// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed c1b91d5f03aa514e-vs.txt
// 3DMigoto: c1b91d5f03aa514e | Matched 22 variants of 22 shaders: Hidden/UberShader/1DE938331BC730093278322D80F8BD2C, Hidden/UberShader/27FF2D45F6CA102C81F59843BAA65231, Hidden/UberShader/3549A79E68031A805AD88F1A9CA7B68D_FB, Hidden/UberShader/3B81454BF5EF078226CCD23E671EC231_FB, Hidden/UberShader/55DD9258AE5EFBE102039E0CBB549C6F, Hidden/UberShader/70DE53565BC079FC47A1D7C68D352426_FB, Hidden/UberShader/7145499A4A50C6C7ACB75C572C4AD8A5, Hidden/UberShader/7A070503AD7A8228A4044EA0C01C2106_FB, Hidden/UberShader/80D12DDE72FC34654D33D8081B5E0677, Hidden/UberShader/87BDA40695C21FCE4EE347F117F3FCCF_FB, Hidden/UberShader/8B7D36973269CF76319CC3BF8064077A, Hidden/UberShader/8E66A1EB56781FAC9DD3A3F02970073F, Hidden/UberShader/8F11508EA041AF88F5144EDF7208220E_FB, Hidden/UberShader/A40A238AA0ACFBD7982DEF2A8BCBD1DE_FB, Hidden/UberShader/A8834FB32E5368BFBA50257FAFB6327E_FB, Hidden/UberShader/BEB1AF7BF91A60D24B18966F07050E1B, Hidden/UberShader/D8AA18F1F5AA68415A279F19E64D4559_FB, Hidden/UberShader/DF2BEBD54558D07F00E5C5D904F2C907_FB, Hidden/UberShader/EAAC3A54E1F409ECBB0150BB53D8CE13, Hidden/UberShader/EC4EFF56D89DB4C25882278B576F132D_FB, Hidden/UberShader/F6596F2D1B326F2253C2A72E4FA282ED_FB, Hidden/UberShader/FC69EB3A39723D065D28591EBD7AD437
//
// 000040:    Unity headers extracted from 1DE938331BC730093278322D80F8BD2C.shader
// 000080:    Unity headers extracted from 27FF2D45F6CA102C81F59843BAA65231.shader
// 000800:    Unity headers extracted from 3549A79E68031A805AD88F1A9CA7B68D_FB.shader
// 200000:    Unity headers extracted from 3B81454BF5EF078226CCD23E671EC231_FB.shader
// 000010:    Unity headers extracted from 55DD9258AE5EFBE102039E0CBB549C6F.shader
// 100000:    Unity headers extracted from 70DE53565BC079FC47A1D7C68D352426_FB.shader
// 000100:    Unity headers extracted from 7145499A4A50C6C7ACB75C572C4AD8A5.shader
// 020000:    Unity headers extracted from 7A070503AD7A8228A4044EA0C01C2106_FB.shader
// 001000:    Unity headers extracted from 80D12DDE72FC34654D33D8081B5E0677.shader
// 000200:    Unity headers extracted from 87BDA40695C21FCE4EE347F117F3FCCF_FB.shader
// 002000:    Unity headers extracted from 8B7D36973269CF76319CC3BF8064077A.shader
// 004000:    Unity headers extracted from 8E66A1EB56781FAC9DD3A3F02970073F.shader
// 000400:    Unity headers extracted from 8F11508EA041AF88F5144EDF7208220E_FB.shader
// 000008:    Unity headers extracted from A40A238AA0ACFBD7982DEF2A8BCBD1DE_FB.shader
// 040000:    Unity headers extracted from A8834FB32E5368BFBA50257FAFB6327E_FB.shader
// 080000:    Unity headers extracted from BEB1AF7BF91A60D24B18966F07050E1B.shader
// 000004:    Unity headers extracted from D8AA18F1F5AA68415A279F19E64D4559_FB.shader
// 008000:    Unity headers extracted from DF2BEBD54558D07F00E5C5D904F2C907_FB.shader
// 000020:    Unity headers extracted from EAAC3A54E1F409ECBB0150BB53D8CE13.shader
// 000001:    Unity headers extracted from EC4EFF56D89DB4C25882278B576F132D_FB.shader
// 000002:    Unity headers extracted from F6596F2D1B326F2253C2A72E4FA282ED_FB.shader
// 010000:    Unity headers extracted from FC69EB3A39723D065D28591EBD7AD437.shader
// 000040:    Shader "Hidden/UberShader/1DE938331BC730093278322D80F8BD2C" {
// 000080:    Shader "Hidden/UberShader/27FF2D45F6CA102C81F59843BAA65231" {
// 000800:    Shader "Hidden/UberShader/3549A79E68031A805AD88F1A9CA7B68D_FB" {
// 200000:    Shader "Hidden/UberShader/3B81454BF5EF078226CCD23E671EC231_FB" {
// 000010:    Shader "Hidden/UberShader/55DD9258AE5EFBE102039E0CBB549C6F" {
// 100000:    Shader "Hidden/UberShader/70DE53565BC079FC47A1D7C68D352426_FB" {
// 000100:    Shader "Hidden/UberShader/7145499A4A50C6C7ACB75C572C4AD8A5" {
