// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed f38632df1282ce7a-vs.txt
// 3DMigoto: f38632df1282ce7a | Matched 15 variants of 15 shaders: Hidden/UberShader/0C18DA65259B8E8C65702C48D2211B39, Hidden/UberShader/1FFF038A83F19C43F63703A9CDFE415F, Hidden/UberShader/31F4E04E262CA5C971CEF5BFA0EFBCD1, Hidden/UberShader/389FA0FFE7C53D2EFA1D143419CB6700, Hidden/UberShader/45877A21B252C5EAE6B18703E882FB09, Hidden/UberShader/5A732608F1650AFE69501CE405D8B98A, Hidden/UberShader/66CF598218051D99F4C0AC466FD5C779, Hidden/UberShader/725349BDD7E907261C206428C99055A9, Hidden/UberShader/8B0FEFC96B1FAC7732EFE0D705D16B59, Hidden/UberShader/964568F6FB118D9A6D4C596A1B089DB8, Hidden/UberShader/BAF053025EC5E1C5C19DA4AD8F167496, Hidden/UberShader/BF03ECF631F14E99236906ED3CFEB939, Hidden/UberShader/D199E71FAF32585644E32964C01BD647, Hidden/UberShader/DB422089EB3F72030F63B6B2D0778FDD, Hidden/UberShader/F6C17AB99567E2B10C74FDE6A9DD5DB5
//
// 0001:    Unity headers extracted from 0C18DA65259B8E8C65702C48D2211B39.shader
// 0080:    Unity headers extracted from 1FFF038A83F19C43F63703A9CDFE415F.shader
// 0040:    Unity headers extracted from 31F4E04E262CA5C971CEF5BFA0EFBCD1.shader
// 0008:    Unity headers extracted from 389FA0FFE7C53D2EFA1D143419CB6700.shader
// 0010:    Unity headers extracted from 45877A21B252C5EAE6B18703E882FB09.shader
// 0020:    Unity headers extracted from 5A732608F1650AFE69501CE405D8B98A.shader
// 0004:    Unity headers extracted from 66CF598218051D99F4C0AC466FD5C779.shader
// 2000:    Unity headers extracted from 725349BDD7E907261C206428C99055A9.shader
// 0800:    Unity headers extracted from 8B0FEFC96B1FAC7732EFE0D705D16B59.shader
// 0100:    Unity headers extracted from 964568F6FB118D9A6D4C596A1B089DB8.shader
// 1000:    Unity headers extracted from BAF053025EC5E1C5C19DA4AD8F167496.shader
// 0400:    Unity headers extracted from BF03ECF631F14E99236906ED3CFEB939.shader
// 0200:    Unity headers extracted from D199E71FAF32585644E32964C01BD647.shader
// 4000:    Unity headers extracted from DB422089EB3F72030F63B6B2D0778FDD.shader
// 0002:    Unity headers extracted from F6C17AB99567E2B10C74FDE6A9DD5DB5.shader
// 0001:    Shader "Hidden/UberShader/0C18DA65259B8E8C65702C48D2211B39" {
// 0080:    Shader "Hidden/UberShader/1FFF038A83F19C43F63703A9CDFE415F" {
// 0040:    Shader "Hidden/UberShader/31F4E04E262CA5C971CEF5BFA0EFBCD1" {
// 0008:    Shader "Hidden/UberShader/389FA0FFE7C53D2EFA1D143419CB6700" {
// 0010:    Shader "Hidden/UberShader/45877A21B252C5EAE6B18703E882FB09" {
// 0020:    Shader "Hidden/UberShader/5A732608F1650AFE69501CE405D8B98A" {
// 0004:    Shader "Hidden/UberShader/66CF598218051D99F4C0AC466FD5C779" {
// 2000:    Shader "Hidden/UberShader/725349BDD7E907261C206428C99055A9" {
// 0800:    Shader "Hidden/UberShader/8B0FEFC96B1FAC7732EFE0D705D16B59" {
// 0100:    Shader "Hidden/UberShader/964568F6FB118D9A6D4C596A1B089DB8" {
// 1000:    Shader "Hidden/UberShader/BAF053025EC5E1C5C19DA4AD8F167496" {
// 0400:    Shader "Hidden/UberShader/BF03ECF631F14E99236906ED3CFEB939" {
// 0200:    Shader "Hidden/UberShader/D199E71FAF32585644E32964C01BD647" {
// 4000:    Shader "Hidden/UberShader/DB422089EB3F72030F63B6B2D0778FDD" {
// 0002:    Shader "Hidden/UberShader/F6C17AB99567E2B10C74FDE6A9DD5DB5" {
//            Properties {
//             _UberShaderColorMask ("Uber color mask", Float) = 15
//             _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 2708:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 1a40:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 1a40:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 1a40:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1a40:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 1a40:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 2708:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 2708:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 2708:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 2708:       _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)
