// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed e330f9a4d2dbd789-vs.txt
// 3DMigoto: e330f9a4d2dbd789 | Matched 6 variants of 6 shaders: Hidden/UberShader/09CB142FA950201B1A7A3800AC71A7D2, Hidden/UberShader/1C0CDCE92EE7B4D99D73A7AC3906C5AC, Hidden/UberShader/49B33C84B3694EE6AFF039FF08B38C1C, Hidden/UberShader/4DEC90F3E0DA47D963B69618442C6400, Hidden/UberShader/AD441E61DC2C88A3D422B570C5B59EE4, Hidden/UberShader/D8697807FEF242D0969209D43EE8F190
//
// 02:    Unity headers extracted from 09CB142FA950201B1A7A3800AC71A7D2.shader
// 10:    Unity headers extracted from 1C0CDCE92EE7B4D99D73A7AC3906C5AC.shader
// 01:    Unity headers extracted from 49B33C84B3694EE6AFF039FF08B38C1C.shader
// 04:    Unity headers extracted from 4DEC90F3E0DA47D963B69618442C6400.shader
// 08:    Unity headers extracted from AD441E61DC2C88A3D422B570C5B59EE4.shader
// 20:    Unity headers extracted from D8697807FEF242D0969209D43EE8F190.shader
// 02:    Shader "Hidden/UberShader/09CB142FA950201B1A7A3800AC71A7D2" {
// 10:    Shader "Hidden/UberShader/1C0CDCE92EE7B4D99D73A7AC3906C5AC" {
// 01:    Shader "Hidden/UberShader/49B33C84B3694EE6AFF039FF08B38C1C" {
// 04:    Shader "Hidden/UberShader/4DEC90F3E0DA47D963B69618442C6400" {
// 08:    Shader "Hidden/UberShader/AD441E61DC2C88A3D422B570C5B59EE4" {
// 20:    Shader "Hidden/UberShader/D8697807FEF242D0969209D43EE8F190" {
//          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)
//           _InteractionColorLight ("Interaction Color Light", Color) = (1,1,1,1)
//           _InteractionDistortMask ("Interaction Distort Mask", 2D) = "white" { }
//           _InteractionDistortMask_US_ST ("Interaction Distort Mask_US_ST", Vector) = (0,0,0,0)
//           _InteractionLightMask ("Interaction Light Mask", 2D) = "white" { }
//           _InteractionLightMask_US_ST ("Interaction Light Mask_US_ST", Vector) = (0,0,0,0)
//           _InteractionParams2Light ("Interaction Params2 Light", Vector) = (0,0,0,0)
//           _InteractionParams2Rotation ("Interaction Params2 Rotation", Vector) = (0,0,0,0)
//           _InteractionParamsLight ("Interaction Params Light", Vector) = (0,0,0,0)
//           _InteractionParamsRotation ("Interaction Params Rotation", Vector) = (0,0,0,0)
//           _InteractionPosLight ("Interaction Pos Light", Vector) = (0,0,0,0)
//           _InteractionPosRotation ("Interaction Pos Rotation", Vector) = (0,0,0,0)
//           _InteractionRotationPivot ("Interaction Rotation Pivot", Vector) = (0,0,0,0)
//           _InteractionSettingsLight ("Interaction Settings Light", Vector) = (0,0,0,0)
//           _InteractionSettingsRotation ("Interaction Settings Rotation", Vector) = (0,0,0,0)
//           _InteractionTintLight ("Interaction Tint Light", Color) = (1,1,1,1)
//           _InteractionVelocityLight ("Interaction Velocity Light", 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)
// 3d:       _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)
