// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed fd71a1accc01d300-vs.txt
// 3DMigoto: fd71a1accc01d300 |    Unity headers extracted from 88870526521F005C99052FB74A66FA15.shader
//    Shader "Hidden/UberShader/88870526521F005C99052FB74A66FA15" {
//      Properties {
//       _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//       _UberShaderColorMask ("Uber color mask", Float) = 15
//       _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
//       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
//       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
//       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
//       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
//       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
//       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
//       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
//       _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)
//       _InteractionDistortMask ("Interaction Distort Mask", 2D) = "white" { }
//       _InteractionDistortMask_US_ST ("Interaction Distort Mask_US_ST", Vector) = (0,0,0,0)
//       _InteractionParams2Punch ("Interaction Params2 Punch", Vector) = (0,0,0,0)
//       _InteractionParams2Rotation ("Interaction Params2 Rotation", Vector) = (0,0,0,0)
//       _InteractionParamsPunch ("Interaction Params Punch", Vector) = (0,0,0,0)
//       _InteractionParamsRotation ("Interaction Params Rotation", Vector) = (0,0,0,0)
//       _InteractionPosPunch ("Interaction Pos Punch", Vector) = (0,0,0,0)
//       _InteractionPosRotation ("Interaction Pos Rotation", 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)
//       _InteractionRotationPivot ("Interaction Rotation Pivot", Vector) = (0,0,0,0)
//       _InteractionSettingsPunch ("Interaction Settings Punch", Vector) = (0,0,0,0)
//       _InteractionSettingsRotation ("Interaction Settings Rotation", Vector) = (0,0,0,0)
//       _InteractionVelocityPunch ("Interaction Velocity Punch", 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)
//       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
//       _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)
//       _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)
//      }
//      Fallback "Hidden/UberShader/88870526521F005C99052FB74A66FA15_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]
//          GpuProgramID 14335
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 0
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from 88870526521F005C99052FB74A66FA15.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 262 0 0
//   undeciphered2: 1 6 3 6 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 1040
//   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 [_InteractionCurveSettingsDefault]
//   Vector 496 [_InteractionDistortMask_ST]
//   Vector 512 [_InteractionDistortMask_US_ST]
//   Vector 528 [_InteractionParamsRotation]
//   Vector 544 [_InteractionParams2Rotation]
//   Vector 560 [_InteractionPosRotation]
//   Vector 576 [_InteractionRotationPivot]
//   Vector 592 [_InteractionSettingsRotation]
//   Vector 608 [_InteractionPunchDistortMask_ST]
//   Vector 624 [_InteractionPunchDistortMask_US_ST]
//   Vector 640 [_InteractionParamsPunch]
//   Vector 656 [_InteractionParams2Punch]
//   Vector 672 [_InteractionPosPunch]
//   Vector 688 [_InteractionVelocityPunch]
