// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed bb37df680bcb69c4-vs.txt
// 3DMigoto: bb37df680bcb69c4 |    Unity headers extracted from D2FC0F00EDFCDCA2D0114030C3C195C0.shader
//    Shader "Hidden/UberShader/D2FC0F00EDFCDCA2D0114030C3C195C0" {
//      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)
//       _InteractionDistortMask ("Interaction Distort Mask", 2D) = "white" { }
//       _InteractionDistortMask_US_ST ("Interaction Distort Mask_US_ST", Vector) = (0,0,0,0)
//       _InteractionParams2Punch ("Interaction Params2 Punch", Vector) = (0,0,0,0)
//       _InteractionParams2Rotation ("Interaction Params2 Rotation", Vector) = (0,0,0,0)
//       _InteractionParamsPunch ("Interaction Params Punch", Vector) = (0,0,0,0)
//       _InteractionParamsRotation ("Interaction Params Rotation", Vector) = (0,0,0,0)
//       _InteractionPosPunch ("Interaction Pos Punch", Vector) = (0,0,0,0)
//       _InteractionPosRotation ("Interaction Pos Rotation", 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)
//       _InteractionRotationPivot ("Interaction Rotation Pivot", Vector) = (0,0,0,0)
//       _InteractionSettingsPunch ("Interaction Settings Punch", Vector) = (0,0,0,0)
//       _InteractionSettingsRotation ("Interaction Settings Rotation", Vector) = (0,0,0,0)
//       _InteractionVelocityPunch ("Interaction Velocity Punch", 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)
//       _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)
//       _Screen ("Screen", Vector) = (0,0,0,0)
//       _ScreenMask ("Screen Mask", Vector) = (0,0,0,0)
//       _TurbulenceLocalTranslationSettings ("Turbulence Local Translation Settings", 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)
//      }
//      Fallback "Hidden/UberShader/D2FC0F00EDFCDCA2D0114030C3C195C0_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
//          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
//          ColorMask [_UberShaderColorMask]
//          GpuProgramID 40672
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 0
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from D2FC0F00EDFCDCA2D0114030C3C195C0.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 204 0 0
//   undeciphered2: 1 6 3 6 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 848
//   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 [_TurbulenceLocalTranslationSettings]
//   Vector 384 [_TurbulenceTranslationScaleVar]
//   Vector 400 [_TurbulenceTranslationBiasSettings]
//   Vector 416 [_TurbulenceTranslationAnimMask_ST]
//   Vector 432 [_TurbulenceTranslationAnimMask_US_ST]
//   Vector 448 [_PivotSettings]
//   Vector 464 [_InteractionCurveSettingsDefault]
//   Vector 496 [_InteractionDistortMask_ST]
//   Vector 512 [_InteractionDistortMask_US_ST]
//   Vector 528 [_InteractionParamsRotation]
//   Vector 544 [_InteractionParams2Rotation]
//   Vector 560 [_InteractionPosRotation]
//   Vector 576 [_InteractionRotationPivot]
