// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed e6a3139b0a41949e-vs.txt
// 3DMigoto: e6a3139b0a41949e | Matched 21 variants of 21 shaders: Hidden/UberShader/06DAF24EF1B57EFAAE58816FE3DBC5D5_FB, Hidden/UberShader/0C8E90D4BC4E899B5103C11871781E16_FB, Hidden/UberShader/132800959B666E9F3E522F329EACEF4B_FB, Hidden/UberShader/1F164E08C7170483043998695C6AEF95, Hidden/UberShader/23410D3A6D805D8B2D154CD33A0DD053_FB, Hidden/UberShader/28916EB9C7D1B339536E2D2CB42A0427, Hidden/UberShader/3B5DF12F5B41291EC2C57A004B3ADDEE, Hidden/UberShader/5023155CA16C81D559E8992BBC697637_FB, Hidden/UberShader/52EE08D7199DB7BBC1696E9696CC5052, Hidden/UberShader/5F0D6BD6633F58CCC8B8DF9E2E433B6D, Hidden/UberShader/7C1D6C717065B0B9C66B8E6E3B65FC62_FB, Hidden/UberShader/8CAAD399D7CD9C3FF98F9AB1AD779479, Hidden/UberShader/958D277F61F3F99B742D549C03AE4A0F, Hidden/UberShader/AD4AC6FEF33BC768E2C0845A1FB01EB8_FB, Hidden/UberShader/BF2989F8588C93F74BA07EF595CD6CCA, Hidden/UberShader/C6E49A67B22E604BF17AB839105D46B1_FB, Hidden/UberShader/D93D7FEFA7846112D9D09059FFE2FDB9, Hidden/UberShader/E0FF2C7438A5D65A3804901DB6B50803_FB, Hidden/UberShader/E45C15C6D46AD6FD2AB744F5831C1508, Hidden/UberShader/E8478CB7A208CD0B5A43EDDA3CF576E5_FB, Hidden/UberShader/F68174CBC95FF3ABDA6F075A312CBC9A_FB
//
// 001000:    Unity headers extracted from 06DAF24EF1B57EFAAE58816FE3DBC5D5_FB.shader
// 100000:    Unity headers extracted from 0C8E90D4BC4E899B5103C11871781E16_FB.shader
// 002000:    Unity headers extracted from 132800959B666E9F3E522F329EACEF4B_FB.shader
// 000200:    Unity headers extracted from 1F164E08C7170483043998695C6AEF95.shader
// 040000:    Unity headers extracted from 23410D3A6D805D8B2D154CD33A0DD053_FB.shader
// 000001:    Unity headers extracted from 28916EB9C7D1B339536E2D2CB42A0427.shader
// 000800:    Unity headers extracted from 3B5DF12F5B41291EC2C57A004B3ADDEE.shader
// 000010:    Unity headers extracted from 5023155CA16C81D559E8992BBC697637_FB.shader
// 000100:    Unity headers extracted from 52EE08D7199DB7BBC1696E9696CC5052.shader
// 000080:    Unity headers extracted from 5F0D6BD6633F58CCC8B8DF9E2E433B6D.shader
// 000002:    Unity headers extracted from 7C1D6C717065B0B9C66B8E6E3B65FC62_FB.shader
// 000020:    Unity headers extracted from 8CAAD399D7CD9C3FF98F9AB1AD779479.shader
// 020000:    Unity headers extracted from 958D277F61F3F99B742D549C03AE4A0F.shader
// 000040:    Unity headers extracted from AD4AC6FEF33BC768E2C0845A1FB01EB8_FB.shader
// 000400:    Unity headers extracted from BF2989F8588C93F74BA07EF595CD6CCA.shader
// 000004:    Unity headers extracted from C6E49A67B22E604BF17AB839105D46B1_FB.shader
// 004000:    Unity headers extracted from D93D7FEFA7846112D9D09059FFE2FDB9.shader
// 000008:    Unity headers extracted from E0FF2C7438A5D65A3804901DB6B50803_FB.shader
// 080000:    Unity headers extracted from E45C15C6D46AD6FD2AB744F5831C1508.shader
// 008000:    Unity headers extracted from E8478CB7A208CD0B5A43EDDA3CF576E5_FB.shader
// 010000:    Unity headers extracted from F68174CBC95FF3ABDA6F075A312CBC9A_FB.shader
// 001000:    Shader "Hidden/UberShader/06DAF24EF1B57EFAAE58816FE3DBC5D5_FB" {
// 100000:    Shader "Hidden/UberShader/0C8E90D4BC4E899B5103C11871781E16_FB" {
// 002000:    Shader "Hidden/UberShader/132800959B666E9F3E522F329EACEF4B_FB" {
// 000200:    Shader "Hidden/UberShader/1F164E08C7170483043998695C6AEF95" {