//   Vector 704 [_InteractionSettingsPunch]
//   Vector 736 [_DistortionTex_ST]
//   Vector 752 [_DistortionTex_US_ST]
//   Vector 768 [_DistortionMaskTex_ST]
//   Vector 784 [_DistortionMaskTex_US_ST]
//   Vector 800 [_MultiplyLayerTexture_ST]
//   Vector 816 [_MultiplyLayerTexture_US_ST]
//   Vector 832 [_MultiplyLayerMaskTexture_ST]
//   Vector 848 [_MultiplyLayerMaskTexture_US_ST]
//   Vector 880 [_AdditiveLayerTexture_ST]
//   Vector 896 [_AdditiveLayerTexture_US_ST]
//   Vector 912 [_AdditiveLayerMaskTexture_ST]
//   Vector 928 [_AdditiveLayerMaskTexture_US_ST]
//   Vector 960 [_AdditiveLayerExtraTexture_ST]
//   Vector 976 [_AdditiveLayerExtraTexture_US_ST]
//   Vector 992 [_AdditiveLayerExtraMaskTexture_ST]
//   Vector 1008 [_AdditiveLayerExtraMaskTexture_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 [_InteractionDistortMask] 2D 4
//   SetTexture 3 [_InteractionCurveDefault] 2D 3
//   SetTexture 4 [_InteractionPunchDistortMask] 2D 5
//   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 23:48:47 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
// TEXCOORD                 6   xyzw        7     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[64], 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_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_output o7.xyzw
dcl_temps 8

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

ld_indexable(texture2d)(float,float,float,float) r7.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[35].xyzw
dp2 r0.w, r1.zwzz, r1.zwzz
sqrt r0.w, r0.w
add r0.w, r0.w, -cb0[34].z
max r0.w, r0.w, l(0.000000)
add r0.w, r0.w, -cb0[37].z
div r2.x, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[37].z
mul_sat r0.w, r0.w, r2.x
mad r2.y, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r2.y
mul r3.xyzw, cb0[37].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[34].z
max r1.x, r1.x, l(0.000000)
add r1.x, r1.x, -cb0[37].z
mul_sat r1.x, r2.x, 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[34].zzzz
max r1.yz, r1.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
add r2.xy, cb0[7].xxxx, -cb0[33].xzxx
add r1.yz, -r1.yyzy, r2.yyxy
mul r1.yz, r1.yyzy, cb0[37].wwww
mul r2.z, r1.z, cb0[29].y
mul r3.x, r1.y, cb0[29].y
mov r3.yw, l(0,0,0,0)
sample_l r4.xyzw, r3.xyxx, t3.xyzw, s3, l(0.000000)
mad r1.y, r4.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[29].x
mad r1.z, cb0[32].w, cb0[7].x, cb0[32].z
sincos r3.x, r4.x, r1.z
add r1.zw, v1.yyyx, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r3.xy, r3.xxxx, r1.zwzz
mad r3.x, r1.w, r4.x, -r3.x
mad r3.y, r1.z, r4.x, r3.y
add r3.xy, r3.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r3.y, r3.y, cb0[31].y, cb0[31].w
mad r4.y, cb0[32].y, cb0[7].x, r3.y
mad r3.x, r3.x, cb0[31].x, cb0[31].z
mad r4.x, cb0[32].x, cb0[7].x, r3.x
sample_l r4.xyzw, r4.xyxx, t2.xyzw, s4, l(0.000000)
mul r1.y, r1.y, r4.x
mul r0.w, r0.w, r1.y
mul r0.w, r0.w, cb0[33].w
mad r1.y, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r1.y
mov r2.yw, l(0,0,0,0)
sample_l r5.xyzw, r2.zwzz, t3.xyzw, s3, l(0.000000)
mad r1.y, r5.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[29].x
mul r1.y, r4.x, r1.y
mul r1.x, r1.x, r1.y
mad r0.w, r1.x, cb0[33].y, r0.w
sincos r1.x, r3.x, r0.w
mul r2.zw, v0.yyyx, cb0[28].yyyx
mad r4.xy, -v0.yxyy, cb0[28].yxyy, cb0[24].yxyy
mad r2.zw, cb0[27].yyyx, r4.xxxy, r2.zzzw
mad r4.xy, v0.yxyy, cb0[28].yxyy, -r2.zwzz
mad r0.w, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r1.y, v1.xyxx, cb0[24].zwzz