//   Vector 592 [_InteractionSettingsRotation]
//   Vector 608 [_InteractionPunchDistortMask_ST]
//   Vector 624 [_InteractionPunchDistortMask_US_ST]
//   Vector 640 [_InteractionParamsPunch]
//   Vector 656 [_InteractionParams2Punch]
//   Vector 672 [_InteractionPosPunch]
//   Vector 688 [_InteractionVelocityPunch]
//   Vector 704 [_InteractionSettingsPunch]
//   Vector 720 [_MaskTexture_ST]
//   Vector 736 [_MaskTexture_US_ST]
//   Vector 768 [_MultiplyLayerExtraTexture_ST]
//   Vector 784 [_MultiplyLayerExtraTexture_US_ST]
//   Vector 800 [_MultiplyLayerExtraMaskTexture_ST]
//   Vector 816 [_MultiplyLayerExtraMaskTexture_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 [_TurbulenceTranslationAnimMask] 2D 2
//   SetTexture 2 [_InteractionDistortMask] 2D 4
//   SetTexture 3 [_InteractionCurveDefault] 2D 3
//   SetTexture 4 [_InteractionPunchDistortMask] 2D 5
//   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 23:46:53 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
//
vs_4_0
dcl_constantbuffer cb0[52], 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_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 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

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[35].xyzw
dp2 r0.w, r1.zwzz, r1.zwzz
sqrt r0.w, r0.w
add r0.w, r0.w, -cb0[34].z
max r0.w, r0.w, l(0.000000)
add r0.w, r0.w, -cb0[37].z
div r2.x, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[37].z
mul_sat r0.w, r0.w, r2.x
mad r2.y, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r2.y
mul r3.xyzw, cb0[37].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r3.xyzw, r1.xyzw, r3.xyzw
dp2 r1.x, r1.xyxx, r1.xyxx
sqrt r1.x, r1.x
add r1.x, r1.x, -cb0[34].z
max r1.x, r1.x, l(0.000000)
add r1.x, r1.x, -cb0[37].z
mul_sat r1.x, r2.x, r1.x
dp2 r1.y, r3.zwzz, r3.zwzz
dp2 r1.z, r3.xyxx, r3.xyxx
sqrt r1.yz, r1.yyzy
add r1.yz, r1.yyzy, -cb0[34].zzzz
max r1.yz, r1.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
add r2.xy, cb0[7].xxxx, -cb0[33].xzxx
add r1.yz, -r1.yyzy, r2.yyxy
mul r1.yz, r1.yyzy, cb0[37].wwww
mul r2.z, r1.z, cb0[29].y
mul r3.x, r1.y, cb0[29].y
mov r3.yw, l(0,0,0,0)
sample_l r4.xyzw, r3.xyxx, t3.xyzw, s3, l(0.000000)
mad r1.y, r4.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[29].x
mad r1.z, cb0[32].w, cb0[7].x, cb0[32].z
sincos r3.x, r4.x, r1.z
add r1.zw, v1.yyyx, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r3.xy, r3.xxxx, r1.zwzz
mad r3.x, r1.w, r4.x, -r3.x
mad r3.y, r1.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[31].y, cb0[31].w
mad r4.y, cb0[32].y, cb0[7].x, r3.y
mad r3.x, r3.x, cb0[31].x, cb0[31].z
mad r4.x, cb0[32].x, cb0[7].x, r3.x
sample_l r4.xyzw, r4.xyxx, t2.xyzw, s4, l(0.000000)
mul r1.y, r1.y, r4.x
mul r0.w, r0.w, r1.y
mul r0.w, r0.w, cb0[33].w
mad r1.y, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r1.y
mov r2.yw, l(0,0,0,0)
sample_l r5.xyzw, r2.zwzz, t3.xyzw, s3, l(0.000000)
