// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed eee91e75e1aeb49f-vs.txt
// 3DMigoto: eee91e75e1aeb49f | Matched 22 variants of 22 shaders: Hidden/UberShader/1BE3EA4925C4FDD2856495D48695C2A3_FB, Hidden/UberShader/2296C5FE0AC1421DFB56FABEC18CC4E3, Hidden/UberShader/2616814E8C56571ED10115DBC234ADD0_FB, Hidden/UberShader/2782E5622B143D6EF59D788A0C995E66_FB, Hidden/UberShader/3D3D5AE9C5BE25CEC8E91E5F45CD7310, Hidden/UberShader/51ED4FF4B032D28FDE9B63A0F2404548_FB, Hidden/UberShader/54D6B585A5757B3B9C58A1E4FFE2E688, Hidden/UberShader/8A7772775CF7A660CC526573E61DFA43_FB, Hidden/UberShader/8F6ABFBB0120BACBF7516F961297AF91_FB, Hidden/UberShader/945859863FD86F9B34F611D0E2227237_FB, Hidden/UberShader/9458AE7A7D14EF1C9AA8ECD5EC7482DC_FB, Hidden/UberShader/A8486B050F128515613875F509C0B507_FB, Hidden/UberShader/BF5C6C0608579AC6E4F1AA72D70E3D56, Hidden/UberShader/CB994657FD9D8949CF37FCC914B8241B_FB, Hidden/UberShader/CD376E2B1764CBC6FEF3F0CD382F9FC1, Hidden/UberShader/E12CF1796DE2B958C70F01155D33C8A3_FB, Hidden/UberShader/ED1167B38697ACE63001C0A9F05098ED_FB, Hidden/UberShader/F5C45F55ED6CA38BE75927EC0A6D173E, Hidden/UberShader/F87305F072D3FD5E5D03EE45E1BB6E77, Hidden/UberShader/FF02E4EAA1E65E2FE4C58368BD3C7ACF_FB, Hidden/UberShader/FF8F31E16D26C9CDFCB887C82B038BE6_FB, Hidden/UberShader/FFD93C6D48C71A32A3C7B1F16D18D34F_FB
//
// 000004:    Unity headers extracted from 1BE3EA4925C4FDD2856495D48695C2A3_FB.shader
// 000400:    Unity headers extracted from 2296C5FE0AC1421DFB56FABEC18CC4E3.shader
// 000040:    Unity headers extracted from 2616814E8C56571ED10115DBC234ADD0_FB.shader
// 000800:    Unity headers extracted from 2782E5622B143D6EF59D788A0C995E66_FB.shader
// 000020:    Unity headers extracted from 3D3D5AE9C5BE25CEC8E91E5F45CD7310.shader
// 000100:    Unity headers extracted from 51ED4FF4B032D28FDE9B63A0F2404548_FB.shader
// 000010:    Unity headers extracted from 54D6B585A5757B3B9C58A1E4FFE2E688.shader
// 008000:    Unity headers extracted from 8A7772775CF7A660CC526573E61DFA43_FB.shader
// 010000:    Unity headers extracted from 8F6ABFBB0120BACBF7516F961297AF91_FB.shader
// 080000:    Unity headers extracted from 945859863FD86F9B34F611D0E2227237_FB.shader
// 020000:    Unity headers extracted from 9458AE7A7D14EF1C9AA8ECD5EC7482DC_FB.shader
// 000002:    Unity headers extracted from A8486B050F128515613875F509C0B507_FB.shader
// 200000:    Unity headers extracted from BF5C6C0608579AC6E4F1AA72D70E3D56.shader
// 000008:    Unity headers extracted from CB994657FD9D8949CF37FCC914B8241B_FB.shader
// 004000:    Unity headers extracted from CD376E2B1764CBC6FEF3F0CD382F9FC1.shader
// 001000:    Unity headers extracted from E12CF1796DE2B958C70F01155D33C8A3_FB.shader
// 100000:    Unity headers extracted from ED1167B38697ACE63001C0A9F05098ED_FB.shader
// 000200:    Unity headers extracted from F5C45F55ED6CA38BE75927EC0A6D173E.shader
// 000001:    Unity headers extracted from F87305F072D3FD5E5D03EE45E1BB6E77.shader
// 000080:    Unity headers extracted from FF02E4EAA1E65E2FE4C58368BD3C7ACF_FB.shader
// 040000:    Unity headers extracted from FF8F31E16D26C9CDFCB887C82B038BE6_FB.shader
// 002000:    Unity headers extracted from FFD93C6D48C71A32A3C7B1F16D18D34F_FB.shader
// 000004:    Shader "Hidden/UberShader/1BE3EA4925C4FDD2856495D48695C2A3_FB" {
// 000400:    Shader "Hidden/UberShader/2296C5FE0AC1421DFB56FABEC18CC4E3" {
// 000040:    Shader "Hidden/UberShader/2616814E8C56571ED10115DBC234ADD0_FB" {
// 000800:    Shader "Hidden/UberShader/2782E5622B143D6EF59D788A0C995E66_FB" {
// 000020:    Shader "Hidden/UberShader/3D3D5AE9C5BE25CEC8E91E5F45CD7310" {
// 000100:    Shader "Hidden/UberShader/51ED4FF4B032D28FDE9B63A0F2404548_FB" {
