// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed f00900c4551ec1ad-vs.txt
// 3DMigoto: f00900c4551ec1ad | Matched 6 variants of 6 shaders: Hidden/UberShader/2D310C09EA198A1F8AC8718D3FB2AF2C, Hidden/UberShader/4CA06835B1DAACA215B071756651AFD9, Hidden/UberShader/5E5F554B73DC69828354EA89CB7ECB6C, Hidden/UberShader/6C79ED2E91B5975922C3221934E30494, Hidden/UberShader/BCCBABF23869BF16493404D57A441FAB, Hidden/UberShader/E75F1BCAC2572D691B25CC3A55C066B0
//
// 10:    Unity headers extracted from 2D310C09EA198A1F8AC8718D3FB2AF2C.shader
// 02:    Unity headers extracted from 4CA06835B1DAACA215B071756651AFD9.shader
// 20:    Unity headers extracted from 5E5F554B73DC69828354EA89CB7ECB6C.shader
// 04:    Unity headers extracted from 6C79ED2E91B5975922C3221934E30494.shader
// 08:    Unity headers extracted from BCCBABF23869BF16493404D57A441FAB.shader
// 01:    Unity headers extracted from E75F1BCAC2572D691B25CC3A55C066B0.shader
// 10:    Shader "Hidden/UberShader/2D310C09EA198A1F8AC8718D3FB2AF2C" {
// 02:    Shader "Hidden/UberShader/4CA06835B1DAACA215B071756651AFD9" {
// 20:    Shader "Hidden/UberShader/5E5F554B73DC69828354EA89CB7ECB6C" {
// 04:    Shader "Hidden/UberShader/6C79ED2E91B5975922C3221934E30494" {
// 08:    Shader "Hidden/UberShader/BCCBABF23869BF16493404D57A441FAB" {
// 01:    Shader "Hidden/UberShader/E75F1BCAC2572D691B25CC3A55C066B0" {
//          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)
//           _InteractionParams2Punch ("Interaction Params2 Punch", Vector) = (0,0,0,0)
//           _InteractionParamsPunch ("Interaction Params Punch", Vector) = (0,0,0,0)
//           _InteractionPosPunch ("Interaction Pos Punch", Vector) = (0,0,0,0)
//           _InteractionPunchDistortMask ("Interaction Punch Distort Mask", 2D) = "white" { }
//           _InteractionPunchDistortMask_US_ST ("Interaction Punch Distort Mask_US_ST", Vector) = (0,0,0,0)
//           _InteractionSettingsPunch ("Interaction Settings Punch", Vector) = (0,0,0,0)
//           _InteractionVelocityPunch ("Interaction Velocity Punch", 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)
// 31:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 0c:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 02:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 0c:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 31:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 02:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 0c:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 31:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 02:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 0c:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 31:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 02:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 0c:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 31:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 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)
//           _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)
//          }
// 10:      Fallback "Hidden/UberShader/2D310C09EA198A1F8AC8718D3FB2AF2C_FB"
// 02:      Fallback "Hidden/UberShader/4CA06835B1DAACA215B071756651AFD9_FB"
// 20:      Fallback "Hidden/UberShader/5E5F554B73DC69828354EA89CB7ECB6C_FB"
// 04:      Fallback "Hidden/UberShader/6C79ED2E91B5975922C3221934E30494_FB"
// 08:      Fallback "Hidden/UberShader/BCCBABF23869BF16493404D57A441FAB_FB"
// 01:      Fallback "Hidden/UberShader/E75F1BCAC2572D691B25CC3A55C066B0_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
// 1b:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 24:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 0c:          GpuProgramID 20325
// 21:          GpuProgramID 26888
// 02:          GpuProgramID 44669
// 10:          GpuProgramID 9640
