// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed b3102f8e7d77b1f9-vs.txt
// 3DMigoto: b3102f8e7d77b1f9 | Matched 10 variants of 10 shaders: Hidden/UberShader/095F14ED1C2CC0851CBED72ECE99AF6C, Hidden/UberShader/1694EC8C7DFE0B7E5F1EF080E8D8F136, Hidden/UberShader/37B8CF454D7E80A828D1FCC0C9130C4D, Hidden/UberShader/50A159F0B4EE10DDB565722A67759BBD, Hidden/UberShader/59E6679E99CF412FB53EB6D3FFEFBCE3, Hidden/UberShader/5FFF33F6C8B797EA75D846A42806A3E0, Hidden/UberShader/8BE95157FC4D8FED48BE9937577316DF, Hidden/UberShader/8ED39F02A7912536AA113869E7A05CB1, Hidden/UberShader/B93990292FB53F4C8FFC72BC48F2C0B9, Hidden/UberShader/C7ADDFDFEFA575ECD0115FD13433D921
//
// 008:    Unity headers extracted from 095F14ED1C2CC0851CBED72ECE99AF6C.shader
// 001:    Unity headers extracted from 1694EC8C7DFE0B7E5F1EF080E8D8F136.shader
// 040:    Unity headers extracted from 37B8CF454D7E80A828D1FCC0C9130C4D.shader
// 002:    Unity headers extracted from 50A159F0B4EE10DDB565722A67759BBD.shader
// 200:    Unity headers extracted from 59E6679E99CF412FB53EB6D3FFEFBCE3.shader
// 004:    Unity headers extracted from 5FFF33F6C8B797EA75D846A42806A3E0.shader
// 080:    Unity headers extracted from 8BE95157FC4D8FED48BE9937577316DF.shader
// 010:    Unity headers extracted from 8ED39F02A7912536AA113869E7A05CB1.shader
// 100:    Unity headers extracted from B93990292FB53F4C8FFC72BC48F2C0B9.shader
// 020:    Unity headers extracted from C7ADDFDFEFA575ECD0115FD13433D921.shader
// 008:    Shader "Hidden/UberShader/095F14ED1C2CC0851CBED72ECE99AF6C" {
// 001:    Shader "Hidden/UberShader/1694EC8C7DFE0B7E5F1EF080E8D8F136" {
// 040:    Shader "Hidden/UberShader/37B8CF454D7E80A828D1FCC0C9130C4D" {
// 002:    Shader "Hidden/UberShader/50A159F0B4EE10DDB565722A67759BBD" {
// 200:    Shader "Hidden/UberShader/59E6679E99CF412FB53EB6D3FFEFBCE3" {
// 004:    Shader "Hidden/UberShader/5FFF33F6C8B797EA75D846A42806A3E0" {
// 080:    Shader "Hidden/UberShader/8BE95157FC4D8FED48BE9937577316DF" {
// 010:    Shader "Hidden/UberShader/8ED39F02A7912536AA113869E7A05CB1" {
// 100:    Shader "Hidden/UberShader/B93990292FB53F4C8FFC72BC48F2C0B9" {
// 020:    Shader "Hidden/UberShader/C7ADDFDFEFA575ECD0115FD13433D921" {
//           Properties {
//            _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//            _UberShaderColorMask ("Uber color mask", Float) = 15
//            _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 100:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 100:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 100:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 100:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 100:       _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)
// 224:       _HueShift ("Hue Shift", Float) = 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)
//            _MaskStrength ("Mask Strength", Float) = 0
//            _MaskTexture ("Mask Texture", 2D) = "white" { }
//            _MaskTexture_US_ST ("Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1f5:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 27f:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 27f:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 27f:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 27f:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 27f:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 1f5:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 1f5:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1f5:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 1f5:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 28a:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 28a:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 28a:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 28a:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 28a:       _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)