// 020000:    Shader "Hidden/UberShader/7A070503AD7A8228A4044EA0C01C2106_FB" {
// 001000:    Shader "Hidden/UberShader/80D12DDE72FC34654D33D8081B5E0677" {
// 000200:    Shader "Hidden/UberShader/87BDA40695C21FCE4EE347F117F3FCCF_FB" {
// 002000:    Shader "Hidden/UberShader/8B7D36973269CF76319CC3BF8064077A" {
// 004000:    Shader "Hidden/UberShader/8E66A1EB56781FAC9DD3A3F02970073F" {
// 000400:    Shader "Hidden/UberShader/8F11508EA041AF88F5144EDF7208220E_FB" {
// 000008:    Shader "Hidden/UberShader/A40A238AA0ACFBD7982DEF2A8BCBD1DE_FB" {
// 040000:    Shader "Hidden/UberShader/A8834FB32E5368BFBA50257FAFB6327E_FB" {
// 080000:    Shader "Hidden/UberShader/BEB1AF7BF91A60D24B18966F07050E1B" {
// 000004:    Shader "Hidden/UberShader/D8AA18F1F5AA68415A279F19E64D4559_FB" {
// 008000:    Shader "Hidden/UberShader/DF2BEBD54558D07F00E5C5D904F2C907_FB" {
// 000020:    Shader "Hidden/UberShader/EAAC3A54E1F409ECBB0150BB53D8CE13" {
// 000001:    Shader "Hidden/UberShader/EC4EFF56D89DB4C25882278B576F132D_FB" {
// 000002:    Shader "Hidden/UberShader/F6596F2D1B326F2253C2A72E4FA282ED_FB" {
// 010000:    Shader "Hidden/UberShader/FC69EB3A39723D065D28591EBD7AD437" {
//              Properties {
//               _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//               _UberShaderColorMask ("Uber color mask", Float) = 15
//               _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 026904:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 0c0000:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 0c0000:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 026904:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 0c0000:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 026904:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 0c0000:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 026904:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 0c0000:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 026904:       _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)
//               _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)
// 219692:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 100041:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 000028:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 100041:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 219692:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 000028:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 100041:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 219692:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 000028:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 100041:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 219692:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 000028:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 100041:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 219692:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 000028:       _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)
//               _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)
//              }
//              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
// 3fffed:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 000012:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                  ColorMask [_UberShaderColorMask]
// 200000:          GpuProgramID 12935
// 000400:          GpuProgramID 15198
// 080000:          GpuProgramID 17049
// 000020:          GpuProgramID 17737
// 000100:          GpuProgramID 2199
// 100000:          GpuProgramID 22213
// 002000:          GpuProgramID 22841
// 000004:          GpuProgramID 31488
// 000200:          GpuProgramID 31736
// 004000:          GpuProgramID 35228
// 008002:          GpuProgramID 37283