// 3d:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 02:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 3d:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 02:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 3d:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 02:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 3d:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 02:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 02:       _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)
//          }
// 02:      Fallback "Hidden/UberShader/09CB142FA950201B1A7A3800AC71A7D2_FB"
// 10:      Fallback "Hidden/UberShader/1C0CDCE92EE7B4D99D73A7AC3906C5AC_FB"
// 01:      Fallback "Hidden/UberShader/49B33C84B3694EE6AFF039FF08B38C1C_FB"
// 04:      Fallback "Hidden/UberShader/4DEC90F3E0DA47D963B69618442C6400_FB"
// 08:      Fallback "Hidden/UberShader/AD441E61DC2C88A3D422B570C5B59EE4_FB"
// 20:      Fallback "Hidden/UberShader/D8697807FEF242D0969209D43EE8F190_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
// 27:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 18:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 0c:          GpuProgramID 12266
// 02:          GpuProgramID 26907
// 30:          GpuProgramID 34541
// 01:          GpuProgramID 6061
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 0
//                }
//              }
//            }
//          }
//        }
//
// 02: Unity 5.3 headers extracted from 09CB142FA950201B1A7A3800AC71A7D2.shader.decompressed:
// 10: Unity 5.3 headers extracted from 1C0CDCE92EE7B4D99D73A7AC3906C5AC.shader.decompressed:
// 01: Unity 5.3 headers extracted from 49B33C84B3694EE6AFF039FF08B38C1C.shader.decompressed:
// 04: Unity 5.3 headers extracted from 4DEC90F3E0DA47D963B69618442C6400.shader.decompressed:
// 08: Unity 5.3 headers extracted from AD441E61DC2C88A3D422B570C5B59EE4.shader.decompressed:
// 20: Unity 5.3 headers extracted from D8697807FEF242D0969209D43EE8F190.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 219 0 0
//       undeciphered2: 1 6 3 6 0
//       undeciphered3: 13 3 0 0 2 1 3 4
//       ConstBuffer "$Globals" 896
//       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 [_InteractionCurveSettingsDefault]
//       Vector 480 [_InteractionCurveSettingsLight]
//       Vector 496 [_InteractionLightMask_ST]
//       Vector 512 [_InteractionLightMask_US_ST]
//       Vector 528 [_InteractionParamsLight]
//       Vector 544 [_InteractionParams2Light]
//       Vector 560 [_InteractionPosLight]
//       Vector 576 [_InteractionColorLight]
//       Vector 592 [_InteractionSettingsLight]
//       Vector 624 [_InteractionDistortMask_ST]
//       Vector 640 [_InteractionDistortMask_US_ST]
//       Vector 656 [_InteractionParamsRotation]
//       Vector 672 [_InteractionParams2Rotation]
//       Vector 688 [_InteractionPosRotation]
//       Vector 704 [_InteractionRotationPivot]
//       Vector 720 [_InteractionSettingsRotation]
// 02:   Vector 736 [_MultiplyLayerExtraTexture_ST]