// 000010:    Shader "Hidden/UberShader/54D6B585A5757B3B9C58A1E4FFE2E688" {
// 008000:    Shader "Hidden/UberShader/8A7772775CF7A660CC526573E61DFA43_FB" {
// 010000:    Shader "Hidden/UberShader/8F6ABFBB0120BACBF7516F961297AF91_FB" {
// 080000:    Shader "Hidden/UberShader/945859863FD86F9B34F611D0E2227237_FB" {
// 020000:    Shader "Hidden/UberShader/9458AE7A7D14EF1C9AA8ECD5EC7482DC_FB" {
// 000002:    Shader "Hidden/UberShader/A8486B050F128515613875F509C0B507_FB" {
// 200000:    Shader "Hidden/UberShader/BF5C6C0608579AC6E4F1AA72D70E3D56" {
// 000008:    Shader "Hidden/UberShader/CB994657FD9D8949CF37FCC914B8241B_FB" {
// 004000:    Shader "Hidden/UberShader/CD376E2B1764CBC6FEF3F0CD382F9FC1" {
// 001000:    Shader "Hidden/UberShader/E12CF1796DE2B958C70F01155D33C8A3_FB" {
// 100000:    Shader "Hidden/UberShader/ED1167B38697ACE63001C0A9F05098ED_FB" {
// 000200:    Shader "Hidden/UberShader/F5C45F55ED6CA38BE75927EC0A6D173E" {
// 000001:    Shader "Hidden/UberShader/F87305F072D3FD5E5D03EE45E1BB6E77" {
// 000080:    Shader "Hidden/UberShader/FF02E4EAA1E65E2FE4C58368BD3C7ACF_FB" {
// 040000:    Shader "Hidden/UberShader/FF8F31E16D26C9CDFCB887C82B038BE6_FB" {
// 002000:    Shader "Hidden/UberShader/FFD93C6D48C71A32A3C7B1F16D18D34F_FB" {
//              Properties {
//               _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//               _UberShaderColorMask ("Uber color mask", Float) = 15
//               _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 000020:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 000020:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 000020:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 000020:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 000020:       _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)
// 180000:       _HueShift ("Hue Shift", Float) = 0
// 030000:       _InteractionDistortMask ("Interaction Distort Mask", 2D) = "white" { }
// 030000:       _InteractionDistortMask_US_ST ("Interaction Distort Mask_US_ST", Vector) = (0,0,0,0)
// 030000:       _InteractionRotationPivot ("Interaction Rotation Pivot", Vector) = (0,0,0,0)
// 030000:       _InteractionSettingsRotation ("Interaction Settings 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)
// 3fdffd:       _MaskStrength ("Mask Strength", Float) = 0
// 002002:       _MaskStrengthExtra ("Mask Strength Extra", Float) = 0
// 3fdffd:       _MaskTexture ("Mask Texture", 2D) = "white" { }
// 002002:       _MaskTextureExtra ("Mask Texture Extra", 2D) = "white" { }
// 002002:       _MaskTextureExtra_US_ST ("Mask Texture Extra_US_ST", Vector) = (0,0,0,0)
// 3fdffd:       _MaskTexture_US_ST ("Mask Texture_US_ST", Vector) = (0,0,0,0)
// 247851:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 1a8282:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 01050c:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 1a8282:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 247851:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 01050c:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 1a8282:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 247851:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 01050c:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1a8282:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 247851:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 01050c:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 1a8282:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 247851:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 01050c:       _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)