// 040000:    Shader "Hidden/UberShader/23410D3A6D805D8B2D154CD33A0DD053_FB" {
// 000001:    Shader "Hidden/UberShader/28916EB9C7D1B339536E2D2CB42A0427" {
// 000800:    Shader "Hidden/UberShader/3B5DF12F5B41291EC2C57A004B3ADDEE" {
// 000010:    Shader "Hidden/UberShader/5023155CA16C81D559E8992BBC697637_FB" {
// 000100:    Shader "Hidden/UberShader/52EE08D7199DB7BBC1696E9696CC5052" {
// 000080:    Shader "Hidden/UberShader/5F0D6BD6633F58CCC8B8DF9E2E433B6D" {
// 000002:    Shader "Hidden/UberShader/7C1D6C717065B0B9C66B8E6E3B65FC62_FB" {
// 000020:    Shader "Hidden/UberShader/8CAAD399D7CD9C3FF98F9AB1AD779479" {
// 020000:    Shader "Hidden/UberShader/958D277F61F3F99B742D549C03AE4A0F" {
// 000040:    Shader "Hidden/UberShader/AD4AC6FEF33BC768E2C0845A1FB01EB8_FB" {
// 000400:    Shader "Hidden/UberShader/BF2989F8588C93F74BA07EF595CD6CCA" {
// 000004:    Shader "Hidden/UberShader/C6E49A67B22E604BF17AB839105D46B1_FB" {
// 004000:    Shader "Hidden/UberShader/D93D7FEFA7846112D9D09059FFE2FDB9" {
// 000008:    Shader "Hidden/UberShader/E0FF2C7438A5D65A3804901DB6B50803_FB" {
// 080000:    Shader "Hidden/UberShader/E45C15C6D46AD6FD2AB744F5831C1508" {
// 008000:    Shader "Hidden/UberShader/E8478CB7A208CD0B5A43EDDA3CF576E5_FB" {
// 010000:    Shader "Hidden/UberShader/F68174CBC95FF3ABDA6F075A312CBC9A_FB" {
//              Properties {
//               _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//               _UberShaderColorMask ("Uber color mask", Float) = 15
//               _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 000600:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 000600:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 000600:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 000600:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 000600:       _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)
// 1ffd7f:       _MaskStrength ("Mask Strength", Float) = 0
// 000280:       _MaskStrengthExtra ("Mask Strength Extra", Float) = 0
// 1ffd7f:       _MaskTexture ("Mask Texture", 2D) = "white" { }
// 000280:       _MaskTextureExtra ("Mask Texture Extra", 2D) = "white" { }
// 000280:       _MaskTextureExtra_US_ST ("Mask Texture Extra_US_ST", Vector) = (0,0,0,0)
// 1ffd7f:       _MaskTexture_US_ST ("Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1bf0f3:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 040900:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 00000c:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 040900:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 1bf0f3:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 00000c:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 040900:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1bf0f3:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 00000c:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 040900:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 1bf0f3:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 00000c:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 040900:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 1bf0f3:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 00000c:       _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