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 0
//                }
//              }
//            }
//          }
//        }
//
// 10: Unity 5.3 headers extracted from 2D310C09EA198A1F8AC8718D3FB2AF2C.shader.decompressed:
// 02: Unity 5.3 headers extracted from 4CA06835B1DAACA215B071756651AFD9.shader.decompressed:
// 20: Unity 5.3 headers extracted from 5E5F554B73DC69828354EA89CB7ECB6C.shader.decompressed:
// 04: Unity 5.3 headers extracted from 6C79ED2E91B5975922C3221934E30494.shader.decompressed:
// 08: Unity 5.3 headers extracted from BCCBABF23869BF16493404D57A441FAB.shader.decompressed:
// 01: Unity 5.3 headers extracted from E75F1BCAC2572D691B25CC3A55C066B0.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 175 0 0
//       undeciphered2: 1 6 3 6 0
//       undeciphered3: 13 3 0 0 2 1 3 4
//       ConstBuffer "$Globals" 768
//       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 [_InteractionPunchDistortMask_ST]
//       Vector 592 [_InteractionPunchDistortMask_US_ST]
//       Vector 608 [_InteractionParamsPunch]
//       Vector 624 [_InteractionParams2Punch]
//       Vector 640 [_InteractionPosPunch]
//       Vector 656 [_InteractionVelocityPunch]
//       Vector 672 [_InteractionSettingsPunch]
// 0c:   Vector 688 [_MultiplyLayerExtraTexture_ST]
// 31:   Vector 688 [_MultiplyLayerTexture_ST]
// 02:   Vector 688 [_MultiplyLayerThirdTexture_ST]
// 0c:   Vector 704 [_MultiplyLayerExtraTexture_US_ST]
// 31:   Vector 704 [_MultiplyLayerTexture_US_ST]
// 02:   Vector 704 [_MultiplyLayerThirdTexture_US_ST]
// 0c:   Vector 720 [_MultiplyLayerExtraMaskTexture_ST]
// 31:   Vector 720 [_MultiplyLayerMaskTexture_ST]
// 02:   Vector 720 [_MultiplyLayerThirdMaskTexture_ST]
// 0c:   Vector 736 [_MultiplyLayerExtraMaskTexture_US_ST]
// 31:   Vector 736 [_MultiplyLayerMaskTexture_US_ST]
// 02:   Vector 736 [_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 [_TurbulenceScaleAnimMask] 2D 3
//       SetTexture 3 [_InteractionPunchDistortMask] 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 23:48:20 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
//
vs_4_0
dcl_constantbuffer cb0[47], 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_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

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
add r0.yzw, v2.yyzw, l(0.000000, -0.500000, -0.500000, -0.500000)
mad r1.x, r0.y, l(0.500000), r0.x
mov r1.yw, l(0,0,0,0)
sample_l r2.xyzw, r1.xyxx, t0.xyzw, s1, l(0.000000)
add r0.x, r2.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 r1.x, cb0[26].w, cb0[7].x, cb0[26].z
sincos r1.x, r2.x, r1.x
add r2.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r1.xy, r1.xxxx, r2.yzyy
mad r1.x, r2.z, r2.x, -r1.x
mad r1.y, r2.y, r2.x, r1.y
add r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r1.y, r1.y, cb0[25].y, cb0[25].w
mad r3.y, cb0[26].y, cb0[7].x, r1.y
mad r1.x, r1.x, cb0[25].x, cb0[25].z
mad r3.x, cb0[26].x, cb0[7].x, r1.x
sample_l r3.xyzw, r3.xyxx, t1.xyzw, s2, l(0.000000)
mul r0.x, r0.x, r3.x
add r1.x, -v2.x, l(1.000000)
mul r0.x, r0.x, r1.x
sincos r0.x, r2.x, r0.x
mul r3.xy, v0.yxyy, cb0[28].yxyy
add r0.zw, r0.zzzw, r0.zzzw
mad r3.zw, r0.zzzw, cb0[28].zzzw, cb0[24].xxxy
mad r0.zw, r0.zzzw, cb0[28].zzzw, cb0[30].xxxy
mad r3.zw, -v0.xxxy, cb0[28].xxxy, r3.zzzw
mad r3.xy, cb0[27].xyxx, r3.zwzz, r3.yxyy
mad r3.zw, v0.yyyx, cb0[28].yyyx, -r3.yyyx
mul r4.xy, r0.xxxx, r3.zwzz
mad r5.x, r3.w, r2.x, -r4.x
mad r5.y, r3.z, r2.x, r4.y
add r2.xw, r3.xxxy, r5.xxxy
add r2.xw, -r0.zzzw, r2.xxxw
mad r0.x, cb0[13].y, cb0[29].x, cb0[29].z
dp2 r1.y, v1.xyxx, cb0[30].zwzz
add r0.x, r0.x, r1.y
mad r1.z, r0.y, l(0.500000), r0.x
sample_l r3.xyzw, r1.zwzz, t0.xyzw, s1, l(0.000000)
add r0.x, r3.w, cb0[29].w
add r0.x, r0.x, l(-0.500000)
mul r0.x, r0.x, cb0[13].x
mad r0.x, r0.x, cb0[29].y, cb0[13].z
mad r1.y, cb0[32].w, cb0[7].x, cb0[32].z
