C41533DA247403EE0B10DA824C_FB.shader
// 000004:    Unity headers extracted from 953D7341DD08E7F0CDE2933DF8B24094_FB.shader
// 002000:    Unity headers extracted from BE4F599B55C0AA4EECAA0E4963FE06EE_FB.shader
// 000008:    Unity headers extracted from C17373CF27A1EC3206DCB41B76DFD1B9_FB.shader
// 080000:    Unity headers extracted from C1E71C527F2A4C82A8F487500F5C9285_FB.shader
// 020000:    Unity headers extracted from CBAB9470C777EE71E3BE4CAB59C7E42F_FB.shader
// 000020:    Unity headers extracted from CEBBB7AEE2173883E0402026D0337BA5_FB.shader
// 010000:    Unity headers extracted from DFC27AB96644B9CA20C1477647A4F011_FB.shader
// 100000:    Unity headers extracted from E43FA3345E5D88B90B1F29B377EAB014_FB.shader
// 008000:    Unity headers extracted from EDD0C24538C6AABFF8F964D3E17ACF32_FB.shader
// 000200:    Unity headers extracted from EE556379CE78AC06DECCD5721330FFB5_FB.shader
// 000040:    Unity headers extracted from F049F1AA6321C79D09FF403CC6D237D3_FB.shader
// 000400:    Shader "Hidden/UberShader/02777BC644D0379F898F1A7C392E9B2D_FB" {
// 000001:    Shader "Hidden/UberShader/07F94F401A6F5A127B51DB189F7BE0B1_FB" {
// 000800:    Shader "Hidden/UberShader/0D62E00018D284E50E8CEE1C5596735A_FB" {
// 040000:    Shader "Hidden/UberShader/24C8C8BFA9B6EF323E3CF5E7EF5283E6_FB" {
// 000010:    Shader "Hidden/UberShader/2F728D46CEA25B7C383E77E185C6ED65_FB" {
// 000080:    Shader "Hidden/UberShader/5092FD6906A346CCF8D7FBFF9373FC86_FB" {
// 000100:    Shader "Hidden/UberShader/50AE0411BB050896EE4CCB29A90BF9C7_FB" {
// 004000:    Shader "Hidden/UberShader/780951947E37D40C978D3BF844FDC9CE_FB" {
// 000002:    Shader "Hidden/UberShader/785EECD0B0789755695A41B72D55F741_FB" {
// 001000:    Shader "Hidden/UberShader/8AE0F2C41533DA247403EE0B10DA824C_FB" {
// 000004:    Shader "Hidden/UberShader/953D7341DD08E7F0CDE2933DF8B24094_FB" {
// 002000:    Shader "Hidden/UberShader/BE4F599B55C0AA4EECAA0E4963FE06EE_FB" {
// 000008:    Shader "Hidden/UberShader/C17373CF27A1EC3206DCB41B76DFD1B9_FB" {
// 080000:    Shader "Hidden/UberShader/C1E71C527F2A4C82A8F487500F5C9285_FB" {
// 020000:    Shader "Hidden/UberShader/CBAB9470C777EE71E3BE4CAB59C7E42F_FB" {
// 000020:    Shader "Hidden/UberShader/CEBBB7AEE2173883E0402026D0337BA5_FB" {
// 010000:    Shader "Hidden/UberShader/DFC27AB96644B9CA20C1477647A4F011_FB" {
// 100000:    Shader "Hidden/UberShader/E43FA3345E5D88B90B1F29B377EAB014_FB" {
// 008000:    Shader "Hidden/UberShader/EDD0C24538C6AABFF8F964D3E17ACF32_FB" {
// 000200:    Shader "Hidden/UberShader/EE556379CE78AC06DECCD5721330FFB5_FB" {
// 000040:    Shader "Hidden/UberShader/F049F1AA6321C79D09FF403CC6D237D3_FB" {
//              Properties {
//               _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//               _UberShaderColorMask ("Uber color mask", Float) = 15
//               _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 000e00:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 00f400:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 00f400:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 00f400:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 00f400:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 00f400:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 000e00:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 000e00:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 000e00:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 000e00:       _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)
//               _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)