//           }
// 008:      Fallback "Hidden/UberShader/095F14ED1C2CC0851CBED72ECE99AF6C_FB"
// 001:      Fallback "Hidden/UberShader/1694EC8C7DFE0B7E5F1EF080E8D8F136_FB"
// 040:      Fallback "Hidden/UberShader/37B8CF454D7E80A828D1FCC0C9130C4D_FB"
// 002:      Fallback "Hidden/UberShader/50A159F0B4EE10DDB565722A67759BBD_FB"
// 200:      Fallback "Hidden/UberShader/59E6679E99CF412FB53EB6D3FFEFBCE3_FB"
// 004:      Fallback "Hidden/UberShader/5FFF33F6C8B797EA75D846A42806A3E0_FB"
// 080:      Fallback "Hidden/UberShader/8BE95157FC4D8FED48BE9937577316DF_FB"
// 010:      Fallback "Hidden/UberShader/8ED39F02A7912536AA113869E7A05CB1_FB"
// 100:      Fallback "Hidden/UberShader/B93990292FB53F4C8FFC72BC48F2C0B9_FB"
// 020:      Fallback "Hidden/UberShader/C7ADDFDFEFA575ECD0115FD13433D921_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
// 3bf:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 040:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//               ColorMask [_UberShaderColorMask]
// 004:          GpuProgramID 23751
// 001:          GpuProgramID 28669
// 080:          GpuProgramID 30965
// 050:          GpuProgramID 31577
// 020:          GpuProgramID 39031
// 002:          GpuProgramID 4255
// 008:          GpuProgramID 49126
// 100:          GpuProgramID 53323
// 200:          GpuProgramID 842
//               Program "vp" {
//                 SubProgram "d3d11 " {
//                   GpuProgramIndex 0
//                 }
//               }
//             }
//           }
//         }
//
// 008: Unity 5.3 headers extracted from 095F14ED1C2CC0851CBED72ECE99AF6C.shader.decompressed:
// 001: Unity 5.3 headers extracted from 1694EC8C7DFE0B7E5F1EF080E8D8F136.shader.decompressed:
// 040: Unity 5.3 headers extracted from 37B8CF454D7E80A828D1FCC0C9130C4D.shader.decompressed:
// 002: Unity 5.3 headers extracted from 50A159F0B4EE10DDB565722A67759BBD.shader.decompressed:
// 200: Unity 5.3 headers extracted from 59E6679E99CF412FB53EB6D3FFEFBCE3.shader.decompressed:
// 004: Unity 5.3 headers extracted from 5FFF33F6C8B797EA75D846A42806A3E0.shader.decompressed:
// 080: Unity 5.3 headers extracted from 8BE95157FC4D8FED48BE9937577316DF.shader.decompressed:
// 010: Unity 5.3 headers extracted from 8ED39F02A7912536AA113869E7A05CB1.shader.decompressed:
// 100: Unity 5.3 headers extracted from B93990292FB53F4C8FFC72BC48F2C0B9.shader.decompressed:
// 020: Unity 5.3 headers extracted from C7ADDFDFEFA575ECD0115FD13433D921.shader.decompressed:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201509030 201 0 0
//        undeciphered2: 1 6 3 6 0
//        undeciphered3: 13 3 0 0 2 1 3 4
// 1db:   ConstBuffer "$Globals" 896
// 224:   ConstBuffer "$Globals" 912
//        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 [_MaskTexture_ST]
//        Vector 704 [_MaskTexture_US_ST]
// 20a:   Vector 736 [_MultiplyLayerExtraTexture_ST]
// 1f5:   Vector 736 [_MultiplyLayerTexture_ST]
// 20a:   Vector 752 [_MultiplyLayerExtraTexture_US_ST]
// 1f5:   Vector 752 [_MultiplyLayerTexture_US_ST]
// 20a:   Vector 768 [_MultiplyLayerExtraMaskTexture_ST]
// 1f5:   Vector 768 [_MultiplyLayerMaskTexture_ST]
// 20a:   Vector 784 [_MultiplyLayerExtraMaskTexture_US_ST]