// 58ff:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 6127:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 6127:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 6127:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 6127:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 6127:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 58ff:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 58ff:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 58ff:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 58ff:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 0490:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 0004:       _OutlineColor ("Outline Color", Color) = (1,1,1,1)
// 0490:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 0004:       _OutlineSize ("Outline Size", Float) = 0
// 0490:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 0490:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 0490:       _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)
//            }
//            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]
// 0040:          GpuProgramID 11707
// 0001:          GpuProgramID 18226
// 0010:          GpuProgramID 18322
// 0004:          GpuProgramID 18962
// 0800:          GpuProgramID 25688
// 1000:          GpuProgramID 2723
// 0400:          GpuProgramID 29635
// 0080:          GpuProgramID 30694
// 0008:          GpuProgramID 3091
// 2000:          GpuProgramID 37805
// 4002:          GpuProgramID 44791
// 0020:          GpuProgramID 56224
// 0200:          GpuProgramID 60658
// 0100:          GpuProgramID 6866
//                Program "vp" {
//                  SubProgram "d3d11 " {
//                    GpuProgramIndex 1
//                  }
//                }
//              }
//            }
//          }
//
// 0001: Unity 5.3 headers extracted from 0C18DA65259B8E8C65702C48D2211B39.shader.decompressed:
// 0080: Unity 5.3 headers extracted from 1FFF038A83F19C43F63703A9CDFE415F.shader.decompressed:
// 0040: Unity 5.3 headers extracted from 31F4E04E262CA5C971CEF5BFA0EFBCD1.shader.decompressed:
// 0008: Unity 5.3 headers extracted from 389FA0FFE7C53D2EFA1D143419CB6700.shader.decompressed:
// 0010: Unity 5.3 headers extracted from 45877A21B252C5EAE6B18703E882FB09.shader.decompressed:
// 0020: Unity 5.3 headers extracted from 5A732608F1650AFE69501CE405D8B98A.shader.decompressed:
// 0004: Unity 5.3 headers extracted from 66CF598218051D99F4C0AC466FD5C779.shader.decompressed:
// 2000: Unity 5.3 headers extracted from 725349BDD7E907261C206428C99055A9.shader.decompressed:
// 0800: Unity 5.3 headers extracted from 8B0FEFC96B1FAC7732EFE0D705D16B59.shader.decompressed:
// 0100: Unity 5.3 headers extracted from 964568F6FB118D9A6D4C596A1B089DB8.shader.decompressed:
// 1000: Unity 5.3 headers extracted from BAF053025EC5E1C5C19DA4AD8F167496.shader.decompressed:
// 0400: Unity 5.3 headers extracted from BF03ECF631F14E99236906ED3CFEB939.shader.decompressed:
// 0200: Unity 5.3 headers extracted from D199E71FAF32585644E32964C01BD647.shader.decompressed:
// 4000: Unity 5.3 headers extracted from DB422089EB3F72030F63B6B2D0778FDD.shader.decompressed:
// 0002: Unity 5.3 headers extracted from F6C17AB99567E2B10C74FDE6A9DD5DB5.shader.decompressed:
//         API d3d11
//         Shader model vs_4_0
//         undeciphered1: 201509030 97 0 0
//         undeciphered2: 1 1 3 1 0
//         undeciphered3: 9 2 0 0 3 4
// 7ffb:   ConstBuffer "$Globals" 608
// 0004:   ConstBuffer "$Globals" 640
//         Float 0 [_FogGradientRange]
//         Float 112 [_GameTime]
//         Float 120 [_GlobalDebugScale]
//         Vector 128 [_DepthFlipScreen]
//         Vector 288 [_MainTex_ST]
//         Vector 304 [_MainTex_US_ST]
//         Vector 384 [_DistortionTex_ST]
//         Vector 400 [_DistortionTex_US_ST]
//         Vector 416 [_DistortionMaskTex_ST]
//         Vector 432 [_DistortionMaskTex_US_ST]
// 0200:   Vector 448 [_AdditiveLayerTexture_ST]
// 2100:   Vector 448 [_MultiplyLayerExtraTexture_ST]
// 58ff:   Vector 448 [_MultiplyLayerTexture_ST]
// 0400:   Vector 448 [_MultiplyLayerThirdTexture_ST]
// 0200:   Vector 464 [_AdditiveLayerTexture_US_ST]
// 2100:   Vector 464 [_MultiplyLayerExtraTexture_US_ST]
// 58ff:   Vector 464 [_MultiplyLayerTexture_US_ST]
// 0400:   Vector 464 [_MultiplyLayerThirdTexture_US_ST]
// 0200:   Vector 480 [_AdditiveLayerMaskTexture_ST]
// 2100:   Vector 480 [_MultiplyLayerExtraMaskTexture_ST]
// 58ff:   Vector 480 [_MultiplyLayerMaskTexture_ST]