// 1f997d:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 1b63a7:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 1b63a7:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 1b63a7:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1b63a7:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 1b63a7:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 1f997d:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 1f997d:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1f997d:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 1f997d:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 0400da:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 0400da:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 0400da:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 0400da:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 0400da:       _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
// 1e3f77:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 01c088:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                  ColorMask [_UberShaderColorMask]
// 000400:          GpuProgramID 1192
// 020000:          GpuProgramID 12491
// 090100:          GpuProgramID 1943
// 000040:          GpuProgramID 21403
// 040008:          GpuProgramID 28394
// 000020:          GpuProgramID 32823
// 000010:          GpuProgramID 34901
// 009000:          GpuProgramID 3500
// 000082:          GpuProgramID 48812
// 000200:          GpuProgramID 52285
// 000800:          GpuProgramID 54740
// 006000:          GpuProgramID 5890
// 100005:          GpuProgramID 61230
//                  Program "vp" {
//                    SubProgram "d3d11 " {
//                      GpuProgramIndex 1
//                    }
//                  }
//                }
//              }
//            }
//
// 000400: Unity 5.3 headers extracted from 02777BC644D0379F898F1A7C392E9B2D_FB.shader.decompressed:
// 000001: Unity 5.3 headers extracted from 07F94F401A6F5A127B51DB189F7BE0B1_FB.shader.decompressed:
// 000800: Unity 5.3 headers extracted from 0D62E00018D284E50E8CEE1C5596735A_FB.shader.decompressed:
// 040000: Unity 5.3 headers extracted from 24C8C8BFA9B6EF323E3CF5E7EF5283E6_FB.shader.decompressed:
// 000010: Unity 5.3 headers extracted from 2F728D46CEA25B7C383E77E185C6ED65_FB.shader.decompressed:
// 000080: Unity 5.3 headers extracted from 5092FD6906A346CCF8D7FBFF9373FC86_FB.shader.decompressed:
// 000100: Unity 5.3 headers extracted from 50AE0411BB050896EE4CCB29A90BF9C7_FB.shader.decompressed:
// 004000: Unity 5.3 headers extracted from 780951947E37D40C978D3BF844FDC9CE_FB.shader.decompressed:
// 000002: Unity 5.3 headers extracted from 785EECD0B0789755695A41B72D55F741_FB.shader.decompressed:
// 001000: Unity 5.3 headers extracted from 8AE0F2C41533DA247403EE0B10DA824C_FB.shader.decompressed:
// 000004: Unity 5.3 headers extracted from 953D7341DD08E7F0CDE2933DF8B24094_FB.shader.decompressed:
// 002000: Unity 5.3 headers extracted from BE4F599B55C0AA4EECAA0E4963FE06EE_FB.shader.decompressed:
// 000008: Unity 5.3 headers extracted from C17373CF27A1EC3206DCB41B76DFD1B9_FB.shader.decompressed:
// 080000: Unity 5.3 headers extracted from C1E71C527F2A4C82A8F487500F5C9285_FB.shader.decompressed:
// 020000: Unity 5.3 headers extracted from CBAB9470C777EE71E3BE4CAB59C7E42F_FB.shader.decompressed:
// 000020: Unity 5.3 headers extracted from CEBBB7AEE2173883E0402026D0337BA5_FB.shader.decompressed:
// 010000: Unity 5.3 headers extracted from DFC27AB96644B9CA20C1477647A4F011_FB.shader.decompressed:
// 100000: Unity 5.3 headers extracted from E43FA3345E5D88B90B1F29B377EAB014_FB.shader.decompressed:
// 008000: Unity 5.3 headers extracted from EDD0C24538C6AABFF8F964D3E17ACF32_FB.shader.decompressed:
// 000200: Unity 5.3 headers extracted from EE556379CE78AC06DECCD5721330FFB5_FB.shader.decompressed:
// 000040: Unity 5.3 headers extracted from F049F1AA6321C79D09FF403CC6D237D3_FB.shader.decompressed:
//           API d3d11
//           Shader model vs_4_0
//           undeciphered1: 201509030 141 0 0
//           undeciphered2: 1 3 3 3 0
//           undeciphered3: 13 3 0 0 2 1 3 4
//           ConstBuffer "$Globals" 688
//           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]
// 000400:   Vector 528 [_AdditiveLayerTexture_ST]
// 006282:   Vector 528 [_MultiplyLayerExtraTexture_ST]
// 1f997d:   Vector 528 [_MultiplyLayerTexture_ST]
// 000400:   Vector 544 [_AdditiveLayerTexture_US_ST]
// 006282:   Vector 544 [_MultiplyLayerExtraTexture_US_ST]
// 1f997d:   Vector 544 [_MultiplyLayerTexture_US_ST]
// 000400:   Vector 560 [_AdditiveLayerMaskTexture_ST]
// 006282:   Vector 560 [_MultiplyLayerExtraMaskTexture_ST]
// 1f997d:   Vector 560 [_MultiplyLayerMaskTexture_ST]
// 000400:   Vector 576 [_AdditiveLayerMaskTexture_US_ST]
// 006282:   Vector 576 [_MultiplyLayerExtraMaskTexture_US_ST]
// 1f997d:   Vector 576 [_MultiplyLayerMaskTexture_US_ST]
// 00f400:   Vector 608 [_AdditiveLayerExtraTexture_ST]
// 000a00:   Vector 608 [_AdditiveLayerTexture_ST]
// 1b0125:   Vector 608 [_MultiplyLayerExtraTexture_ST]
// 0400da:   Vector 608 [_MultiplyLayerThirdTexture_ST]
// 00f400:   Vector 624 [_AdditiveLayerExtraTexture_US_ST]
// 000a00:   Vector 624 [_AdditiveLayerTexture_US_ST]
// 1b0125:   Vector 624 [_MultiplyLayerExtraTexture_US_ST]
// 0400da:   Vector 624 [_MultiplyLayerThirdTexture_US_ST]
// 00f400:   Vector 640 [_AdditiveLayerExtraMaskTexture_ST]
// 000a00:   Vector 640 [_AdditiveLayerMaskTexture_ST]
// 1b0125:   Vector 640 [_MultiplyLayerExtraMaskTexture_ST]
// 0400da:   Vector 640 [_MultiplyLayerThirdMaskTexture_ST]
// 00f400:   Vector 656 [_AdditiveLayerExtraMaskTexture_US_ST]
// 000a00:   Vector 656 [_AdditiveLayerMaskTexture_US_ST]
// 1b0125:   Vector 656 [_MultiplyLayerExtraMaskTexture_US_ST]
// 0400da:   Vector 656 [_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 23:45:59 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   xy
//
//
// 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
//
vs_4_0
dcl_constantbuffer cb0[42], 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_input v2.xy
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_temps 5

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

ld_indexable(texture2d)(float,float,float,float) r4.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[29].xyzw
div r0.x, r0.z, cb0[0].x
dp2 r0.z, r1.zwzz, r1.zwzz
sqrt r0.z, r0.z
add r0.z, r0.z, -cb0[28].z
max r0.z, r0.z, l(0.000000)
add r0.z, r0.z, -cb0[31].z
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[31].z
mul_sat r0.z, r0.w, r0.z
mad r2.x, r0.z, l(-2.000000), l(3.000000)
mul r0.z, r0.z, r0.z
mul r0.z, r0.z, r2.x
mul r2.xyzw, cb0[31].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r2.xyzw, r1.xyzw, r2.xyzw
dp2 r1.x, r1.xyxx, r1.xyxx
sqrt r1.x, r1.x
add r1.x, r1.x, -cb0[28].z
max r1.x, r1.x, l(0.000000)
add r1.x, r1.x, -cb0[31].z
mul_sat r0.w, r0.w, r1.x
dp2 r1.x, r2.zwzz, r2.zwzz
dp2 r1.y, r2.xyxx, r2.xyxx
sqrt r1.xy, r1.xyxx
add r1.xy, r1.xyxx, -cb0[28].zzzz
max r1.xy, r1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
add r1.z, v2.y, l(-0.500000)
mad r1.x, r1.z, l(0.500000), r1.x
mad r1.y, r1.z, l(0.500000), r1.y
add r1.zw, cb0[7].xxxx, -cb0[27].xxxz
add r1.xy, -r1.xyxx, r1.wzww
mul r1.xy, r1.xyxx, cb0[31].wwww
mul r2.xz, r1.yyxy, cb0[23].yyyy
mov r2.yw, l(0,0,0,0)
sample_l r1.xyzw, r2.zwzz, t1.xyzw, s1, l(0.000000)
sample_l r2.xyzw, r2.xyxx, t1.xyzw, s1, l(0.000000)
mad r1.x, r2.w, l(2.000000), l(-1.000000)