mad r1.y, r5.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[29].x
mul r1.y, r4.x, r1.y
mul r1.x, r1.x, r1.y
mad r0.w, r1.x, cb0[33].y, r0.w
sincos r1.x, r3.x, r0.w
mad r0.w, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r1.y, v1.xyxx, cb0[24].zwzz
add r2.x, r0.w, r1.y
sample_l r2.xyzw, r2.xyxx, t0.xyzw, s1, l(0.000000)
add r2.xy, r2.yxyy, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r2.xy, r2.xyxx, cb0[13].xxxx
mad r2.xy, r2.xyxx, cb0[23].yyyy, cb0[13].zzzz
mad r2.xy, r2.xyxx, cb0[24].yxyy, cb0[25].yxyy
mad r0.w, cb0[27].w, cb0[7].x, cb0[27].z
sincos r4.x, r5.x, r0.w
mul r2.zw, r1.zzzw, r4.xxxx
mad r0.w, r1.w, r5.x, -r2.z
mad r1.y, r1.z, r5.x, r2.w
add r1.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[26].y, cb0[26].w
mad r4.y, cb0[27].y, cb0[7].x, r1.y
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[26].x, cb0[26].z
mad r4.x, cb0[27].x, cb0[7].x, r0.w
sample_l r4.xyzw, r4.xyxx, t1.xyzw, s2, l(0.000000)
mul r2.xy, r2.xyxx, r4.xxxx
mad r2.xy, v0.yxyy, cb0[28].yxyy, r2.xyxx
add r2.zw, -r2.yyyx, cb0[36].xxxy
mad r2.zw, cb0[36].zzzw, r2.zzzw, r2.yyyx
add r2.xy, -r2.wzww, r2.xyxx
mul r1.xy, r1.xxxx, r2.xyxx
mad r4.x, r2.y, r3.x, -r1.x
mad r4.y, r2.x, r3.x, r1.y
add r1.xy, r2.zwzz, r4.xyxx
add r2.xyzw, r0.xyxy, -cb0[42].xyzw
div r0.x, r0.z, cb0[0].x
add r0.z, r0.x, l(0.500000)
dp2 r3.x, r2.xyxx, r2.xyxx
sqrt r3.x, r3.x
add r3.x, r3.x, -cb0[41].z
max r3.x, r3.x, l(0.000000)
add r3.x, r3.x, -cb0[44].z
div r3.y, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[44].z
mul_sat r3.x, r3.y, r3.x
mad r4.x, r3.x, l(-2.000000), l(3.000000)
mul r3.x, r3.x, r3.x
mul r3.x, r3.x, r4.x
mul r4.xyzw, cb0[44].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r4.xyzw, r2.xyzw, r4.xyzw
dp2 r2.x, r2.zwzz, r2.zwzz
sqrt r2.x, r2.x
add r2.x, r2.x, -cb0[41].z
max r2.x, r2.x, l(0.000000)
add r2.x, r2.x, -cb0[44].z
mul_sat r2.x, r3.y, r2.x
dp2 r2.y, r4.xyxx, r4.xyxx
dp2 r2.z, r4.zwzz, r4.zwzz
sqrt r2.yz, r2.yyzy
add r2.yz, r2.yyzy, -cb0[41].zzzz
max r2.yz, r2.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
add r4.xy, cb0[7].xxxx, -cb0[40].xzxx
add r2.yz, -r2.yyzy, r4.xxyx
mul r2.yz, r2.yyzy, cb0[44].wwww
mul r0.x, r2.z, cb0[29].y
mul r3.z, r2.y, cb0[29].y
sample_l r4.xyzw, r3.zwzz, t3.xyzw, s3, l(0.000000)
mad r2.y, r4.w, l(2.000000), l(-1.000000)
mul r2.y, r2.y, cb0[29].x
mad r2.z, cb0[39].w, cb0[7].x, cb0[39].z
sincos r4.x, r5.x, r2.z
mul r2.zw, r1.zzzw, r4.xxxx
mad r2.z, r1.w, r5.x, -r2.z
mad r2.w, r1.z, r5.x, r2.w
add r2.zw, r2.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
mad r2.w, r2.w, cb0[38].y, cb0[38].w
mad r4.y, cb0[39].y, cb0[7].x, r2.w
mad r2.z, r2.z, cb0[38].x, cb0[38].z
mad r4.x, cb0[39].x, cb0[7].x, r2.z
sample_l r4.xyzw, r4.xyxx, t4.xyzw, s5, l(0.000000)
mul r2.y, r2.y, r4.x
mul r2.y, r3.x, r2.y
mad r2.z, r2.x, l(-2.000000), l(3.000000)
mul r2.x, r2.x, r2.x
mul r2.x, r2.x, r2.z
mov r0.yw, l(0,0,0,0)
sample_l r3.xyzw, r0.xyxx, t3.xyzw, s3, l(0.000000)
sample_l r0.xyzw, r0.zwzz, t5.xyzw, s0, l(0.000000)
