// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed f9629597c8cde304-vs.txt
// 3DMigoto: f9629597c8cde304 | Matched 2 variants of 2 shaders: Hidden/UberShader/9706FFCC3B9718EBFFFFDC1C96C956A7, Hidden/UberShader/D7C3E015BD0066CB09380EAB84D97FF5
//
// 1:    Unity headers extracted from 9706FFCC3B9718EBFFFFDC1C96C956A7.shader
// 2:    Unity headers extracted from D7C3E015BD0066CB09380EAB84D97FF5.shader
// 1:    Shader "Hidden/UberShader/9706FFCC3B9718EBFFFFDC1C96C956A7" {
// 2:    Shader "Hidden/UberShader/D7C3E015BD0066CB09380EAB84D97FF5" {
//         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)
//          _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)
//          _ScaleAnimMask ("Scale Anim Mask", 2D) = "white" { }
//          _ScaleAnimMask_US_ST ("Scale Anim Mask_US_ST", Vector) = (0,0,0,0)
//          _ScaleAnimPivotScale ("Scale Anim Pivot Scale", Vector) = (0,0,0,0)
//          _ScaleCurve ("Scale Curve", 2D) = "white" { }
//          _ScaleCurve_AnimationSettings ("Scale Curve_Animation Settings", 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)
//         }
// 1:      Fallback "Hidden/UberShader/9706FFCC3B9718EBFFFFDC1C96C956A7_FB"
// 2:      Fallback "Hidden/UberShader/D7C3E015BD0066CB09380EAB84D97FF5_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]
// 2:          GpuProgramID 35338
// 1:          GpuProgramID 60722
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 0
//               }
//             }
//           }
//         }
//       }
//
// 1: Unity 5.3 headers extracted from 9706FFCC3B9718EBFFFFDC1C96C956A7.shader.decompressed:
// 2: Unity 5.3 headers extracted from D7C3E015BD0066CB09380EAB84D97FF5.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 192 0 0
//      undeciphered2: 1 7 3 7 0
//      undeciphered3: 13 3 0 0 2 1 3 4
//      ConstBuffer "$Globals" 960
//      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 688 [_ScaleCurve_AnimationSettings]
//      Vector 736 [_ScaleAnimPivotScale]
//      Vector 752 [_MaskTexture_ST]
//      Vector 768 [_MaskTexture_US_ST]
//      Vector 800 [_MultiplyLayerTexture_ST]
//      Vector 816 [_MultiplyLayerTexture_US_ST]
//      Vector 832 [_MultiplyLayerMaskTexture_ST]
//      Vector 848 [_MultiplyLayerMaskTexture_US_ST]
//      Vector 880 [_MultiplyLayerExtraTexture_ST]
//      Vector 896 [_MultiplyLayerExtraTexture_US_ST]
//      Vector 912 [_MultiplyLayerExtraMaskTexture_ST]
//      Vector 928 [_MultiplyLayerExtraMaskTexture_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 [_ScaleCurve] 2D 6
//      SetTexture 6 [_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 23:48:38 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
//
//
// 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[59], 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_sampler s6, 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_resource_texture2d (float,float,float,float) t6
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 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.xyz, v0.yyyy, cb1[13].xyzx
mad r0.xyz, cb1[12].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb1[14].xyzx, v0.zzzz, r0.xyzx
mad r0.xyz, cb1[15].xyzx, v0.wwww, r0.xyzx
add r1.xyzw, r0.xyxy, -cb0[40].xyzw
div r0.x, r0.z, cb0[0].x
add r0.z, r0.x, l(0.500000)
dp2 r2.x, r1.zwzz, r1.zwzz
sqrt r2.x, r2.x
add r2.x, r2.x, -cb0[39].z
max r2.x, r2.x, l(0.000000)
add r2.x, r2.x, -cb0[42].z