// 1f5:   Vector 784 [_MultiplyLayerMaskTexture_US_ST]
// 100:   Vector 816 [_AdditiveLayerTexture_ST]
// 075:   Vector 816 [_MultiplyLayerExtraTexture_ST]
// 28a:   Vector 816 [_MultiplyLayerThirdTexture_ST]
// 100:   Vector 832 [_AdditiveLayerTexture_US_ST]
// 075:   Vector 832 [_MultiplyLayerExtraTexture_US_ST]
// 28a:   Vector 832 [_MultiplyLayerThirdTexture_US_ST]
// 100:   Vector 848 [_AdditiveLayerMaskTexture_ST]
// 075:   Vector 848 [_MultiplyLayerExtraMaskTexture_ST]
// 28a:   Vector 848 [_MultiplyLayerThirdMaskTexture_ST]
// 100:   Vector 864 [_AdditiveLayerMaskTexture_US_ST]
// 075:   Vector 864 [_MultiplyLayerExtraMaskTexture_US_ST]
// 28a:   Vector 864 [_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 23:46:40 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[55], 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 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

mad r0.x, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r0.y, v1.xyxx, cb0[24].zwzz
add r0.x, r0.y, r0.x
add r0.yzw, v2.yyzw, l(0.000000, -0.500000, -0.500000, -0.500000)
mad r1.x, r0.y, l(0.500000), r0.x
mov r1.yw, l(0,0,0,0)
sample_l r2.xyzw, r1.xyxx, t0.xyzw, s1, l(0.000000)
add r0.x, r2.w, cb0[23].w
add r0.x, r0.x, l(-0.500000)
mul r0.x, r0.x, cb0[13].x
mad r0.x, r0.x, cb0[23].y, cb0[13].z
mad r1.x, cb0[26].w, cb0[7].x, cb0[26].z
sincos r1.x, r2.x, r1.x
add r2.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r1.xy, r1.xxxx, r2.yzyy
mad r1.x, r2.z, r2.x, -r1.x
mad r1.y, r2.y, r2.x, r1.y
add r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r1.y, r1.y, cb0[25].y, cb0[25].w
mad r3.y, cb0[26].y, cb0[7].x, r1.y
mad r1.x, r1.x, cb0[25].x, cb0[25].z
mad r3.x, cb0[26].x, cb0[7].x, r1.x
sample_l r3.xyzw, r3.xyxx, t1.xyzw, s2, l(0.000000)
mul r0.x, r0.x, r3.x
add r1.x, -v2.x, l(1.000000)
mul r0.x, r0.x, r1.x
sincos r0.x, r2.x, r0.x
mul r3.xy, v0.yxyy, cb0[28].yxyy
add r0.zw, r0.zzzw, r0.zzzw
mad r3.zw, r0.wwwz, cb0[28].wwwz, cb0[24].yyyx
mad r3.zw, -v0.yyyx, cb0[28].yyyx, r3.zzzw
mad r3.xy, cb0[27].yxyy, r3.zwzz, r3.xyxx
mad r3.zw, v0.yyyx, cb0[28].yyyx, -r3.xxxy
mul r4.xy, r0.xxxx, r3.zwzz
mad r5.y, r3.w, r2.x, -r4.x
mad r5.x, r3.z, r2.x, r4.y
add r2.xw, r3.xxxy, r5.xxxy
mad r3.xy, r0.wzww, cb0[28].wzww, cb0[30].yxyy
mad r0.xz, r0.zzwz, cb0[28].zzwz, cb0[41].xxyx
add r2.xw, r2.xxxw, -r3.xxxy
mad r0.w, cb0[13].y, cb0[29].x, cb0[29].z
dp2 r1.y, v1.xyxx, cb0[30].zwzz
add r0.w, r0.w, r1.y
mad r1.z, r0.y, l(0.500000), r0.w
sample_l r4.xyzw, r1.zwzz, t0.xyzw, s1, l(0.000000)
add r0.w, r4.w, cb0[29].w
add r0.w, r0.w, l(-0.500000)
mul r0.w, r0.w, cb0[13].x
mad r0.w, r0.w, cb0[29].y, cb0[13].z
mad r1.y, cb0[32].w, cb0[7].x, cb0[32].z
sincos r4.x, r5.x, r1.y
mul r1.yz, r2.yyzy, r4.xxxx
mad r1.y, r2.z, r5.x, -r1.y
mad r1.z, r2.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[31].y, cb0[31].w
mad r4.y, cb0[32].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[31].x, cb0[31].z
mad r4.x, cb0[32].x, cb0[7].x, r1.y
sample_l r4.xyzw, r4.xyxx, t2.xyzw, s3, l(0.000000)
mul r1.y, r1.x, r4.x
mul r0.w, r0.w, r1.y
mad r1.yz, r0.wwww, cb0[33].yyxy, l(0.000000, 1.000000, 1.000000, 0.000000)
mad r1.yz, r2.xxwx, r1.yyzy, r3.xxyx
add r0.xz, r0.xxzx, -r1.zzyz
mad r0.xz, cb0[41].zzwz, r0.xxzx, r1.zzyz
add r1.yz, -r0.zzxz, r1.yyzy
mul r3.xyz, v0.yyyy, cb1[13].xyzx
mad r3.xyz, cb1[12].xyzx, v0.xxxx, r3.xyzx
mad r3.xyz, cb1[14].xyzx, v0.zzzz, r3.xyzx
mad r3.xyz, cb1[15].xyzx, v0.wwww, r3.xyzx
add r4.xyzw, r3.xyxy, -cb0[40].xyzw
div r0.w, r3.z, cb0[0].x
add r3.x, r0.w, l(0.500000)
dp2 r0.w, r4.zwzz, r4.zwzz
