// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed f28be153133f2d96-vs.txt
// 3DMigoto: f28be153133f2d96 | Matched 17 variants of 17 shaders: Hidden/UberShader/035F70F8B993A0959FB68956DC617844_FB, Hidden/UberShader/1066C669C9D5CED3E2897F20A621B35C, Hidden/UberShader/111C615E9633886BC17EEC475755137A_FB, Hidden/UberShader/3A5719313594F51D1A5451011091D229_FB, Hidden/UberShader/3AD1EEB5CFCBFF45490DC0C43FFEAC18_FB, Hidden/UberShader/4B4C3B5E745333BED165B6A4F677B040, Hidden/UberShader/5BCBDC91A755B1470820B60C918EB826_FB, Hidden/UberShader/7379CE74AC45EB9FB31C5CFE7A8A9C9F_FB, Hidden/UberShader/76D8F2D70B790963D52EEC5BC1F57B87, Hidden/UberShader/B5AA5F637564B16DA94C13C27B3D0732, Hidden/UberShader/B60460E23F42C83659099DB023C1BE48, Hidden/UberShader/C38BFBD469F30788FCE1A2B4BE1958A1_FB, Hidden/UberShader/D38AD7D44BB9C07DCB2F099AA6D94927, Hidden/UberShader/D56CC13071D259715AF03B08F40728A8_FB, Hidden/UberShader/EF4B842546763F8655AB5F7683DD4E88, Hidden/UberShader/F20A1DE41D1F934965A92A00C2644EC0, Hidden/UberShader/F457EFFC0C20FD29175E2D5CC48B7886
//
// 01000:    Unity headers extracted from 035F70F8B993A0959FB68956DC617844_FB.shader
// 00400:    Unity headers extracted from 1066C669C9D5CED3E2897F20A621B35C.shader
// 00080:    Unity headers extracted from 111C615E9633886BC17EEC475755137A_FB.shader
// 00800:    Unity headers extracted from 3A5719313594F51D1A5451011091D229_FB.shader
// 00020:    Unity headers extracted from 3AD1EEB5CFCBFF45490DC0C43FFEAC18_FB.shader
// 02000:    Unity headers extracted from 4B4C3B5E745333BED165B6A4F677B040.shader
// 00001:    Unity headers extracted from 5BCBDC91A755B1470820B60C918EB826_FB.shader
// 00002:    Unity headers extracted from 7379CE74AC45EB9FB31C5CFE7A8A9C9F_FB.shader
// 00004:    Unity headers extracted from 76D8F2D70B790963D52EEC5BC1F57B87.shader
// 00008:    Unity headers extracted from B5AA5F637564B16DA94C13C27B3D0732.shader
// 04000:    Unity headers extracted from B60460E23F42C83659099DB023C1BE48.shader
// 10000:    Unity headers extracted from C38BFBD469F30788FCE1A2B4BE1958A1_FB.shader
// 00040:    Unity headers extracted from D38AD7D44BB9C07DCB2F099AA6D94927.shader
// 00010:    Unity headers extracted from D56CC13071D259715AF03B08F40728A8_FB.shader
// 08000:    Unity headers extracted from EF4B842546763F8655AB5F7683DD4E88.shader
// 00100:    Unity headers extracted from F20A1DE41D1F934965A92A00C2644EC0.shader
// 00200:    Unity headers extracted from F457EFFC0C20FD29175E2D5CC48B7886.shader
// 01000:    Shader "Hidden/UberShader/035F70F8B993A0959FB68956DC617844_FB" {
// 00400:    Shader "Hidden/UberShader/1066C669C9D5CED3E2897F20A621B35C" {
// 00080:    Shader "Hidden/UberShader/111C615E9633886BC17EEC475755137A_FB" {
// 00800:    Shader "Hidden/UberShader/3A5719313594F51D1A5451011091D229_FB" {
// 00020:    Shader "Hidden/UberShader/3AD1EEB5CFCBFF45490DC0C43FFEAC18_FB" {
// 02000:    Shader "Hidden/UberShader/4B4C3B5E745333BED165B6A4F677B040" {
// 00001:    Shader "Hidden/UberShader/5BCBDC91A755B1470820B60C918EB826_FB" {
// 00002:    Shader "Hidden/UberShader/7379CE74AC45EB9FB31C5CFE7A8A9C9F_FB" {
// 00004:    Shader "Hidden/UberShader/76D8F2D70B790963D52EEC5BC1F57B87" {
// 00008:    Shader "Hidden/UberShader/B5AA5F637564B16DA94C13C27B3D0732" {
// 04000:    Shader "Hidden/UberShader/B60460E23F42C83659099DB023C1BE48" {
// 10000:    Shader "Hidden/UberShader/C38BFBD469F30788FCE1A2B4BE1958A1_FB" {
// 00040:    Shader "Hidden/UberShader/D38AD7D44BB9C07DCB2F099AA6D94927" {
// 00010:    Shader "Hidden/UberShader/D56CC13071D259715AF03B08F40728A8_FB" {
// 08000:    Shader "Hidden/UberShader/EF4B842546763F8655AB5F7683DD4E88" {