// 000040:          GpuProgramID 39292
// 010090:          GpuProgramID 41254
// 000008:          GpuProgramID 50263
// 040000:          GpuProgramID 50279
// 001000:          GpuProgramID 52854
// 000800:          GpuProgramID 59438
// 020000:          GpuProgramID 59780
// 000001:          GpuProgramID 7063
//                  Program "vp" {
//                    SubProgram "d3d11 " {
//                      GpuProgramIndex 1
//                    }
//                  }
//                }
//              }
//            }
//
// 000040: Unity 5.3 headers extracted from 1DE938331BC730093278322D80F8BD2C.shader.decompressed:
// 000080: Unity 5.3 headers extracted from 27FF2D45F6CA102C81F59843BAA65231.shader.decompressed:
// 000800: Unity 5.3 headers extracted from 3549A79E68031A805AD88F1A9CA7B68D_FB.shader.decompressed:
// 200000: Unity 5.3 headers extracted from 3B81454BF5EF078226CCD23E671EC231_FB.shader.decompressed:
// 000010: Unity 5.3 headers extracted from 55DD9258AE5EFBE102039E0CBB549C6F.shader.decompressed:
// 100000: Unity 5.3 headers extracted from 70DE53565BC079FC47A1D7C68D352426_FB.shader.decompressed:
// 000100: Unity 5.3 headers extracted from 7145499A4A50C6C7ACB75C572C4AD8A5.shader.decompressed:
// 020000: Unity 5.3 headers extracted from 7A070503AD7A8228A4044EA0C01C2106_FB.shader.decompressed:
// 001000: Unity 5.3 headers extracted from 80D12DDE72FC34654D33D8081B5E0677.shader.decompressed:
// 000200: Unity 5.3 headers extracted from 87BDA40695C21FCE4EE347F117F3FCCF_FB.shader.decompressed:
// 002000: Unity 5.3 headers extracted from 8B7D36973269CF76319CC3BF8064077A.shader.decompressed:
// 004000: Unity 5.3 headers extracted from 8E66A1EB56781FAC9DD3A3F02970073F.shader.decompressed:
// 000400: Unity 5.3 headers extracted from 8F11508EA041AF88F5144EDF7208220E_FB.shader.decompressed:
// 000008: Unity 5.3 headers extracted from A40A238AA0ACFBD7982DEF2A8BCBD1DE_FB.shader.decompressed:
// 040000: Unity 5.3 headers extracted from A8834FB32E5368BFBA50257FAFB6327E_FB.shader.decompressed:
// 080000: Unity 5.3 headers extracted from BEB1AF7BF91A60D24B18966F07050E1B.shader.decompressed:
// 000004: Unity 5.3 headers extracted from D8AA18F1F5AA68415A279F19E64D4559_FB.shader.decompressed:
// 008000: Unity 5.3 headers extracted from DF2BEBD54558D07F00E5C5D904F2C907_FB.shader.decompressed:
// 000020: Unity 5.3 headers extracted from EAAC3A54E1F409ECBB0150BB53D8CE13.shader.decompressed:
// 000001: Unity 5.3 headers extracted from EC4EFF56D89DB4C25882278B576F132D_FB.shader.decompressed:
// 000002: Unity 5.3 headers extracted from F6596F2D1B326F2253C2A72E4FA282ED_FB.shader.decompressed:
// 010000: Unity 5.3 headers extracted from FC69EB3A39723D065D28591EBD7AD437.shader.decompressed:
//           API d3d11
//           Shader model vs_4_0
//           undeciphered1: 201509030 84 0 0
//           undeciphered2: 1 3 3 3 0
//           undeciphered3: 13 3 0 0 2 1 3 4
//           ConstBuffer "$Globals" 544
//           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]
// 0c0000:   Vector 464 [_AdditiveLayerExtraTexture_ST]
// 026904:   Vector 464 [_AdditiveLayerTexture_ST]
// 100041:   Vector 464 [_MultiplyLayerExtraTexture_ST]
// 219692:   Vector 464 [_MultiplyLayerTexture_ST]
// 000028:   Vector 464 [_MultiplyLayerThirdTexture_ST]
// 0c0000:   Vector 480 [_AdditiveLayerExtraTexture_US_ST]
// 026904:   Vector 480 [_AdditiveLayerTexture_US_ST]
// 100041:   Vector 480 [_MultiplyLayerExtraTexture_US_ST]
// 219692:   Vector 480 [_MultiplyLayerTexture_US_ST]
// 000028:   Vector 480 [_MultiplyLayerThirdTexture_US_ST]
// 0c0000:   Vector 496 [_AdditiveLayerExtraMaskTexture_ST]
// 026904:   Vector 496 [_AdditiveLayerMaskTexture_ST]
// 100041:   Vector 496 [_MultiplyLayerExtraMaskTexture_ST]