// 3d:   Vector 736 [_MultiplyLayerTexture_ST]
// 02:   Vector 752 [_MultiplyLayerExtraTexture_US_ST]
// 3d:   Vector 752 [_MultiplyLayerTexture_US_ST]
// 02:   Vector 768 [_MultiplyLayerExtraMaskTexture_ST]
// 3d:   Vector 768 [_MultiplyLayerMaskTexture_ST]
// 02:   Vector 784 [_MultiplyLayerExtraMaskTexture_US_ST]
// 3d:   Vector 784 [_MultiplyLayerMaskTexture_US_ST]
// 3d:   Vector 816 [_MultiplyLayerExtraTexture_ST]
// 02:   Vector 816 [_MultiplyLayerThirdTexture_ST]
// 3d:   Vector 832 [_MultiplyLayerExtraTexture_US_ST]
// 02:   Vector 832 [_MultiplyLayerThirdTexture_US_ST]
// 3d:   Vector 848 [_MultiplyLayerExtraMaskTexture_ST]
// 02:   Vector 848 [_MultiplyLayerThirdMaskTexture_ST]
// 3d:   Vector 864 [_MultiplyLayerExtraMaskTexture_US_ST]
// 02:   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 [_InteractionCurveLight] 2D 4
//       SetTexture 3 [_InteractionDistortMask] 2D 5
//       SetTexture 4 [_InteractionCurveDefault] 2D 3
//       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 23:48:00 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
// TEXCOORD                 6   xyzw        7     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_output o7.xyzw
dcl_temps 9

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

ld_indexable(texture2d)(float,float,float,float) r8.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[43].xyzw
dp2 r0.w, r1.zwzz, r1.zwzz
sqrt r0.w, r0.w
add r0.w, r0.w, -cb0[42].z
max r0.w, r0.w, l(0.000000)
add r0.w, r0.w, -cb0[45].z
div r2.x, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[45].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[45].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[42].z
max r1.x, r1.x, l(0.000000)
add r1.x, r1.x, -cb0[45].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[42].zzzz
max r1.yz, r1.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
add r2.xyz, v2.yzwy, l(-0.500000, -0.500000, -0.500000, 0.000000)
mad r1.y, r2.x, l(0.500000), r1.y
add r3.xy, cb0[7].xxxx, -cb0[41].xzxx
add r1.y, -r1.y, r3.y
mul r1.y, r1.y, cb0[45].w
mul r4.x, r1.y, cb0[29].y
mov r4.yw, l(0,0,0,0)
sample_l r5.xyzw, r4.xyxx, t4.xyzw, s3, l(0.000000)
mad r1.y, r5.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[29].x
add r1.w, -v2.x, l(1.000000)
mad r2.w, cb0[40].w, cb0[7].x, cb0[40].z
sincos r4.x, r5.x, r2.w
add r3.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r4.xy, r4.xxxx, r3.yzyy
mad r2.w, r3.z, r5.x, -r4.x
mad r3.w, r3.y, r5.x, r4.y
add r3.w, r3.w, l(0.500000)
mad r3.w, r3.w, cb0[39].y, cb0[39].w
mad r4.y, cb0[40].y, cb0[7].x, r3.w
add r2.w, r2.w, l(0.500000)
mad r2.w, r2.w, cb0[39].x, cb0[39].z
mad r4.x, cb0[40].x, cb0[7].x, r2.w
sample_l r5.xyzw, r4.xyxx, t3.xyzw, s5, l(0.000000)
mul r2.w, r1.w, r5.x
mul r1.y, r1.y, r2.w
mul r0.w, r0.w, r1.y
mul r0.w, r0.w, cb0[41].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
mad r1.y, r2.x, l(0.500000), r1.z
add r1.y, -r1.y, r3.x
mul r1.y, r1.y, cb0[45].w
mul r5.z, r1.y, cb0[29].y
mov r5.yw, l(0,0,0,0)