sincos r3.x, r4.x, r1.y
mul r1.yz, r2.yyzy, r3.xxxx
mad r1.y, r2.z, r4.x, -r1.y
mad r1.z, r2.y, r4.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[31].y, cb0[31].w
mad r3.y, cb0[32].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[31].x, cb0[31].z
mad r3.x, cb0[32].x, cb0[7].x, r1.y
sample_l r3.xyzw, r3.xyxx, t2.xyzw, s3, l(0.000000)
mul r1.y, r1.x, r3.x
mul r0.x, r0.x, r1.y
mad r1.yz, r0.xxxx, cb0[33].xxyx, l(0.000000, 1.000000, 1.000000, 0.000000)
mad r0.xz, r2.xxwx, r1.yyzy, r0.zzwz
mul r1.yzw, v0.yyyy, cb1[13].xxyz
mad r1.yzw, cb1[12].xxyz, v0.xxxx, r1.yyzw
mad r1.yzw, cb1[14].xxyz, v0.zzzz, r1.yyzw
mad r1.yzw, cb1[15].xxyz, v0.wwww, r1.yyzw
add r3.xyzw, r1.yzyz, -cb0[40].xyzw
div r0.w, r1.w, cb0[0].x
add r4.x, r0.w, l(0.500000)
dp2 r0.w, r3.xyxx, r3.xyxx
sqrt r0.w, r0.w
add r0.w, r0.w, -cb0[39].z
max r0.w, r0.w, l(0.000000)
add r0.w, r0.w, -cb0[42].z
div r1.y, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[42].z
mul_sat r0.w, r0.w, r1.y
mad r1.z, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r1.z
mul r5.xyzw, cb0[42].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r5.xyzw, r3.xyzw, r5.xyzw
dp2 r1.z, r3.zwzz, r3.zwzz
sqrt r1.z, r1.z
add r1.z, r1.z, -cb0[39].z
max r1.z, r1.z, l(0.000000)
add r1.z, r1.z, -cb0[42].z
mul_sat r1.y, r1.y, r1.z
dp2 r1.z, r5.xyxx, r5.xyxx
dp2 r1.w, r5.zwzz, r5.zwzz
sqrt r1.zw, r1.zzzw
add r1.zw, r1.zzzw, -cb0[39].zzzz
max r1.zw, r1.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r1.w, r0.y, l(0.500000), r1.w
mad r0.y, r0.y, l(0.500000), r1.z
add r2.xw, cb0[7].xxxx, -cb0[38].xxxz
add r0.y, -r0.y, r2.x
add r1.z, -r1.w, r2.w
mul r1.z, r1.z, cb0[42].w
mul r3.z, r1.z, cb0[34].y
mul r0.y, r0.y, cb0[42].w
mul r3.x, r0.y, cb0[34].y
mov r3.yw, l(0,0,0,0)
sample_l r5.xyzw, r3.xyxx, t4.xyzw, s4, l(0.000000)
sample_l r3.xyzw, r3.zwzz, t4.xyzw, s4, l(0.000000)
mad r0.y, r3.w, l(2.000000), l(-1.000000)
mul r0.y, r0.y, cb0[34].x
mad r1.z, r5.w, l(2.000000), l(-1.000000)
mul r1.z, r1.z, cb0[34].x
mad r1.w, cb0[37].w, cb0[7].x, cb0[37].z
sincos r2.x, r3.x, r1.w
mul r2.xw, r2.xxxx, r2.yyyz
mad r1.w, 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[36].y, cb0[36].w
mad r3.y, cb0[37].y, cb0[7].x, r2.x
add r1.w, r1.w, l(0.500000)
mad r1.w, r1.w, cb0[36].x, cb0[36].z
mad r3.x, cb0[37].x, cb0[7].x, r1.w
sample_l r3.xyzw, r3.xyxx, t3.xyzw, s5, l(0.000000)
mul r1.x, r1.x, r3.x
mul r1.z, r1.x, r1.z
mul r0.y, r0.y, r1.x
mul r0.w, r0.w, r1.z
mad r1.x, r1.y, l(-2.000000), l(3.000000)
mul r1.y, r1.y, r1.y
mul r1.x, r1.y, r1.x
mul r0.y, r0.y, r1.x
mul r0.yw, r0.yyyw, cb0[38].wwwy
add r1.xyzw, cb0[41].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r2.x, r1.zwzz, r1.zwzz
rsq r2.x, r2.x
mul r1.zw, r1.zzzw, r2.xxxx
mul r1.zw, r0.yyyy, r1.zzzw
dp2 r0.y, r1.xyxx, r1.xyxx
rsq r0.y, r0.y
mul r1.xy, r0.yyyy, r1.xyxx
mad r0.yw, r0.wwww, r1.xxxy, r1.zzzw
add r0.xy, r0.ywyy, r0.xzxx
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 f00900c4551ec1ad-vs.txt
ne r6.w, r0.w, l(1.0)
if_nz r6.w
  add r6.w, r0.w, -r6.y
  mad r0.x, r6.w, r6.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[44].w, cb0[7].x, cb0[44].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[43].y, cb0[43].w
mad o2.y, cb0[44].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[43].x, cb0[43].z
mad o2.x, cb0[44].x, cb0[7].x, r0.y
mad r0.y, cb0[46].w, cb0[7].x, cb0[46].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[45].y, cb0[45].w
mad o2.w, cb0[46].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[45].x, cb0[45].z
mad o2.z, cb0[46].x, cb0[7].x, r0.y
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 o3.w, -r0.x, r0.x, l(1.000000)
mul o3.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mov r4.y, l(0)
sample_l r1.xyzw, r4.xyxx, t5.xyzw, s0, l(0.000000)
mul o4.w, r0.z, r1.w
mov o4.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used