// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed ecbe9ff643d08070-vs.txt
// 3DMigoto: ecbe9ff643d08070 |    Unity headers extracted from 8616AD7B85EA7D58698E1D40614C740A.shader
//    Shader "Hidden/UberShader/8616AD7B85EA7D58698E1D40614C740A" {
//      Properties {
//       _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//       _UberShaderColorMask ("Uber color mask", Float) = 15
//       _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
//       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
//       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
//       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
//       _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)
//       _DistortDebris ("Distort Debris", 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)
//       _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)
//       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
//       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
//       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
//       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
//       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
//       _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)
//      }
//      Fallback "Hidden/UberShader/8616AD7B85EA7D58698E1D40614C740A_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 48248
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 0
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from 8616AD7B85EA7D58698E1D40614C740A.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 245 0 0
//   undeciphered2: 1 6 3 6 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 1104
//   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 704 [_WaterPlaneCoords]
//   Vector 736 [_MaskTexture_ST]
//   Vector 752 [_MaskTexture_US_ST]
//   Vector 784 [_MultiplyLayerTexture_ST]
//   Vector 800 [_MultiplyLayerTexture_US_ST]
//   Vector 816 [_MultiplyLayerMaskTexture_ST]
//   Vector 832 [_MultiplyLayerMaskTexture_US_ST]
//   Vector 864 [_MultiplyLayerExtraTexture_ST]
//   Vector 880 [_MultiplyLayerExtraTexture_US_ST]
//   Vector 896 [_MultiplyLayerExtraMaskTexture_ST]
//   Vector 912 [_MultiplyLayerExtraMaskTexture_US_ST]
//   Vector 944 [_MultiplyLayerThirdTexture_ST]
//   Vector 960 [_MultiplyLayerThirdTexture_US_ST]
//   Vector 976 [_MultiplyLayerThirdMaskTexture_ST]
//   Vector 992 [_MultiplyLayerThirdMaskTexture_US_ST]
//   Vector 1024 [_AdditiveLayerTexture_ST]
//   Vector 1040 [_AdditiveLayerTexture_US_ST]
//   Vector 1056 [_AdditiveLayerMaskTexture_ST]
//   Vector 1072 [_AdditiveLayerMaskTexture_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 23:48:15 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   xy          2     NONE   float   xy
// 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
// TEXCOORD                 7   xyzw        8     NONE   float   xyzw
// TEXCOORD                 8   xyzw        9     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[68], 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.xy
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.xyzw
dcl_output o9.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.xy, v0.yxyy, cb0[28].yxyy
add r1.xyz, v2.yzwy, l(-0.500000, -0.500000, -0.500000, 0.000000)
add r0.zw, r1.yyyz, r1.yyyz
mad r1.yz, r0.wwzw, cb0[28].wwzw, cb0[24].yyxy
mad r1.yz, -v0.yyxy, cb0[28].yyxy, r1.yyzy
mad r0.xy, cb0[27].yxyy, r1.yzyy, r0.xyxx
mad r1.yz, v0.yyxy, cb0[28].yyxy, -r0.xxyx
add r1.w, -v2.x, l(1.000000)
mad r2.x, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r2.y, v1.xyxx, cb0[24].zwzz
add r2.x, r2.y, r2.x