mad r2.z, r3.w, l(2.000000), l(-1.000000)
mul r2.z, r2.z, cb0[29].x
mul r2.z, r4.x, r2.z
mul r2.x, r2.x, r2.z
mul r2.xy, r2.xyxx, cb0[40].wyww
add r3.xyzw, cb0[43].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r2.z, r3.zwzz, r3.zwzz
rsq r2.z, r2.z
mul r2.zw, r2.zzzz, r3.zzzw
mul r2.xz, r2.zzwz, r2.xxxx
dp2 r2.w, r3.xyxx, r3.xyxx
rsq r2.w, r2.w
mul r3.xy, r2.wwww, r3.xyxx
mad r2.xy, r2.yyyy, r3.xyxx, r2.xzxx
add r1.xy, r1.xyxx, r2.xyxx
div r1.xy, r1.xyxx, cb0[28].xyxx
add r2.x, cb0[7].z, l(1.000000)
mul r1.xy, r1.xyxx, r2.xxxx
mul r2.xyz, r1.yyyy, cb1[1].xywx
mad r2.xyz, cb1[0].xywx, r1.xxxx, r2.xyzx
mad r2.xyz, cb1[2].xywx, v0.zzzz, r2.xyzx
mad r2.xyw, cb1[3].xyxw, v0.wwww, r2.xyxz
add r1.x, cb0[8].x, l(200.000000)

// Relocated to here with asmtool.py
mov o0.xyzw, r2.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 bb37df680bcb69c4-vs.txt
ne r6.w, r2.w, l(1.0)
if_nz r6.w
  add r6.w, r2.w, -r6.y
  mad r2.x, r6.w, r6.x, r2.x
endif

mul r1.x, r2.w, r1.x
mul r2.z, r1.x, l(0.000833333354)

// mov o0.xyzw, r2.xyzw // Relocated from here with asmtool.py
// Inserted by asmtool.py
mov o0.z, r2.z

dp4 r1.x, r2.xyzw, r2.xyzw
sqrt r1.x, r1.x
mov o1.zw, v1.zzzw
mad r1.y, cb0[19].w, cb0[7].x, cb0[19].z
sincos r2.x, r3.x, r1.y
mul r2.xy, r1.zwzz, r2.xxxx
mad r1.y, r1.w, r3.x, -r2.x
mad r2.x, r1.z, r3.x, r2.y
add r2.x, r2.x, l(0.500000)
mad r2.x, r2.x, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r2.x
add r1.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r1.y
mad r1.y, cb0[46].w, cb0[7].x, cb0[46].z
sincos r2.x, r3.x, r1.y
mul r2.xy, r1.zwzz, r2.xxxx
mad r1.y, r1.w, r3.x, -r2.x
mad r2.x, r1.z, r3.x, r2.y
add r2.x, r2.x, l(0.500000)
mad r2.x, r2.x, cb0[45].y, cb0[45].w
mad o2.y, cb0[46].y, cb0[7].x, r2.x
add r1.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[45].x, cb0[45].z
mad o2.x, cb0[46].x, cb0[7].x, r1.y
mad r1.y, cb0[49].w, cb0[7].x, cb0[49].z
sincos r2.x, r3.x, r1.y
mul r2.xy, r1.zwzz, r2.xxxx
mad r1.y, r1.w, r3.x, -r2.x
mad r2.x, r1.z, r3.x, r2.y
add r2.x, r2.x, l(0.500000)
mad r2.x, r2.x, cb0[48].y, cb0[48].w
mad o2.w, cb0[49].y, cb0[7].x, r2.x
add r1.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[48].x, cb0[48].z
mad o2.z, cb0[49].x, cb0[7].x, r1.y
mad r1.y, cb0[51].w, cb0[7].x, cb0[51].z
sincos r2.x, r3.x, r1.y
mul r2.xy, r1.zwzz, r2.xxxx
mad r1.y, r1.w, r3.x, -r2.x
mad r1.z, r1.z, r3.x, r2.y
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[50].y, cb0[50].w
mad o3.y, cb0[51].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[50].x, cb0[50].z
mad o3.x, cb0[51].x, cb0[7].x, r1.y
mov o3.zw, l(0,0,0,0)
mul r1.yz, cb2[4].wwww, l(0.000000, 0.200000, 4.000000, 0.000000)
round_ni r1.z, r1.z
add r1.z, -r1.z, l(1.000000)
mul r1.y, r1.z, r1.y
mul o5.w, r0.w, r1.z
mov o5.xyz, r0.xyzx
mul r0.x, r1.y, r1.x
exp r0.x, -|r0.x|
mad o4.w, -r0.x, r0.x, l(1.000000)
mul o4.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
ret
// Approximately 0 instruction slots used