// 219692:   Vector 496 [_MultiplyLayerMaskTexture_ST]
// 000028:   Vector 496 [_MultiplyLayerThirdMaskTexture_ST]
// 0c0000:   Vector 512 [_AdditiveLayerExtraMaskTexture_US_ST]
// 026904:   Vector 512 [_AdditiveLayerMaskTexture_US_ST]
// 100041:   Vector 512 [_MultiplyLayerExtraMaskTexture_US_ST]
// 219692:   Vector 512 [_MultiplyLayerMaskTexture_US_ST]
// 000028:   Vector 512 [_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 [_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 23:47:03 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
//
vs_4_0
dcl_constantbuffer cb0[33], 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_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

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
mov r0.yw, l(0,0,0,0)
sample_l r1.xyzw, r0.xyxx, t0.xyzw, s1, l(0.000000)
add r0.x, r1.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 r0.y, cb0[26].w, cb0[7].x, cb0[26].z
sincos r1.x, r2.x, r0.y
add r1.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r1.xw, r1.xxxx, r1.yyyz
mad r0.y, r1.z, r2.x, -r1.x
mad r1.x, r1.y, r2.x, r1.w
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[25].y, cb0[25].w
mad r2.y, cb0[26].y, cb0[7].x, r1.x
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[25].x, cb0[25].z
mad r2.x, cb0[26].x, cb0[7].x, r0.y
sample_l r2.xyzw, r2.xyxx, t1.xyzw, s2, l(0.000000)
mul r0.x, r0.x, r2.x
sincos r0.x, r1.x, r0.x
mul r2.xy, v0.yxyy, cb0[28].yxyy
mad r2.zw, -v0.xxxy, cb0[28].xxxy, cb0[24].xxxy
mad r2.xy, cb0[27].xyxx, r2.zwzz, r2.yxyy
mad r2.zw, v0.yyyx, cb0[28].yyyx, -r2.yyyx
mul r0.xy, r0.xxxx, r2.zwzz
mad r3.x, r2.w, r1.x, -r0.x
mad r3.y, r2.z, r1.x, r0.y
add r0.xy, r2.xyxx, r3.xyxx
div r0.xy, r0.xyxx, cb0[28].xyxx
add r1.x, cb0[7].z, l(1.000000)
mul r0.xy, r0.xyxx, r1.xxxx
mul r2.xyz, r0.yyyy, cb1[1].xywx
mad r2.xyz, cb1[0].xywx, r0.xxxx, r2.xyzx
mad r2.xyz, cb1[2].xywx, v0.zzzz, r2.xyzx
mad r2.xyw, cb1[3].xyxw, v0.wwww, r2.xyxz
add r0.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 c1b91d5f03aa514e-vs.txt
ne r4.w, r2.w, l(1.0)
if_nz r4.w
  add r4.w, r2.w, -r4.y
  mad r2.x, r4.w, r4.x, r2.x
endif

mul r0.x, r2.w, r0.x
mul r2.z, r0.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 r0.x, r2.xyzw, r2.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 r1.xw, r1.xxxx, r1.yyyz
mad r0.y, r1.z, r2.x, -r1.x
mad r1.x, r1.y, r2.x, r1.w
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.y, r0.y, l(0.500000)
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[30].w, cb0[7].x, cb0[30].z
sincos r1.x, r2.x, r0.y
mul r1.xw, r1.xxxx, r1.yyyz
mad r0.y, r1.z, r2.x, -r1.x
mad r1.x, r1.y, r2.x, r1.w
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[29].y, cb0[29].w
mad o2.y, cb0[30].y, cb0[7].x, r1.x
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[29].x, cb0[29].z
mad o2.x, cb0[30].x, cb0[7].x, r0.y
mad r0.y, cb0[32].w, cb0[7].x, cb0[32].z
sincos r1.x, r2.x, r0.y
mul r1.xw, r1.xxxx, r1.yyyz
mad r0.y, r1.z, r2.x, -r1.x
mad r1.x, r1.y, r2.x, r1.w
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[31].y, cb0[31].w
mad o2.w, cb0[32].y, cb0[7].x, r1.x
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[31].x, cb0[31].z
mad o2.z, cb0[32].x, cb0[7].x, r0.y
mul r1.xy, cb2[4].wwww, l(0.200000, 4.000000, 0.000000, 0.000000)
round_ni r0.y, r1.y
add r0.y, -r0.y, l(1.000000)
mul r1.x, r0.y, r1.x
mul r0.x, r0.x, r1.x
exp r0.x, -|r0.x|
mad o3.w, -r0.x, r0.x, l(1.000000)
mul o3.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mul r0.x, v0.y, cb1[13].z
mad r0.x, cb1[12].z, v0.x, r0.x
mad r0.x, cb1[14].z, v0.z, r0.x
mad r0.x, cb1[15].z, v0.w, r0.x
div r0.x, r0.x, cb0[0].x
add r0.z, r0.x, l(0.500000)
sample_l r1.xyzw, r0.zwzz, t2.xyzw, s0, l(0.000000)
mul o4.w, r0.y, r1.w
mov o4.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used