mad r2.x, r1.x, l(0.500000), r2.x
mov r2.yw, l(0,0,0,0)
sample_l r3.xyzw, r2.xyxx, t0.xyzw, s1, l(0.000000)
add r2.x, r3.w, cb0[23].w
add r2.x, r2.x, l(-0.500000)
mul r2.x, r2.x, cb0[13].x
mad r2.x, r2.x, cb0[23].y, cb0[13].z
mad r2.y, cb0[26].w, cb0[7].x, cb0[26].z
sincos r3.x, r4.x, r2.y
add r3.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r3.xw, r3.xxxx, r3.yyyz
mad r2.y, r3.z, r4.x, -r3.x
mad r3.x, r3.y, r4.x, r3.w
add r3.x, r3.x, l(0.500000)
mad r3.x, r3.x, cb0[25].y, cb0[25].w
mad r4.y, cb0[26].y, cb0[7].x, r3.x
add r2.y, r2.y, l(0.500000)
mad r2.y, r2.y, cb0[25].x, cb0[25].z
mad r4.x, cb0[26].x, cb0[7].x, r2.y
sample_l r4.xyzw, r4.xyxx, t1.xyzw, s2, l(0.000000)
mul r2.x, r2.x, r4.x
mul r2.x, r1.w, r2.x
sincos r2.x, r3.x, r2.x
mul r2.xy, r1.yzyy, r2.xxxx
mad r4.y, r1.z, r3.x, -r2.x
mad r4.x, r1.y, r3.x, r2.y
add r0.xy, r0.xyxx, r4.xyxx
mad r1.yz, r0.wwzw, cb0[28].wwzw, cb0[30].yyxy
mad r0.zw, r0.zzzw, cb0[28].zzzw, cb0[41].xxxy
add r0.xy, r0.xyxx, -r1.yzyy
mad r2.x, cb0[13].y, cb0[29].x, cb0[29].z
dp2 r2.y, v1.xyxx, cb0[30].zwzz
add r2.x, r2.y, r2.x
mad r2.z, r1.x, l(0.500000), r2.x
sample_l r2.xyzw, r2.zwzz, t0.xyzw, s1, l(0.000000)
add r2.x, r2.w, cb0[29].w
add r2.x, r2.x, l(-0.500000)
mul r2.x, r2.x, cb0[13].x
mad r2.x, r2.x, cb0[29].y, cb0[13].z
mad r2.y, cb0[32].w, cb0[7].x, cb0[32].z
sincos r3.x, r4.x, r2.y
mul r2.yz, r3.xxxx, r3.yyzy
mad r2.y, r3.z, r4.x, -r2.y
mad r2.z, r3.y, r4.x, r2.z
add r2.yz, r2.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r2.z, r2.z, cb0[31].y, cb0[31].w
mad r4.y, cb0[32].y, cb0[7].x, r2.z
mad r2.y, r2.y, cb0[31].x, cb0[31].z
mad r4.x, cb0[32].x, cb0[7].x, r2.y
sample_l r4.xyzw, r4.xyxx, t2.xyzw, s3, l(0.000000)
mul r2.y, r1.w, r4.x
mul r2.x, r2.y, r2.x
mad r2.xy, r2.xxxx, cb0[33].yxyy, l(1.000000, 1.000000, 0.000000, 0.000000)
mad r0.xy, r0.xyxx, r2.xyxx, r1.yzyy
add r0.zw, -r0.yyyx, r0.zzzw
mad r0.zw, cb0[41].zzzw, r0.zzzw, r0.yyyx
add r0.xy, -r0.wzww, r0.xyxx
mul r2.xyz, v0.yyyy, cb1[13].xyzx
mad r2.xyz, cb1[12].xyzx, v0.xxxx, r2.xyzx
mad r2.xyz, cb1[14].xyzx, v0.zzzz, r2.xyzx
mad r2.xyz, cb1[15].xyzx, v0.wwww, r2.xyzx
add r4.xyzw, r2.xyxy, -cb0[40].xyzw
div r1.y, r2.z, cb0[0].x
add r2.x, r1.y, l(0.500000)
dp2 r1.y, r4.zwzz, r4.zwzz
sqrt r1.y, r1.y
add r1.y, r1.y, -cb0[39].z
max r1.y, r1.y, l(0.000000)
add r1.y, r1.y, -cb0[42].z
div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[42].z
mul_sat r1.y, r1.z, r1.y
mad r2.z, r1.y, l(-2.000000), l(3.000000)
mul r1.y, r1.y, r1.y
mul r1.y, r1.y, r2.z
mul r5.xyzw, cb0[42].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r5.xyzw, r4.xyzw, r5.xyzw
dp2 r2.z, r4.xyxx, r4.xyxx
sqrt r2.z, r2.z
add r2.z, r2.z, -cb0[39].z
max r2.z, r2.z, l(0.000000)
add r2.z, r2.z, -cb0[42].z
mul_sat r1.z, r1.z, r2.z
dp2 r2.z, r5.zwzz, r5.zwzz
dp2 r2.w, r5.xyxx, r5.xyxx
sqrt r2.zw, r2.zzzw
add r2.zw, r2.zzzw, -cb0[39].zzzz
max r2.zw, r2.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r2.w, r1.x, l(0.500000), r2.w
mad r1.x, r1.x, l(0.500000), r2.z
add r3.xw, cb0[7].xxxx, -cb0[38].xxxz
add r1.x, -r1.x, r3.w
add r2.z, -r2.w, r3.x
mul r2.z, r2.z, cb0[42].w
mul r4.x, r2.z, cb0[34].y
mul r1.x, r1.x, cb0[42].w
mul r4.z, r1.x, 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 r1.x, r4.w, l(2.000000), l(-1.000000)
mul r1.x, r1.x, cb0[34].x
mad r2.z, r5.w, l(2.000000), l(-1.000000)
mul r2.z, r2.z, cb0[34].x
mad r2.w, cb0[37].w, cb0[7].x, cb0[37].z
sincos r3.x, r4.x, r2.w
mul r3.xw, r3.xxxx, r3.yyyz
mad r2.w, r3.z, r4.x, -r3.x
mad r3.x, r3.y, r4.x, r3.w
add r3.x, r3.x, l(0.500000)
mad r3.x, r3.x, cb0[36].y, cb0[36].w
mad r4.y, cb0[37].y, cb0[7].x, r3.x