// 1e9e8f:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 016170:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                  ColorMask [_UberShaderColorMask]
// 000042:          GpuProgramID 10973
// 000008:          GpuProgramID 11089
// 000080:          GpuProgramID 13827
// 040000:          GpuProgramID 14316
// 000200:          GpuProgramID 16750
// 00a000:          GpuProgramID 27281
// 011000:          GpuProgramID 27575
// 100010:          GpuProgramID 335
// 000900:          GpuProgramID 40203
// 000004:          GpuProgramID 46795
// 000400:          GpuProgramID 48556
// 020021:          GpuProgramID 53543
// 084000:          GpuProgramID 65316
//                  Program "vp" {
//                    SubProgram "d3d11 " {
//                      GpuProgramIndex 1
//                    }
//                  }
//                }
//              }
//            }
//
// 001000: Unity 5.3 headers extracted from 06DAF24EF1B57EFAAE58816FE3DBC5D5_FB.shader.decompressed:
// 100000: Unity 5.3 headers extracted from 0C8E90D4BC4E899B5103C11871781E16_FB.shader.decompressed:
// 002000: Unity 5.3 headers extracted from 132800959B666E9F3E522F329EACEF4B_FB.shader.decompressed:
// 000200: Unity 5.3 headers extracted from 1F164E08C7170483043998695C6AEF95.shader.decompressed:
// 040000: Unity 5.3 headers extracted from 23410D3A6D805D8B2D154CD33A0DD053_FB.shader.decompressed:
// 000001: Unity 5.3 headers extracted from 28916EB9C7D1B339536E2D2CB42A0427.shader.decompressed:
// 000800: Unity 5.3 headers extracted from 3B5DF12F5B41291EC2C57A004B3ADDEE.shader.decompressed:
// 000010: Unity 5.3 headers extracted from 5023155CA16C81D559E8992BBC697637_FB.shader.decompressed:
// 000100: Unity 5.3 headers extracted from 52EE08D7199DB7BBC1696E9696CC5052.shader.decompressed:
// 000080: Unity 5.3 headers extracted from 5F0D6BD6633F58CCC8B8DF9E2E433B6D.shader.decompressed:
// 000002: Unity 5.3 headers extracted from 7C1D6C717065B0B9C66B8E6E3B65FC62_FB.shader.decompressed:
// 000020: Unity 5.3 headers extracted from 8CAAD399D7CD9C3FF98F9AB1AD779479.shader.decompressed:
// 020000: Unity 5.3 headers extracted from 958D277F61F3F99B742D549C03AE4A0F.shader.decompressed:
// 000040: Unity 5.3 headers extracted from AD4AC6FEF33BC768E2C0845A1FB01EB8_FB.shader.decompressed:
// 000400: Unity 5.3 headers extracted from BF2989F8588C93F74BA07EF595CD6CCA.shader.decompressed:
// 000004: Unity 5.3 headers extracted from C6E49A67B22E604BF17AB839105D46B1_FB.shader.decompressed:
// 004000: Unity 5.3 headers extracted from D93D7FEFA7846112D9D09059FFE2FDB9.shader.decompressed:
// 000008: Unity 5.3 headers extracted from E0FF2C7438A5D65A3804901DB6B50803_FB.shader.decompressed:
// 080000: Unity 5.3 headers extracted from E45C15C6D46AD6FD2AB744F5831C1508.shader.decompressed:
// 008000: Unity 5.3 headers extracted from E8478CB7A208CD0B5A43EDDA3CF576E5_FB.shader.decompressed:
// 010000: Unity 5.3 headers extracted from F68174CBC95FF3ABDA6F075A312CBC9A_FB.shader.decompressed:
//           API d3d11
//           Shader model vs_4_0
//           undeciphered1: 201509030 90 0 0
//           undeciphered2: 1 3 3 3 0
//           undeciphered3: 13 3 0 0 2 1 3 4
//           ConstBuffer "$Globals" 592
//           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]
// 000280:   Vector 464 [_MaskTextureExtra_ST]
// 1ffd7f:   Vector 464 [_MaskTexture_ST]