sample_l r6.xyzw, r5.zwzz, t4.xyzw, s3, l(0.000000)
mad r1.y, r6.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[29].x
mul r1.y, r2.w, r1.y
mul r1.x, r1.x, r1.y
mad r0.w, r1.x, cb0[41].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 r0.w, r0.w, r1.y
mad r6.x, r2.x, l(0.500000), r0.w
mov r6.yw, l(0,0,0,0)
sample_l r7.xyzw, r6.xyxx, t0.xyzw, s1, l(0.000000)
add r0.w, r7.w, cb0[23].w
add r0.w, r0.w, l(-0.500000)
mul r0.w, r0.w, cb0[13].x
mad r0.w, r0.w, cb0[23].y, cb0[13].z
mad r1.y, cb0[26].w, cb0[7].x, cb0[26].z
sincos r4.x, r6.x, r1.y
mul r1.yz, r3.yyzy, r4.xxxx
mad r1.y, r3.z, r6.x, -r1.y
mad r1.z, r3.y, r6.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[25].y, cb0[25].w
mad r4.y, cb0[26].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[25].x, cb0[25].z
mad r4.x, cb0[26].x, cb0[7].x, r1.y
sample_l r7.xyzw, r4.xyxx, t1.xyzw, s2, l(0.000000)
mul r0.w, r0.w, r7.x
mul r0.w, r1.w, r0.w
sincos r4.x, r6.x, r0.w
mul r1.yz, v0.yyxy, cb0[28].yyxy
add r2.yz, r2.yyzy, r2.yyzy
mad r5.zw, r2.zzzy, cb0[28].wwwz, cb0[24].yyyx
mad r2.yz, r2.yyzy, cb0[28].zzwz, cb0[44].xxyx
mad r5.zw, -v0.yyyx, cb0[28].yyyx, r5.zzzw
mad r1.yz, cb0[27].yyxy, r5.zzwz, r1.yyzy
mad r5.zw, v0.yyyx, cb0[28].yyyx, -r1.yyyz
mul r4.xy, r4.xxxx, r5.zwzz
mad r7.y, r5.w, r6.x, -r4.x
mad r7.x, r5.z, r6.x, r4.y
add r1.yz, r1.yyzy, r7.xxyx
add r2.yz, -r1.zzyz, r2.yyzy
mad r2.yz, cb0[44].zzwz, r2.yyzy, r1.zzyz
add r1.yz, r1.yyzy, -r2.zzyz
mul r1.xw, r1.xxxx, r1.yyyz
mad r4.x, r1.z, r3.x, -r1.x
mad r4.y, r1.y, r3.x, r1.w
add r1.xy, r2.yzyy, r4.xyxx
div r1.xy, r1.xyxx, cb0[28].xyxx
add r0.w, cb0[7].z, l(1.000000)
mul r1.xy, r0.wwww, r1.xyxx
mul r1.yzw, r1.yyyy, cb1[1].xxyw
mad r1.xyz, cb1[0].xywx, r1.xxxx, r1.yzwy
mad r1.xyz, cb1[2].xywx, v0.zzzz, r1.xyzx
mad r1.xyw, cb1[3].xyxw, v0.wwww, r1.xyxz
add r0.w, 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 e330f9a4d2dbd789-vs.txt
ne r8.w, r1.w, l(1.0)
if_nz r8.w
  add r8.w, r1.w, -r8.y
  mad r1.x, r8.w, r8.x, r1.x
endif

mul r0.w, r1.w, r0.w
mul r1.z, r0.w, 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.w, r1.xyzw, r1.xyzw
mov o1.zw, v1.zzzw
mad r1.x, cb0[19].w, cb0[7].x, cb0[19].z
sincos r1.x, r3.x, r1.x
mul r1.xy, r1.xxxx, r3.yzyy
mad r1.x, r3.z, r3.x, -r1.x
mad r1.y, r3.y, r3.x, r1.y
add r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r1.y, r1.y, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r1.y
mad r1.x, r1.x, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r1.x
mul r1.xyzw, cb0[37].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
add r7.xyzw, r0.xyxy, -cb0[35].xyzw
div r0.x, r0.z, cb0[0].x
add r4.z, r0.x, l(0.500000)
sample_l r4.xyzw, r4.zwzz, t5.xyzw, s0, l(0.000000)
mul r1.xyzw, r1.xyzw, r7.xyzw
dp2 r0.x, r1.zwzz, r1.zwzz
dp2 r0.y, r1.xyxx, r1.xyxx
sqrt r0.xyw, r0.xyxw
add r0.xy, r0.xyxx, -cb0[34].zzzz
max r0.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r0.y, r2.x, l(0.500000), r0.y
mad r0.x, r2.x, l(0.500000), r0.x
add r1.xy, cb0[7].xxxx, -cb0[33].xzxx
add r0.xy, -r0.xyxx, r1.yxyy
mul r0.xy, r0.xyxx, cb0[37].wwww