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.w, r1.w, r4.x
mul r2.z, r1.w, r2.z
mul r1.x, r1.w, r1.x
mul r1.y, r1.y, r2.z
mul r1.y, r1.y, cb0[38].w
mad r1.w, r1.z, l(-2.000000), l(3.000000)
mul r1.z, r1.z, r1.z
mul r1.z, r1.z, r1.w
mul r1.x, r1.z, r1.x
mad r1.x, r1.x, cb0[38].y, r1.y
sincos r1.x, r3.x, r1.x
mul r1.xy, r0.xyxx, r1.xxxx
mad r4.x, r0.y, r3.x, -r1.x
mad r4.y, r0.x, r3.x, r1.y
add r0.xy, r0.zwzz, r4.xyxx
div r0.zw, r0.xxxy, cb0[28].xxxy
add r1.x, cb0[7].z, l(1.000000)
mul r0.zw, r0.zzzw, r1.xxxx
mul r1.xyz, r0.wwww, cb1[1].xywx
mad r1.xyz, cb1[0].xywx, r0.zzzz, r1.xyzx
mad r1.xyz, cb1[2].xywx, v0.zzzz, r1.xyzx
mad r1.xyw, cb1[3].xyxw, v0.wwww, r1.xyxz
add r0.z, 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 ecbe9ff643d08070-vs.txt
ne r6.w, r1.w, l(1.0)
if_nz r6.w
  add r6.w, r1.w, -r6.y
  mad r1.x, r6.w, r6.x, r1.x
endif

mul r0.z, r1.w, r0.z
mul r1.z, r0.z, 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.z, r1.xyzw, r1.xyzw
sqrt r0.z, r0.z
mov o1.zw, v1.zzzw
mad r0.w, cb0[19].w, cb0[7].x, cb0[19].z
sincos r1.x, r3.x, r0.w
mul r1.xy, r1.xxxx, r3.yzyy
mad r0.w, r3.z, r3.x, -r1.x
mad r1.x, r3.y, r3.x, r1.y
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.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r0.w
mul r0.yw, r0.yyyy, cb1[13].xxxz
mad r0.xy, cb1[12].xzxx, r0.xxxx, r0.ywyy
mad r0.xy, cb1[14].xzxx, v0.zzzz, r0.xyxx
mad r0.xy, cb1[15].xzxx, v0.wwww, r0.xyxx
add r0.xy, r0.xyxx, -cb0[44].xzxx
div o2.xy, r0.xyxx, cb0[44].ywyy
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.y, cb0[47].y, cb0[7].x, r0.y
mad r0.x, r0.x, cb0[46].x, cb0[46].z
mad o3.x, cb0[47].x, cb0[7].x, r0.x
mad r0.x, cb0[50].w, cb0[7].x, cb0[50].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[49].y, cb0[49].w
mad o3.w, cb0[50].y, cb0[7].x, r0.y
mad r0.x, r0.x, cb0[49].x, cb0[49].z
mad o3.z, cb0[50].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.y, cb0[52].y, cb0[7].x, r0.y
mad r0.x, r0.x, cb0[51].x, cb0[51].z
mad o4.x, cb0[52].x, cb0[7].x, r0.x
mad r0.x, cb0[55].w, cb0[7].x, cb0[55].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[54].y, cb0[54].w
mad o4.w, cb0[55].y, cb0[7].x, r0.y
mad r0.x, r0.x, cb0[54].x, cb0[54].z
mad o4.z, cb0[55].x, cb0[7].x, r0.x
mad r0.x, cb0[57].w, cb0[7].x, cb0[57].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[56].y, cb0[56].w
mad o5.y, cb0[57].y, cb0[7].x, r0.y
mad r0.x, r0.x, cb0[56].x, cb0[56].z
mad o5.x, cb0[57].x, cb0[7].x, r0.x
mad r0.x, cb0[60].w, cb0[7].x, cb0[60].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[59].y, cb0[59].w
mad o5.w, cb0[60].y, cb0[7].x, r0.y
mad r0.x, r0.x, cb0[59].x, cb0[59].z
mad o5.z, cb0[60].x, cb0[7].x, r0.x
mad r0.x, cb0[62].w, cb0[7].x, cb0[62].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[61].y, cb0[61].w
mad o6.y, cb0[62].y, cb0[7].x, r0.y
mad r0.x, r0.x, cb0[61].x, cb0[61].z
mad o6.x, cb0[62].x, cb0[7].x, r0.x
mad r0.x, cb0[65].w, cb0[7].x, cb0[65].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[64].y, cb0[64].w
mad o6.w, cb0[65].y, cb0[7].x, r0.y
mad r0.x, r0.x, cb0[64].x, cb0[64].z
mad o6.z, cb0[65].x, cb0[7].x, r0.x
mad r0.x, cb0[67].w, cb0[7].x, cb0[67].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[66].y, cb0[66].w
mad o7.y, cb0[67].y, cb0[7].x, r0.y
mad r0.x, r0.x, cb0[66].x, cb0[66].z
mad o7.x, cb0[67].x, cb0[7].x, r0.x
mov o7.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 r0.x, r0.x, r0.z
exp r0.x, -|r0.x|
mad o8.w, -r0.x, r0.x, l(1.000000)
mul o8.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mov r2.y, l(0)
sample_l r1.xyzw, r2.xyxx, t5.xyzw, s0, l(0.000000)
mul o9.w, r0.y, r1.w
mov o9.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used