mad r1.y, r1.w, l(2.000000), l(-1.000000)
mul r1.xy, r1.xyxx, cb0[23].xxxx
add r1.z, -v2.x, l(1.000000)
mad r1.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r2.x, r3.x, r1.w
add r2.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r2.xw, r2.xxxx, r2.yyyz
mad r1.w, r2.z, r3.x, -r2.x
mad r2.x, r2.y, r3.x, r2.w
add r2.x, r2.x, l(0.500000)
mad r2.x, r2.x, cb0[25].y, cb0[25].w
mad r3.y, cb0[26].y, cb0[7].x, r2.x
add r1.w, r1.w, l(0.500000)
mad r1.w, r1.w, cb0[25].x, cb0[25].z
mad r3.x, cb0[26].x, cb0[7].x, r1.w
sample_l r3.xyzw, r3.xyxx, t0.xyzw, s2, l(0.000000)
mul r1.z, r1.z, r3.x
mul r1.xy, r1.zzzz, r1.xyxx
mul r0.z, r0.z, r1.y
mul r0.z, r0.z, cb0[27].w
add r3.xyzw, cb0[30].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r1.y, r3.zwzz, r3.zwzz
rsq r1.y, r1.y
mul r1.yz, r1.yyyy, r3.zzwz
mul r1.yz, r0.zzzz, r1.yyzy
mad r0.z, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.z, r0.w, r0.z
mul r0.z, r0.z, r1.x
mul r0.z, r0.z, cb0[27].y
dp2 r0.w, r3.xyxx, r3.xyxx
rsq r0.w, r0.w
mul r1.xw, r0.wwww, r3.xxxy
mad r0.zw, r0.zzzz, r1.xxxw, r1.yyyz
mad r0.zw, v0.xxxy, cb0[32].xxxy, r0.zzzw
div r0.zw, r0.zzzw, cb0[32].xxxy
add r1.x, cb0[7].z, l(1.000000)
mul r0.zw, r0.zzzw, r1.xxxx
mul r1.xyz, r0.wwww, cb1[1].xywx
mad r1.xyz, cb1[0].xywx, r0.zzzz, r1.xyzx
mad r1.xyz, cb1[2].xywx, v0.zzzz, r1.xyzx
mad r1.xyw, cb1[3].xyxw, v0.wwww, r1.xyxz
add r0.z, cb0[8].x, l(200.000000)

// 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 9a80fb6a0a2941eb-vs.txt
ne r4.w, r1.w, l(1.0)
if_nz r4.w
  add r4.w, r1.w, -r4.y
  mad r1.x, r4.w, r4.x, r1.x
endif

mul r0.z, r1.w, r0.z
mul r1.z, r0.z, 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.z, r1.xyzw, r1.xyzw
sqrt r0.z, r0.z
mov o1.zw, v1.zzzw
mad r0.w, cb0[19].w, cb0[7].x, cb0[19].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r2.yzyy
mad r0.w, r2.z, r2.x, -r1.x
mad r1.x, r2.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.xw, r0.xxxw, l(0.500000, 0.000000, 0.000000, 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[34].w, cb0[7].x, cb0[34].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r2.yzyy
mad r0.w, r2.z, r2.x, -r1.x
mad r1.x, r2.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 o2.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 o2.x, cb0[34].x, cb0[7].x, r0.w
mad r0.w, cb0[36].w, cb0[7].x, cb0[36].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r2.yzyy
mad r0.w, r2.z, r2.x, -r1.x
mad r1.x, r2.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[35].y, cb0[35].w
mad o2.w, cb0[36].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[35].x, cb0[35].z
mad o2.z, cb0[36].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, r1.xxxx, r2.yzyy
mad r0.w, r2.z, r2.x, -r1.x
mad r1.x, r2.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[38].y, cb0[38].w
mad o3.y, cb0[39].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[38].x, cb0[38].z
mad o3.x, cb0[39].x, cb0[7].x, r0.w
mad r0.w, cb0[41].w, cb0[7].x, cb0[41].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r2.yzyy
mad r0.w, r2.z, r2.x, -r1.x
mad r1.x, r2.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[40].y, cb0[40].w
mad o3.w, cb0[41].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[40].x, cb0[40].z
mad o3.z, cb0[41].x, cb0[7].x, r0.w
mul r1.xy, cb2[4].wwww, l(0.200000, 4.000000, 0.000000, 0.000000)
round_ni r0.w, r1.y
add r0.w, -r0.w, l(1.000000)
mul r1.x, r0.w, r1.x
mul r0.z, r0.z, r1.x
exp r0.z, -|r0.z|
mad o4.w, -r0.z, r0.z, l(1.000000)
mul o4.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mov r0.y, l(0)
sample_l r1.xyzw, r0.xyxx, t2.xyzw, s0, l(0.000000)
mul o5.w, r0.w, r1.w
mov o5.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used