// 0400:   Vector 480 [_MultiplyLayerThirdMaskTexture_ST]
// 0200:   Vector 496 [_AdditiveLayerMaskTexture_US_ST]
// 2100:   Vector 496 [_MultiplyLayerExtraMaskTexture_US_ST]
// 58ff:   Vector 496 [_MultiplyLayerMaskTexture_US_ST]
// 0400:   Vector 496 [_MultiplyLayerThirdMaskTexture_US_ST]
// 1a40:   Vector 528 [_AdditiveLayerExtraTexture_ST]
// 2508:   Vector 528 [_AdditiveLayerTexture_ST]
// 4027:   Vector 528 [_MultiplyLayerExtraTexture_ST]
// 0090:   Vector 528 [_MultiplyLayerThirdTexture_ST]
// 1a40:   Vector 544 [_AdditiveLayerExtraTexture_US_ST]
// 2508:   Vector 544 [_AdditiveLayerTexture_US_ST]
// 4027:   Vector 544 [_MultiplyLayerExtraTexture_US_ST]
// 0090:   Vector 544 [_MultiplyLayerThirdTexture_US_ST]
// 1a40:   Vector 560 [_AdditiveLayerExtraMaskTexture_ST]
// 2508:   Vector 560 [_AdditiveLayerMaskTexture_ST]
// 4027:   Vector 560 [_MultiplyLayerExtraMaskTexture_ST]
// 0090:   Vector 560 [_MultiplyLayerThirdMaskTexture_ST]
// 1a40:   Vector 576 [_AdditiveLayerExtraMaskTexture_US_ST]
// 2508:   Vector 576 [_AdditiveLayerMaskTexture_US_ST]
// 4027:   Vector 576 [_MultiplyLayerExtraMaskTexture_US_ST]
// 0090:   Vector 576 [_MultiplyLayerThirdMaskTexture_US_ST]
//         ConstBuffer "UnityPerDraw" 352
//         Matrix 0 [glstate_matrix_mvp]
//         Matrix 192 [_Object2World]
//         ConstBuffer "UnityPerFrame" 256
//         Vector 64 [glstate_lightmodel_ambient]
//         SetTexture 0 [_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 23:48:26 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xyzw        1     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
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[37], immediateIndexed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
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_output o6.xyzw
dcl_temps 4

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125

ld_indexable(texture2d)(float,float,float,float) r3.xyzw, l(0, 0, 0, 0), t125.xyzw

add r0.x, cb0[7].z, l(1.000000)
mul r0.xy, r0.xxxx, v0.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 f38632df1282ce7a-vs.txt
ne r3.w, r0.w, l(1.0)
if_nz r3.w
  add r3.w, r0.w, -r3.y
  mad r0.x, r3.w, r3.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
add r0.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r1.xy, r1.xxxx, r0.yzyy
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.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
mad r0.w, cb0[25].w, cb0[7].x, cb0[25].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[24].y, cb0[24].w
mad o2.y, cb0[25].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[24].x, cb0[24].z
mad o2.x, cb0[25].x, cb0[7].x, r0.w
mad r0.w, cb0[27].w, cb0[7].x, cb0[27].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[26].y, cb0[26].w
mad o2.w, cb0[27].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[26].x, cb0[26].z
mad o2.z, cb0[27].x, cb0[7].x, r0.w
mad r0.w, cb0[29].w, cb0[7].x, cb0[29].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[28].y, cb0[28].w
mad o3.y, cb0[29].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[28].x, cb0[28].z
mad o3.x, cb0[29].x, cb0[7].x, r0.w
mad r0.w, cb0[31].w, cb0[7].x, cb0[31].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[30].y, cb0[30].w
mad o3.w, cb0[31].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[30].x, cb0[30].z
mad o3.z, cb0[31].x, cb0[7].x, r0.w
mad r0.w, cb0[34].w, cb0[7].x, cb0[34].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[33].y, cb0[33].w
mad o4.y, cb0[34].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[33].x, cb0[33].z
mad o4.x, cb0[34].x, cb0[7].x, r0.w
mad r0.w, cb0[36].w, cb0[7].x, cb0[36].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.z, r0.z, r2.x, -r1.x
mad r0.y, r0.y, r2.x, r1.y
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[35].y, cb0[35].w
mad o4.w, cb0[36].y, cb0[7].x, r0.y
add r0.y, r0.z, l(0.500000)
mad r0.y, r0.y, cb0[35].x, cb0[35].z
mad o4.z, cb0[36].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 o5.w, -r0.x, r0.x, l(1.000000)
mul o5.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 r0.x, r0.x, l(0.500000)
mov r0.y, l(0)
sample_l r1.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
mul o6.w, r0.z, r1.w
mov o6.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used