mul r6.z, r0.y, cb0[30].y
sample_l r1.xyzw, r6.zwzz, t2.xyzw, s4, l(0.000000)
mad r0.y, r1.w, l(2.000000), l(-1.000000)
mul r5.x, r0.x, cb0[30].y
sample_l r1.xyzw, r5.xyxx, t2.xyzw, s4, l(0.000000)
mad r0.x, r1.w, l(2.000000), l(-1.000000)
mul r0.xy, r0.xyxx, cb0[30].xxxx
dp2 r0.z, r7.zwzz, r7.zwzz
dp2 r1.x, r7.xyxx, r7.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
sqrt r0.z, r0.z
add r0.z, r0.z, -cb0[34].z
max r0.z, r0.z, l(0.000000)
add r0.z, r0.z, -cb0[37].z
div r1.y, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[37].z
mul_sat r0.z, r0.z, r1.y
mul_sat r1.x, r1.y, r1.x
mad r1.y, r0.z, l(-2.000000), l(3.000000)
mul r0.z, r0.z, r0.z
mul r0.z, r0.z, r1.y
mul r0.x, r0.z, r0.x
mul r0.x, r0.x, |cb0[33].w|
mad r0.z, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r0.z, r0.z, r1.x
mul r0.y, r0.z, r0.y
mad r0.x, r0.y, |cb0[33].y|, r0.x
mul o2.xyzw, r0.xxxx, cb0[36].xyzw
mad r0.x, cb0[32].w, cb0[7].x, cb0[32].z
sincos r0.x, r1.x, r0.x
mul r0.xy, r0.xxxx, r3.yzyy
mad r0.x, r3.z, r1.x, -r0.x
mad r0.y, r3.y, r1.x, r0.y
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r0.y, r0.y, cb0[31].y, cb0[31].w
mad o3.y, cb0[32].y, cb0[7].x, r0.y
mad r0.x, r0.x, cb0[31].x, cb0[31].z
mad o3.x, cb0[32].x, cb0[7].x, r0.x
mad r0.x, cb0[47].w, cb0[7].x, cb0[47].z
sincos r0.x, r1.x, r0.x
mul r0.xy, r0.xxxx, r3.yzyy
mad r0.x, r3.z, r1.x, -r0.x
mad r0.y, r3.y, r1.x, r0.y
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r0.y, r0.y, cb0[46].y, cb0[46].w
mad o3.w, cb0[47].y, cb0[7].x, r0.y
mad r0.x, r0.x, cb0[46].x, cb0[46].z
mad o3.z, cb0[47].x, cb0[7].x, r0.x
mad r0.x, cb0[49].w, cb0[7].x, cb0[49].z
sincos r0.x, r1.x, r0.x
mul r0.xy, r0.xxxx, r3.yzyy
mad r0.x, r3.z, r1.x, -r0.x
mad r0.y, r3.y, r1.x, r0.y
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r0.y, r0.y, cb0[48].y, cb0[48].w
mad o4.y, cb0[49].y, cb0[7].x, r0.y
mad r0.x, r0.x, cb0[48].x, cb0[48].z
mad o4.x, cb0[49].x, cb0[7].x, r0.x
mad r0.x, cb0[52].w, cb0[7].x, cb0[52].z
sincos r0.x, r1.x, r0.x
mul r0.xy, r0.xxxx, r3.yzyy
mad r0.x, r3.z, r1.x, -r0.x
mad r0.y, r3.y, r1.x, r0.y
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r0.y, r0.y, cb0[51].y, cb0[51].w
mad o4.w, cb0[52].y, cb0[7].x, r0.y
mad r0.x, r0.x, cb0[51].x, cb0[51].z
mad o4.z, cb0[52].x, cb0[7].x, r0.x
mad r0.x, cb0[54].w, cb0[7].x, cb0[54].z
sincos r0.x, r1.x, r0.x
mul r0.xy, r0.xxxx, r3.yzyy
mad r0.x, r3.z, r1.x, -r0.x
mad r0.y, r3.y, r1.x, r0.y
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r0.y, r0.y, cb0[53].y, cb0[53].w
mad o5.y, cb0[54].y, cb0[7].x, r0.y
mad r0.x, r0.x, cb0[53].x, cb0[53].z
mad o5.x, cb0[54].x, cb0[7].x, r0.x
mov o5.zw, l(0,0,0,0)
mul r0.xy, cb2[4].wwww, l(0.200000, 4.000000, 0.000000, 0.000000)
round_ni r0.y, r0.y
add r0.y, -r0.y, l(1.000000)
mul r0.x, r0.y, r0.x
mul o7.w, r0.y, r4.w
mov o7.xyz, r4.xyzx
mul r0.x, r0.x, r0.w
exp r0.x, -|r0.x|
mad o6.w, -r0.x, r0.x, l(1.000000)
mul o6.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
ret
// Approximately 0 instruction slots used