div r2.y, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[42].z
mul_sat r2.x, r2.y, r2.x
mad r2.z, r2.x, l(-2.000000), l(3.000000)
mul r2.x, r2.x, r2.x
mul r2.x, r2.x, r2.z
mul r3.xyzw, cb0[42].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r3.xyzw, r1.xyzw, r3.xyzw
dp2 r1.x, r1.xyxx, r1.xyxx
sqrt r1.x, r1.x
add r1.x, r1.x, -cb0[39].z
max r1.x, r1.x, l(0.000000)
add r1.x, r1.x, -cb0[42].z
mul_sat r1.x, r2.y, r1.x
dp2 r1.y, r3.zwzz, r3.zwzz
dp2 r1.z, r3.xyxx, r3.xyxx
sqrt r1.yz, r1.yyzy
add r1.yz, r1.yyzy, -cb0[39].zzzz
max r1.yz, r1.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
add r2.yz, cb0[7].xxxx, -cb0[38].xxzx
add r1.yz, -r1.yyzy, r2.zzyz
mul r1.yz, r1.yyzy, cb0[42].wwww
mul r3.xz, r1.zzyz, cb0[34].yyyy
mov r3.yw, l(0,0,0,0)
sample_l r4.xyzw, r3.zwzz, t4.xyzw, s4, l(0.000000)
sample_l r3.xyzw, r3.xyxx, t4.xyzw, s4, l(0.000000)
mad r1.y, r3.w, l(2.000000), l(-1.000000)
mad r1.z, r4.w, l(2.000000), l(-1.000000)
mul r1.yz, r1.yyzy, cb0[34].xxxx
mad r1.w, cb0[37].w, cb0[7].x, cb0[37].z
sincos r3.x, r4.x, r1.w
add r2.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r3.xy, r3.xxxx, r2.yzyy
mad r1.w, r2.z, r4.x, -r3.x
mad r2.w, r2.y, r4.x, r3.y
add r2.w, r2.w, l(0.500000)
mad r2.w, r2.w, cb0[36].y, cb0[36].w
mad r3.y, cb0[37].y, cb0[7].x, r2.w
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.yz, r1.yyzy, r3.xxxx
mul r1.z, r2.x, r1.z
mul r1.z, r1.z, cb0[38].w
mad r1.w, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r1.w
mul r1.x, r1.x, r1.y
mad r1.x, r1.x, cb0[38].y, r1.z
sincos r1.x, r2.x, r1.x
mul r1.yz, v0.yyxy, cb0[28].yyxy
mad r3.xy, -v0.yxyy, cb0[28].yxyy, cb0[24].yxyy
mad r1.yz, cb0[27].yyxy, r3.xxyx, r1.yyzy
mad r3.xy, v0.yxyy, cb0[28].yxyy, -r1.yzyy
mad r1.w, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r2.w, v1.xyxx, cb0[24].zwzz
add r4.x, r1.w, r2.w
mov r4.yw, l(0,0,0,0)
sample_l r5.xyzw, r4.xyxx, t0.xyzw, s1, l(0.000000)
add r1.w, r5.w, cb0[23].w
add r1.w, r1.w, l(-0.500000)
mul r1.w, r1.w, cb0[13].x
mad r1.w, r1.w, cb0[23].y, cb0[13].z
mad r2.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r4.x, r5.x, r2.w
mul r3.zw, r2.yyyz, r4.xxxx
mad r2.w, r2.z, r5.x, -r3.z
mad r3.z, r2.y, r5.x, r3.w
add r3.z, r3.z, l(0.500000)
mad r3.z, r3.z, cb0[25].y, cb0[25].w
mad r4.y, cb0[26].y, cb0[7].x, r3.z
add r2.w, r2.w, l(0.500000)
mad r2.w, r2.w, cb0[25].x, cb0[25].z
mad r4.x, cb0[26].x, cb0[7].x, r2.w
sample_l r5.xyzw, r4.xyxx, t1.xyzw, s2, l(0.000000)
mul r1.w, r1.w, r5.x
sincos r4.x, r5.x, r1.w
mul r3.zw, r3.xxxy, r4.xxxx
mad r4.y, r3.y, r5.x, -r3.z
mad r4.x, r3.x, r5.x, r3.w
add r1.yz, r1.yyzy, r4.xxyx
add r1.yz, r1.yyzy, -cb0[30].yyxy
mad r1.w, cb0[13].y, cb0[29].x, cb0[29].z
dp2 r2.w, v1.xyxx, cb0[30].zwzz
add r4.z, r1.w, r2.w
sample_l r3.xyzw, r4.zwzz, t0.xyzw, s1, l(0.000000)
add r1.w, r3.w, cb0[29].w
add r1.w, r1.w, l(-0.500000)
mul r1.w, r1.w, cb0[13].x
mad r1.w, r1.w, cb0[29].y, cb0[13].z
mad r2.w, cb0[32].w, cb0[7].x, cb0[32].z
sincos r3.x, r4.x, r2.w
mul r3.xy, r2.yzyy, r3.xxxx
mad r2.w, r2.z, r4.x, -r3.x
mad r3.x, r2.y, r4.x, r3.y
add r3.x, r3.x, l(0.500000)
mad r3.x, r3.x, cb0[31].y, cb0[31].w
mad r3.y, cb0[32].y, cb0[7].x, r3.x
add r2.w, r2.w, l(0.500000)
mad r2.w, r2.w, cb0[31].x, cb0[31].z
mad r3.x, cb0[32].x, cb0[7].x, r2.w
sample_l r3.xyzw, r3.xyxx, t2.xyzw, s3, l(0.000000)
mul r1.w, r1.w, r3.x
mad r3.xy, r1.wwww, cb0[33].yxyy, l(1.000000, 1.000000, 0.000000, 0.000000)
mad r1.yz, r1.yyzy, r3.xxyx, cb0[30].yyxy