// 00100:    Shader "Hidden/UberShader/F20A1DE41D1F934965A92A00C2644EC0" {
// 00200:    Shader "Hidden/UberShader/F457EFFC0C20FD29175E2D5CC48B7886" {
//             Properties {
//              _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//              _UberShaderColorMask ("Uber color mask", Float) = 15
//              _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 00220:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 00220:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 00220:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 00220:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 00220:       _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)
//              _DistortionMaskTex ("Distortion Mask Tex", 2D) = "white" { }
//              _DistortionMaskTex_US_ST ("Distortion Mask Tex_US_ST", Vector) = (0,0,0,0)
//              _DistortionSettings ("Distortion Settings", Vector) = (0,0,0,0)
//              _DistortionTex ("Distortion Tex", 2D) = "white" { }
//              _DistortionTex_US_ST ("Distortion Tex_US_ST", 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)
// 17d16:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 08089:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 00040:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 08089:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 17d16:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 00040:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 08089:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 17d16:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 00040:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 08089:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 17d16:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 00040:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 08089:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 17d16:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 00040:       _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
// 1ff61:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 0009e:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                 ColorMask [_UberShaderColorMask]
// 10812:          GpuProgramID 18476
// 06000:          GpuProgramID 25390
// 00200:          GpuProgramID 25595
// 00020:          GpuProgramID 27773
// 00040:          GpuProgramID 3450
// 08008:          GpuProgramID 4929
// 00504:          GpuProgramID 50260
// 00081:          GpuProgramID 53963
// 01000:          GpuProgramID 5671
//                 Program "vp" {
//                   SubProgram "d3d11 " {
//                     GpuProgramIndex 1
//                   }
//                 }
//               }
//             }
//           }
//
// 01000: Unity 5.3 headers extracted from 035F70F8B993A0959FB68956DC617844_FB.shader.decompressed:
// 00400: Unity 5.3 headers extracted from 1066C669C9D5CED3E2897F20A621B35C.shader.decompressed:
// 00080: Unity 5.3 headers extracted from 111C615E9633886BC17EEC475755137A_FB.shader.decompressed:
// 00800: Unity 5.3 headers extracted from 3A5719313594F51D1A5451011091D229_FB.shader.decompressed:
// 00020: Unity 5.3 headers extracted from 3AD1EEB5CFCBFF45490DC0C43FFEAC18_FB.shader.decompressed:
// 02000: Unity 5.3 headers extracted from 4B4C3B5E745333BED165B6A4F677B040.shader.decompressed:
// 00001: Unity 5.3 headers extracted from 5BCBDC91A755B1470820B60C918EB826_FB.shader.decompressed:
// 00002: Unity 5.3 headers extracted from 7379CE74AC45EB9FB31C5CFE7A8A9C9F_FB.shader.decompressed:
// 00004: Unity 5.3 headers extracted from 76D8F2D70B790963D52EEC5BC1F57B87.shader.decompressed:
// 00008: Unity 5.3 headers extracted from B5AA5F637564B16DA94C13C27B3D0732.shader.decompressed:
// 04000: Unity 5.3 headers extracted from B60460E23F42C83659099DB023C1BE48.shader.decompressed:
// 10000: Unity 5.3 headers extracted from C38BFBD469F30788FCE1A2B4BE1958A1_FB.shader.decompressed:
// 00040: Unity 5.3 headers extracted from D38AD7D44BB9C07DCB2F099AA6D94927.shader.decompressed:
// 00010: Unity 5.3 headers extracted from D56CC13071D259715AF03B08F40728A8_FB.shader.decompressed:
// 08000: Unity 5.3 headers extracted from EF4B842546763F8655AB5F7683DD4E88.shader.decompressed:
// 00100: Unity 5.3 headers extracted from F20A1DE41D1F934965A92A00C2644EC0.shader.decompressed:
// 00200: Unity 5.3 headers extracted from F457EFFC0C20FD29175E2D5CC48B7886.shader.decompressed:
//          API d3d11
//          Shader model vs_4_0
//          undeciphered1: 201509030 104 0 0
//          undeciphered2: 1 3 3 3 0
//          undeciphered3: 13 3 0 0 2 1 3 4
//          ConstBuffer "$Globals" 624
//          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 480 [_DistortionTex_ST]
//          Vector 496 [_DistortionTex_US_ST]
//          Vector 512 [_DistortionMaskTex_ST]
//          Vector 528 [_DistortionMaskTex_US_ST]
// 00220:   Vector 544 [_AdditiveLayerTexture_ST]
// 08089:   Vector 544 [_MultiplyLayerExtraTexture_ST]
// 17d16:   Vector 544 [_MultiplyLayerTexture_ST]
// 00040:   Vector 544 [_MultiplyLayerThirdTexture_ST]
// 00220:   Vector 560 [_AdditiveLayerTexture_US_ST]
// 08089:   Vector 560 [_MultiplyLayerExtraTexture_US_ST]
// 17d16:   Vector 560 [_MultiplyLayerTexture_US_ST]
// 00040:   Vector 560 [_MultiplyLayerThirdTexture_US_ST]
// 00220:   Vector 576 [_AdditiveLayerMaskTexture_ST]
// 08089:   Vector 576 [_MultiplyLayerExtraMaskTexture_ST]
// 17d16:   Vector 576 [_MultiplyLayerMaskTexture_ST]
// 00040:   Vector 576 [_MultiplyLayerThirdMaskTexture_ST]
// 00220:   Vector 592 [_AdditiveLayerMaskTexture_US_ST]
// 08089:   Vector 592 [_MultiplyLayerExtraMaskTexture_US_ST]
// 17d16:   Vector 592 [_MultiplyLayerMaskTexture_US_ST]
// 00040:   Vector 592 [_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 23:48:23 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[38], 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
add r0.w, -v2.x, l(1.000000)
mad r1.z, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r1.w, v1.xyxx, cb0[24].zwzz
add r1.z, r1.w, r1.z
mad r2.x, r0.x, l(0.500000), r1.z
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 r1.z, cb0[26].w, cb0[7].x, cb0[26].z
sincos r2.x, r3.x, r1.z
add r1.zw, v1.yyyx, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r2.xy, r2.xxxx, r1.zwzz
mad r2.x, r1.w, r3.x, -r2.x
mad r2.y, r1.z, r3.x, r2.y
add r2.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r2.y, r2.y, cb0[25].y, cb0[25].w
mad r3.y, cb0[26].y, cb0[7].x, r2.y
mad r2.x, r2.x, cb0[25].x, cb0[25].z
mad r3.x, cb0[26].x, cb0[7].x, r2.x
sample_l r3.xyzw, r3.xyxx, t1.xyzw, s2, l(0.000000)
mul r0.x, r0.x, r3.x
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 f28be153133f2d96-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[31].w, cb0[7].x, cb0[31].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[30].y, cb0[30].w
mad o2.y, cb0[31].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[30].x, cb0[30].z
mad o2.x, cb0[31].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
mad r0.y, cb0[37].w, cb0[7].x, cb0[37].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[36].y, cb0[36].w
mad o3.w, cb0[37].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[36].x, cb0[36].z
mad o3.z, cb0[37].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 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