add r2.x, r0.w, r1.y
sample_l r5.xyzw, r2.xyxx, t0.xyzw, s1, l(0.000000)
add r0.w, r5.w, cb0[23].w
add r0.w, r0.w, l(-0.500000)
mul r0.w, r0.w, cb0[13].x
mad r0.w, r0.w, cb0[23].y, cb0[13].z
mad r1.y, cb0[26].w, cb0[7].x, cb0[26].z
sincos r2.x, r5.x, r1.y
mul r2.xy, r1.zwzz, r2.xxxx
mad r1.y, r1.w, r5.x, -r2.x
mad r2.x, r1.z, r5.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 r1.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[25].x, cb0[25].z
mad r2.x, cb0[26].x, cb0[7].x, r1.y
sample_l r5.xyzw, r2.xyxx, t1.xyzw, s2, l(0.000000)
mul r0.w, r0.w, r5.x
sincos r2.x, r5.x, r0.w
mul r2.xy, r2.xxxx, r4.xyxx
mad r6.y, r4.y, r5.x, -r2.x
mad r6.x, r4.x, r5.x, r2.y
add r2.xy, r2.zwzz, r6.xyxx
add r2.zw, -r2.yyyx, cb0[36].xxxy
mad r2.zw, cb0[36].zzzw, r2.zzzw, r2.yyyx
add r2.xy, -r2.wzww, r2.xyxx
mul r1.xy, r1.xxxx, r2.xyxx
mad r4.x, r2.y, r3.x, -r1.x
mad r4.y, r2.x, r3.x, r1.y
add r1.xy, r2.zwzz, r4.xyxx
add r2.xyzw, cb0[43].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r0.w, r2.xyxx, r2.xyxx
rsq r0.w, r0.w
mul r2.xy, r0.wwww, r2.xyxx
add r4.xyzw, r0.xyxy, -cb0[42].xyzw
div r0.x, r0.z, cb0[0].x
add r0.z, r0.x, l(0.500000)
dp2 r3.x, r4.xyxx, r4.xyxx
sqrt r3.x, r3.x
add r3.x, r3.x, -cb0[41].z
max r3.x, r3.x, l(0.000000)
add r3.x, r3.x, -cb0[44].z
div r3.y, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[44].z
mul_sat r3.x, r3.y, r3.x
mad r5.x, r3.x, l(-2.000000), l(3.000000)
mul r3.x, r3.x, r3.x
mul r3.x, r3.x, r5.x
mul r5.xyzw, cb0[44].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r5.xyzw, r4.xyzw, r5.xyzw
dp2 r4.x, r4.zwzz, r4.zwzz
sqrt r4.x, r4.x
add r4.x, r4.x, -cb0[41].z
max r4.x, r4.x, l(0.000000)
add r4.x, r4.x, -cb0[44].z
mul_sat r3.y, r3.y, r4.x
dp2 r4.x, r5.xyxx, r5.xyxx
dp2 r4.y, r5.zwzz, r5.zwzz
sqrt r4.xy, r4.xyxx
add r4.xy, r4.xyxx, -cb0[41].zzzz
max r4.xy, r4.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
add r4.zw, cb0[7].xxxx, -cb0[40].xxxz
add r4.xy, -r4.xyxx, r4.zwzz
mul r4.xy, r4.xyxx, cb0[44].wwww
mul r0.x, r4.y, cb0[29].y
mul r3.z, r4.x, cb0[29].y
sample_l r4.xyzw, r3.zwzz, t3.xyzw, s3, l(0.000000)
mad r3.z, r4.w, l(2.000000), l(-1.000000)
mul r3.z, r3.z, cb0[29].x
mad r3.w, cb0[39].w, cb0[7].x, cb0[39].z
sincos r4.x, r5.x, r3.w
mul r4.xy, r1.zwzz, r4.xxxx
mad r3.w, r1.w, r5.x, -r4.x
mad r4.x, r1.z, r5.x, r4.y
add r4.x, r4.x, l(0.500000)
mad r4.x, r4.x, cb0[38].y, cb0[38].w
mad r4.y, cb0[39].y, cb0[7].x, r4.x
add r3.w, r3.w, l(0.500000)
mad r3.w, r3.w, cb0[38].x, cb0[38].z
mad r4.x, cb0[39].x, cb0[7].x, r3.w
sample_l r4.xyzw, r4.xyxx, t4.xyzw, s5, l(0.000000)
mul r3.z, r3.z, r4.x
mul r3.x, r3.x, r3.z
dp2 r3.z, r2.zwzz, r2.zwzz
rsq r3.z, r3.z
mul r2.zw, r2.zzzw, r3.zzzz
mad r3.z, r3.y, l(-2.000000), l(3.000000)
mul r3.y, r3.y, r3.y
mul r3.y, r3.y, r3.z
mov r0.yw, l(0,0,0,0)
sample_l r5.xyzw, r0.xyxx, t3.xyzw, s3, l(0.000000)
sample_l r0.xyzw, r0.zwzz, t5.xyzw, s0, l(0.000000)
mad r3.z, r5.w, l(2.000000), l(-1.000000)
mul r3.z, r3.z, cb0[29].x
mul r3.z, r4.x, r3.z
mul r3.y, r3.y, r3.z
mul r3.xy, r3.xyxx, cb0[40].ywyy
mul r2.zw, r2.zzzw, r3.yyyy
mad r2.xy, r3.xxxx, r2.xyxx, r2.zwzz
add r1.xy, r1.xyxx, r2.xyxx
div r1.xy, r1.xyxx, cb0[28].xyxx
add r2.x, cb0[7].z, l(1.000000)
mul r1.xy, r1.xyxx, r2.xxxx
mul r2.xyz, r1.yyyy, cb1[1].xywx
mad r2.xyz, cb1[0].xywx, r1.xxxx, r2.xyzx
mad r2.xyz, cb1[2].xywx, v0.zzzz, r2.xyzx
mad r2.xyw, cb1[3].xyxw, v0.wwww, r2.xyxz