add r3.xy, -r1.zyzz, cb0[41].xyxx
mad r3.xy, cb0[41].zwzz, r3.xyxx, r1.zyzz
add r1.yz, r1.yyzy, -r3.yyxy
mul r1.xw, r1.xxxx, r1.yyyz
mad r4.x, r1.z, r2.x, -r1.x
mad r4.y, r1.y, r2.x, r1.w
add r1.xy, r3.xyxx, r4.xyxx
add r1.xy, r1.xyxx, -cb0[46].xyxx
div r1.z, cb0[7].x, cb0[43].y
add r0.x, r1.z, cb0[43].z
mov r0.yw, l(0,0,0,0)
sample_l r3.xyzw, r0.xyxx, t5.xyzw, s6, l(0.000000)
sample_l r0.xyzw, r0.zwzz, t6.xyzw, s0, l(0.000000)
mad r1.z, r3.w, l(2.000000), l(-1.000000)
mad r1.z, r1.z, cb0[43].x, l(-1.000000)
mad r1.zw, r1.zzzz, cb0[46].zzzw, l(0.000000, 0.000000, 1.000000, 1.000000)
mad r1.xy, r1.xyxx, r1.zwzz, cb0[46].xyxx
div r1.xy, r1.xyxx, cb0[28].xyxx
add r1.z, cb0[7].z, l(1.000000)
mul r1.xy, r1.zzzz, r1.xyxx
mul r1.yzw, r1.yyyy, cb1[1].xxyw
mad r1.xyz, cb1[0].xywx, r1.xxxx, r1.yzwy
mad r1.xyz, cb1[2].xywx, v0.zzzz, r1.xyzx
mad r1.xyw, cb1[3].xyxw, v0.wwww, r1.xyxz
add r2.x, 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 f9629597c8cde304-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 r2.x, r1.w, r2.x
mul r1.z, r2.x, l(0.000833333354)

// mov o0.xyzw, r1.xyzw // Relocated from here with asmtool.py
// Inserted by asmtool.py
mov o0.z, r1.z

dp4 r1.x, r1.xyzw, r1.xyzw
sqrt r1.x, r1.x
mov o1.zw, v1.zzzw
mad r1.y, cb0[19].w, cb0[7].x, cb0[19].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r2.yyzy
mad r1.y, r2.z, r3.x, -r1.y
mad r1.z, r2.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r1.y
mad r1.y, cb0[48].w, cb0[7].x, cb0[48].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r2.yyzy
mad r1.y, r2.z, r3.x, -r1.y
mad r1.z, r2.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[47].y, cb0[47].w
mad o2.y, cb0[48].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[47].x, cb0[47].z
mad o2.x, cb0[48].x, cb0[7].x, r1.y
mad r1.y, cb0[51].w, cb0[7].x, cb0[51].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r2.yyzy
mad r1.y, r2.z, r3.x, -r1.y
mad r1.z, r2.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[50].y, cb0[50].w
mad o2.w, cb0[51].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[50].x, cb0[50].z
mad o2.z, cb0[51].x, cb0[7].x, r1.y
mad r1.y, cb0[53].w, cb0[7].x, cb0[53].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r2.yyzy
mad r1.y, r2.z, r3.x, -r1.y
mad r1.z, r2.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[52].y, cb0[52].w
mad o3.y, cb0[53].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[52].x, cb0[52].z
mad o3.x, cb0[53].x, cb0[7].x, r1.y
mad r1.y, cb0[56].w, cb0[7].x, cb0[56].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r2.yyzy
mad r1.y, r2.z, r3.x, -r1.y
mad r1.z, r2.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[55].y, cb0[55].w
mad o3.w, cb0[56].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[55].x, cb0[55].z
mad o3.z, cb0[56].x, cb0[7].x, r1.y
mad r1.y, cb0[58].w, cb0[7].x, cb0[58].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r2.yyzy
mad r1.y, r2.z, r3.x, -r1.y
mad r1.z, r2.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[57].y, cb0[57].w
mad o4.y, cb0[58].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[57].x, cb0[57].z
mad o4.x, cb0[58].x, cb0[7].x, r1.y
mov o4.zw, l(0,0,0,0)
mul r1.yz, cb2[4].wwww, l(0.000000, 0.200000, 4.000000, 0.000000)
round_ni r1.z, r1.z
add r1.z, -r1.z, l(1.000000)
mul r1.y, r1.z, r1.y
mul o6.w, r0.w, r1.z
mov o6.xyz, r0.xyzx
mul r0.x, r1.y, r1.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)
ret
// Approximately 0 instruction slots used