// 030000:       _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)
// 030000:       _TurbulenceScaleAnimMask ("Turbulence Scale Anim Mask", 2D) = "white" { }
// 030000:       _TurbulenceScaleAnimMask_US_ST ("Turbulence Scale Anim Mask_US_ST", Vector) = (0,0,0,0)
// 030000:       _TurbulenceScaleOffset ("Turbulence Scale Offset", Vector) = (0,0,0,0)
// 030000:       _TurbulenceSquishScale ("Turbulence Squish Scale", 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
// 3df6e7:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 020918:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                  ColorMask [_UberShaderColorMask]
// 008000:          GpuProgramID 10897
// 000100:          GpuProgramID 12044
// 002000:          GpuProgramID 20184
// 000400:          GpuProgramID 27339
// 004011:          GpuProgramID 27341
// 000080:          GpuProgramID 304
// 000200:          GpuProgramID 32961
// 100000:          GpuProgramID 36934
// 200000:          GpuProgramID 40351
// 000002:          GpuProgramID 45564
// 00000c:          GpuProgramID 51483
// 040040:          GpuProgramID 53071
// 010000:          GpuProgramID 57264
// 000020:          GpuProgramID 60623
// 001800:          GpuProgramID 61717
// 020000:          GpuProgramID 6628
// 080000:          GpuProgramID 9167
//                  Program "vp" {
//                    SubProgram "d3d11 " {
//                      GpuProgramIndex 1
//                    }
//                  }
//                }
//              }
//            }
//
// 000004: Unity 5.3 headers extracted from 1BE3EA4925C4FDD2856495D48695C2A3_FB.shader.decompressed:
// 000400: Unity 5.3 headers extracted from 2296C5FE0AC1421DFB56FABEC18CC4E3.shader.decompressed:
// 000040: Unity 5.3 headers extracted from 2616814E8C56571ED10115DBC234ADD0_FB.shader.decompressed:
// 000800: Unity 5.3 headers extracted from 2782E5622B143D6EF59D788A0C995E66_FB.shader.decompressed:
// 000020: Unity 5.3 headers extracted from 3D3D5AE9C5BE25CEC8E91E5F45CD7310.shader.decompressed:
// 000100: Unity 5.3 headers extracted from 51ED4FF4B032D28FDE9B63A0F2404548_FB.shader.decompressed:
// 000010: Unity 5.3 headers extracted from 54D6B585A5757B3B9C58A1E4FFE2E688.shader.decompressed:
// 008000: Unity 5.3 headers extracted from 8A7772775CF7A660CC526573E61DFA43_FB.shader.decompressed:
// 010000: Unity 5.3 headers extracted from 8F6ABFBB0120BACBF7516F961297AF91_FB.shader.decompressed:
// 080000: Unity 5.3 headers extracted from 945859863FD86F9B34F611D0E2227237_FB.shader.decompressed:
// 020000: Unity 5.3 headers extracted from 9458AE7A7D14EF1C9AA8ECD5EC7482DC_FB.shader.decompressed:
// 000002: Unity 5.3 headers extracted from A8486B050F128515613875F509C0B507_FB.shader.decompressed:
// 200000: Unity 5.3 headers extracted from BF5C6C0608579AC6E4F1AA72D70E3D56.shader.decompressed:
// 000008: Unity 5.3 headers extracted from CB994657FD9D8949CF37FCC914B8241B_FB.shader.decompressed:
// 004000: Unity 5.3 headers extracted from CD376E2B1764CBC6FEF3F0CD382F9FC1.shader.decompressed:
// 001000: Unity 5.3 headers extracted from E12CF1796DE2B958C70F01155D33C8A3_FB.shader.decompressed:
// 100000: Unity 5.3 headers extracted from ED1167B38697ACE63001C0A9F05098ED_FB.shader.decompressed:
// 000200: Unity 5.3 headers extracted from F5C45F55ED6CA38BE75927EC0A6D173E.shader.decompressed:
// 000001: Unity 5.3 headers extracted from F87305F072D3FD5E5D03EE45E1BB6E77.shader.decompressed:
// 000080: Unity 5.3 headers extracted from FF02E4EAA1E65E2FE4C58368BD3C7ACF_FB.shader.decompressed:
// 040000: Unity 5.3 headers extracted from FF8F31E16D26C9CDFCB887C82B038BE6_FB.shader.decompressed:
// 002000: Unity 5.3 headers extracted from FFD93C6D48C71A32A3C7B1F16D18D34F_FB.shader.decompressed:
//           API d3d11
//           Shader model vs_4_0
//           undeciphered1: 201509030 96 0 0
//           undeciphered2: 1 3 3 3 0
//           undeciphered3: 13 3 0 0 2 1 3 4
// 27ffff:   ConstBuffer "$Globals" 592
// 180000:   ConstBuffer "$Globals" 608
//           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]
// 002002:   Vector 464 [_MaskTextureExtra_ST]
// 3fdffd:   Vector 464 [_MaskTexture_ST]
// 002002:   Vector 480 [_MaskTextureExtra_US_ST]
// 3fdffd:   Vector 480 [_MaskTexture_US_ST]
// 000020:   Vector 512 [_AdditiveLayerTexture_ST]
// 1a8282:   Vector 512 [_MultiplyLayerExtraTexture_ST]
// 247851:   Vector 512 [_MultiplyLayerTexture_ST]
// 01050c:   Vector 512 [_MultiplyLayerThirdTexture_ST]
// 000020:   Vector 528 [_AdditiveLayerTexture_US_ST]
// 1a8282:   Vector 528 [_MultiplyLayerExtraTexture_US_ST]
// 247851:   Vector 528 [_MultiplyLayerTexture_US_ST]
// 01050c:   Vector 528 [_MultiplyLayerThirdTexture_US_ST]
// 000020:   Vector 544 [_AdditiveLayerMaskTexture_ST]
// 1a8282:   Vector 544 [_MultiplyLayerExtraMaskTexture_ST]
// 247851:   Vector 544 [_MultiplyLayerMaskTexture_ST]
// 01050c:   Vector 544 [_MultiplyLayerThirdMaskTexture_ST]
// 000020:   Vector 560 [_AdditiveLayerMaskTexture_US_ST]
// 1a8282:   Vector 560 [_MultiplyLayerExtraMaskTexture_US_ST]
// 247851:   Vector 560 [_MultiplyLayerMaskTexture_US_ST]
// 01050c:   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 23:48:18 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
//
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_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_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

add r0.xyz, v2.yzwy, l(-0.500000, -0.500000, -0.500000, 0.000000)
add r0.yz, r0.yyzy, r0.yyzy
mad r0.yz, r0.yyzy, cb0[28].zzwz, cb0[24].xxyx
mad r0.yz, -v0.xxyx, cb0[28].xxyx, r0.yyzy
mul r1.xy, v0.yxyy, cb0[28].yxyy
mad r0.yz, cb0[27].xxyx, r0.yyzy, r1.yyxy
mad r1.xy, v0.yxyy, cb0[28].yxyy, -r0.zyzz
mad r0.w, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r1.z, v1.xyxx, cb0[24].zwzz
add r0.w, r0.w, r1.z
mad r2.x, r0.x, l(0.500000), r0.w
mov r2.yw, l(0,0,0,0)
sample_l r3.xyzw, r2.xyxx, t0.xyzw, s1, l(0.000000)
add r0.x, r3.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.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r2.x, r3.x, r0.w
add r1.zw, v1.yyyx, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r2.xy, r2.xxxx, r1.zwzz
mad r0.w, 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[25].y, cb0[25].w
mad r2.y, cb0[26].y, cb0[7].x, r2.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[25].x, cb0[25].z
mad r2.x, cb0[26].x, cb0[7].x, r0.w
sample_l r3.xyzw, r2.xyxx, t1.xyzw, s2, l(0.000000)
mul r0.x, r0.x, r3.x
add r0.w, -v2.x, l(1.000000)
mul r0.x, r0.w, r0.x
sincos r0.x, r2.x, r0.x
mul r0.xw, r0.xxxx, r1.xxxy
mad r3.x, r1.y, r2.x, -r0.x
mad r3.y, r1.x, r2.x, r0.w
add r0.xy, r0.yzyy, 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 eee91e75e1aeb49f-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, r1.zzwz
mad r0.y, r1.w, r2.x, -r0.y
mad r0.z, r1.z, 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, r1.zzwz
mad r0.y, r1.w, r2.x, -r0.y
mad r0.z, r1.z, 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, r1.zzwz
mad r0.y, r1.w, r2.x, -r0.y
mad r0.z, r1.z, 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, r1.zzwz
mad r0.y, r1.w, r2.x, -r0.y
mad r0.z, r1.z, 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 r2.z, r0.x, l(0.500000)
sample_l r1.xyzw, r2.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