// 000280:   Vector 480 [_MaskTextureExtra_US_ST]
// 1ffd7f:   Vector 480 [_MaskTexture_US_ST]
// 000600:   Vector 512 [_AdditiveLayerTexture_ST]
// 040900:   Vector 512 [_MultiplyLayerExtraTexture_ST]
// 1bf0f3:   Vector 512 [_MultiplyLayerTexture_ST]
// 00000c:   Vector 512 [_MultiplyLayerThirdTexture_ST]
// 000600:   Vector 528 [_AdditiveLayerTexture_US_ST]
// 040900:   Vector 528 [_MultiplyLayerExtraTexture_US_ST]
// 1bf0f3:   Vector 528 [_MultiplyLayerTexture_US_ST]
// 00000c:   Vector 528 [_MultiplyLayerThirdTexture_US_ST]
// 000600:   Vector 544 [_AdditiveLayerMaskTexture_ST]
// 040900:   Vector 544 [_MultiplyLayerExtraMaskTexture_ST]
// 1bf0f3:   Vector 544 [_MultiplyLayerMaskTexture_ST]
// 00000c:   Vector 544 [_MultiplyLayerThirdMaskTexture_ST]
// 000600:   Vector 560 [_AdditiveLayerMaskTexture_US_ST]
// 040900:   Vector 560 [_MultiplyLayerExtraMaskTexture_US_ST]
// 1bf0f3:   Vector 560 [_MultiplyLayerMaskTexture_US_ST]
// 00000c:   Vector 560 [_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 23:48:06 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[36], 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_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.xy, v0.yxyy, cb0[28].yxyy
mad r0.zw, -v0.xxxy, cb0[28].xxxy, cb0[24].xxxy
mad r0.xy, cb0[27].xyxx, r0.zwzz, r0.yxyy
mad r0.zw, v0.yyyx, cb0[28].yyyx, -r0.yyyx
mad r1.x, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r1.y, v1.xyxx, cb0[24].zwzz
add r1.x, r1.y, r1.x
mov r1.yw, l(0,0,0,0)
sample_l r2.xyzw, r1.xyxx, t0.xyzw, s1, l(0.000000)
add r1.x, r2.w, cb0[23].w
add r1.x, r1.x, l(-0.500000)
mul r1.x, r1.x, cb0[13].x
mad r1.x, r1.x, cb0[23].y, cb0[13].z
mad r1.y, cb0[26].w, cb0[7].x, cb0[26].z
sincos r2.x, r3.x, r1.y
add r2.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r2.xw, r2.xxxx, r2.yyyz
mad r1.y, 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.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[25].x, cb0[25].z
mad r3.x, cb0[26].x, cb0[7].x, r1.y
sample_l r3.xyzw, r3.xyxx, t1.xyzw, s2, l(0.000000)
mul r1.x, r1.x, r3.x
sincos r1.x, r2.x, r1.x
mul r1.xy, r0.zwzz, r1.xxxx
mad r3.x, r0.w, r2.x, -r1.x
mad r3.y, r0.z, r2.x, r1.y
add r0.xy, r0.xyxx, r3.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 e6a3139b0a41949e-vs.txt
ne r4.w, r0.w, l(1.0)
if_nz r4.w
  add r4.w, r0.w, -r4.y
  mad r0.x, r4.w, r4.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[30].w, cb0[7].x, cb0[30].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[29].y, cb0[29].w
mad o2.y, cb0[30].y, cb0[7].x, r0.z
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[33].w, cb0[7].x, cb0[33].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[32].y, cb0[32].w
mad o2.w, cb0[33].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[32].x, cb0[32].z
mad o2.z, cb0[33].x, cb0[7].x, r0.y
mad r0.y, cb0[35].w, cb0[7].x, cb0[35].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[34].y, cb0[34].w
mad o3.y, cb0[35].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[34].x, cb0[34].z
mad o3.x, cb0[35].x, cb0[7].x, r0.y
mov o3.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 o4.w, -r0.x, r0.x, l(1.000000)
mul o4.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 r1.z, r0.x, l(0.500000)
sample_l r1.xyzw, r1.zwzz, t2.xyzw, s0, l(0.000000)
mul o5.w, r0.z, r1.w
mov o5.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used