add r1.x, cb0[8].x, l(200.000000)

// Relocated to here with asmtool.py
mov o0.xyzw, r2.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 fd71a1accc01d300-vs.txt
ne r7.w, r2.w, l(1.0)
if_nz r7.w
  add r7.w, r2.w, -r7.y
  mad r2.x, r7.w, r7.x, r2.x
endif

mul r1.x, r2.w, r1.x
mul r2.z, r1.x, l(0.000833333354)

// mov o0.xyzw, r2.xyzw // Relocated from here with asmtool.py
// Inserted by asmtool.py
mov o0.z, r2.z

dp4 r1.x, r2.xyzw, r2.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 r2.xy, r1.zwzz, r2.xxxx
mad r1.y, 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[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r2.x
add r1.y, r1.y, l(0.500000)
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[47].w, cb0[7].x, cb0[47].z
sincos r2.x, r3.x, r1.y
mul r2.xy, r1.zwzz, r2.xxxx
mad r1.y, 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[46].y, cb0[46].w
mad o2.y, cb0[47].y, cb0[7].x, r2.x
add r1.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[46].x, cb0[46].z
mad o2.x, cb0[47].x, cb0[7].x, r1.y
mad r1.y, cb0[49].w, cb0[7].x, cb0[49].z
sincos r2.x, r3.x, r1.y
mul r2.xy, r1.zwzz, r2.xxxx
mad r1.y, 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[48].y, cb0[48].w
mad o2.w, cb0[49].y, cb0[7].x, r2.x
add r1.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[48].x, cb0[48].z
mad o2.z, cb0[49].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 r2.xy, r1.zwzz, r2.xxxx
mad r1.y, 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[50].y, cb0[50].w
mad o3.y, cb0[51].y, cb0[7].x, r2.x
add r1.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[50].x, cb0[50].z
mad o3.x, 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 r2.xy, r1.zwzz, r2.xxxx
mad r1.y, 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[52].y, cb0[52].w
mad o3.w, cb0[53].y, cb0[7].x, r2.x
add r1.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[52].x, cb0[52].z
mad o3.z, 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 r2.xy, r1.zwzz, r2.xxxx
mad r1.y, 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[55].y, cb0[55].w
mad o4.y, cb0[56].y, cb0[7].x, r2.x
add r1.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[55].x, cb0[55].z
mad o4.x, 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 r2.xy, r1.zwzz, r2.xxxx
mad r1.y, 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[57].y, cb0[57].w
mad o4.w, cb0[58].y, cb0[7].x, r2.x
add r1.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[57].x, cb0[57].z
mad o4.z, cb0[58].x, cb0[7].x, r1.y
mad r1.y, cb0[61].w, cb0[7].x, cb0[61].z
sincos r2.x, r3.x, r1.y
mul r2.xy, r1.zwzz, r2.xxxx
mad r1.y, 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[60].y, cb0[60].w
mad o5.y, cb0[61].y, cb0[7].x, r2.x
add r1.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[60].x, cb0[60].z
mad o5.x, cb0[61].x, cb0[7].x, r1.y
mad r1.y, cb0[63].w, cb0[7].x, cb0[63].z
sincos r2.x, r3.x, r1.y
mul r2.xy, r1.zwzz, r2.xxxx
mad r1.y, r1.w, r3.x, -r2.x
mad r1.z, r1.z, r3.x, r2.y
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[62].y, cb0[62].w
mad o5.w, cb0[63].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[62].x, cb0[62].z
mad o5.z, cb0[63].x, cb0[7].x, r1.y
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 o7.w, r0.w, r1.z
mov o7.xyz, r0.xyzx
mul r0.x, r1.y, r1.x
exp r0.x, -|r0.x|
mad o6.w, -r0.x, r0.x, l(1.000000)
mul o6.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
ret
// Approximately 0 instruction slots used