sqrt r0.w, r0.w
add r0.w, r0.w, -cb0[39].z
max r0.w, r0.w, l(0.000000)
add r0.w, r0.w, -cb0[42].z
div r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[42].z
mul_sat r0.w, r0.w, r1.w
mad r2.x, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r2.x
mul r5.xyzw, cb0[42].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r5.xyzw, r4.xyzw, r5.xyzw
dp2 r2.x, r4.xyxx, r4.xyxx
sqrt r2.x, r2.x
add r2.x, r2.x, -cb0[39].z
max r2.x, r2.x, l(0.000000)
add r2.x, r2.x, -cb0[42].z
mul_sat r1.w, r1.w, r2.x
dp2 r2.x, r5.zwzz, r5.zwzz
dp2 r2.w, r5.xyxx, r5.xyxx
sqrt r2.xw, r2.xxxw
add r2.xw, r2.xxxw, -cb0[39].zzzz
max r2.xw, r2.xxxw, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r2.w, r0.y, l(0.500000), r2.w
mad r0.y, r0.y, l(0.500000), r2.x
add r3.zw, cb0[7].xxxx, -cb0[38].xxxz
add r0.y, -r0.y, r3.w
add r2.x, -r2.w, r3.z
mul r2.x, r2.x, cb0[42].w
mul r4.x, r2.x, cb0[34].y
mul r0.y, r0.y, cb0[42].w
mul r4.z, r0.y, cb0[34].y
mov r4.yw, l(0,0,0,0)
sample_l r5.xyzw, r4.zwzz, t4.xyzw, s4, l(0.000000)
sample_l r4.xyzw, r4.xyxx, t4.xyzw, s4, l(0.000000)
mad r0.y, r4.w, l(2.000000), l(-1.000000)
mul r0.y, r0.y, cb0[34].x
mad r2.x, r5.w, l(2.000000), l(-1.000000)
mul r2.x, r2.x, cb0[34].x
mad r2.w, cb0[37].w, cb0[7].x, cb0[37].z
sincos r4.x, r5.x, r2.w
mul r3.zw, r2.yyyz, r4.xxxx
mad r2.w, r2.z, r5.x, -r3.z
mad r3.z, r2.y, r5.x, r3.w
add r3.z, r3.z, l(0.500000)
mad r3.z, r3.z, cb0[36].y, cb0[36].w
mad r4.y, cb0[37].y, cb0[7].x, r3.z
add r2.w, r2.w, l(0.500000)
mad r2.w, r2.w, cb0[36].x, cb0[36].z
mad r4.x, cb0[37].x, cb0[7].x, r2.w
sample_l r4.xyzw, r4.xyxx, t3.xyzw, s5, l(0.000000)
mul r1.x, r1.x, r4.x
mul r2.x, r1.x, r2.x
mul r0.y, r0.y, r1.x
mul r0.w, r0.w, r2.x
mul r0.w, r0.w, cb0[38].w
mad r1.x, r1.w, l(-2.000000), l(3.000000)
mul r1.w, r1.w, r1.w
mul r1.x, r1.w, r1.x
mul r0.y, r0.y, r1.x
mad r0.y, r0.y, cb0[38].y, r0.w
sincos r1.x, r2.x, r0.y
mul r0.yw, r1.xxxx, r1.yyyz
mad r4.x, r1.z, r2.x, -r0.y
mad r4.y, r1.y, r2.x, r0.w
add r0.xy, r0.xzxx, 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 b3102f8e7d77b1f9-vs.txt
ne r6.w, r0.w, l(1.0)
if_nz r6.w
  add r6.w, r0.w, -r6.y
  mad r0.x, r6.w, r6.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, r2.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.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, r2.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.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[47].w, cb0[7].x, cb0[47].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r2.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.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 o2.w, cb0[47].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[46].x, cb0[46].z
mad o2.z, cb0[47].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, r2.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.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[52].w, cb0[7].x, cb0[52].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r2.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.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[51].y, cb0[51].w
mad o3.w, cb0[52].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[51].x, cb0[51].z
mad o3.z, cb0[52].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, r2.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.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
mov o4.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 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 r3.y, l(0)
sample_l r1.xyzw, r3.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