// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed fe0a00488584a6f9-vs.txt
// 3DMigoto: fe0a00488584a6f9 | Matched 2 variants of 2 shaders: Hidden/UberShader/2E7861842F4C4702A063B78EEAC9BA73, Hidden/UberShader/66A3CEDDE0F74A9F624D0E9114F61265
//
// 2:    Unity headers extracted from 2E7861842F4C4702A063B78EEAC9BA73.shader
// 1:    Unity headers extracted from 66A3CEDDE0F74A9F624D0E9114F61265.shader
// 2:    Shader "Hidden/UberShader/2E7861842F4C4702A063B78EEAC9BA73" {
// 1:    Shader "Hidden/UberShader/66A3CEDDE0F74A9F624D0E9114F61265" {
//         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)
//          _HueShift ("Hue Shift", Float) = 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)
//          _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)
//          _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)
//         }
// 2:      Fallback "Hidden/UberShader/2E7861842F4C4702A063B78EEAC9BA73_FB"
// 1:      Fallback "Hidden/UberShader/66A3CEDDE0F74A9F624D0E9114F61265_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]
// 1:          GpuProgramID 45133
// 2:          GpuProgramID 5789
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 0
//               }
//             }
//           }
//         }
//       }
//
// 2: Unity 5.3 headers extracted from 2E7861842F4C4702A063B78EEAC9BA73.shader.decompressed:
// 1: Unity 5.3 headers extracted from 66A3CEDDE0F74A9F624D0E9114F61265.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 178 0 0
//      undeciphered2: 1 6 3 6 0
//      undeciphered3: 13 3 0 0 2 1 3 4
//      ConstBuffer "$Globals" 880
//      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 704 [_MultiplyLayerTexture_ST]
//      Vector 720 [_MultiplyLayerTexture_US_ST]
//      Vector 736 [_MultiplyLayerMaskTexture_ST]
//      Vector 752 [_MultiplyLayerMaskTexture_US_ST]
//      Vector 784 [_MultiplyLayerExtraTexture_ST]
//      Vector 800 [_MultiplyLayerExtraTexture_US_ST]
//      Vector 816 [_MultiplyLayerExtraMaskTexture_ST]
//      Vector 832 [_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 [_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 23:48:48 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
//
vs_4_0
dcl_constantbuffer cb0[53], 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_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
dp2 r0.z, r1.zwzz, r1.zwzz
sqrt r0.z, r0.z
add r0.z, r0.z, -cb0[39].z
max r0.z, r0.z, l(0.000000)
add r0.z, r0.z, -cb0[42].z
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[42].z
mul_sat r0.z, r0.w, r0.z
mad r2.x, r0.z, l(-2.000000), l(3.000000)
mul r0.z, r0.z, r0.z
mul r0.z, r0.z, r2.x
mul r2.xyzw, cb0[42].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r2.xyzw, r1.xyzw, r2.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 r0.w, r0.w, r1.x
dp2 r1.x, r2.zwzz, r2.zwzz
dp2 r1.y, r2.xyxx, r2.xyxx
sqrt r1.xy, r1.xyxx
add r1.xy, r1.xyxx, -cb0[39].zzzz
max r1.xy, r1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
add r1.zw, cb0[7].xxxx, -cb0[38].xxxz
add r1.xy, -r1.xyxx, r1.wzww
mul r1.xy, r1.xyxx, cb0[42].wwww
mul r2.xz, r1.yyxy, cb0[34].yyyy
mov r2.yw, l(0,0,0,0)
sample_l r1.xyzw, r2.zwzz, t4.xyzw, s4, l(0.000000)
sample_l r2.xyzw, r2.xyxx, t4.xyzw, s4, l(0.000000)
mad r1.x, r2.w, l(2.000000), l(-1.000000)
mad r1.y, r1.w, l(2.000000), l(-1.000000)
mul r1.xy, r1.xyxx, cb0[34].xxxx
mad r1.z, cb0[37].w, cb0[7].x, cb0[37].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[36].y, cb0[36].w
mad r3.y, cb0[37].y, cb0[7].x, r2.y
mad r2.x, r2.x, cb0[36].x, cb0[36].z
mad r3.x, cb0[37].x, cb0[7].x, r2.x
sample_l r2.xyzw, r3.xyxx, t3.xyzw, s5, l(0.000000)
mul r1.xy, r1.xyxx, r2.xxxx
mul r0.z, r0.z, r1.y
mul r0.z, r0.z, cb0[38].w
mad r1.y, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r1.y
mul r0.w, r0.w, r1.x
mad r0.z, r0.w, cb0[38].y, r0.z
sincos r1.x, r2.x, r0.z
mul r0.zw, v0.yyyx, cb0[28].yyyx
mad r2.yz, -v0.yyxy, cb0[28].yyxy, cb0[24].yyxy
mad r0.zw, cb0[27].yyyx, r2.yyyz, r0.zzzw
mad r2.yz, v0.yyxy, cb0[28].yyxy, -r0.zzwz
mad r1.y, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r2.w, v1.xyxx, cb0[24].zwzz
add r3.x, r1.y, r2.w
mov r3.yw, l(0,0,0,0)
sample_l r4.xyzw, r3.xyxx, t0.xyzw, s1, l(0.000000)
add r1.y, r4.w, cb0[23].w
add r1.y, r1.y, l(-0.500000)
mul r1.y, r1.y, cb0[13].x
mad r1.y, r1.y, cb0[23].y, cb0[13].z
mad r2.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r3.x, r4.x, r2.w
mul r3.xy, r1.zwzz, r3.xxxx
mad r2.w, r1.w, r4.x, -r3.x
mad r3.x, r1.z, r4.x, r3.y
add r3.x, r3.x, l(0.500000)
mad r3.x, r3.x, cb0[25].y, cb0[25].w
mad r3.y, cb0[26].y, cb0[7].x, r3.x
add r2.w, r2.w, l(0.500000)
mad r2.w, r2.w, cb0[25].x, cb0[25].z
mad r3.x, cb0[26].x, cb0[7].x, r2.w
sample_l r4.xyzw, r3.xyxx, t1.xyzw, s2, l(0.000000)
mul r1.y, r1.y, r4.x
sincos r3.x, r4.x, r1.y
mul r3.xy, r2.yzyy, r3.xxxx
mad r5.y, r2.z, r4.x, -r3.x
mad r5.x, r2.y, r4.x, r3.y
add r0.zw, r0.zzzw, r5.xxxy
add r0.zw, r0.zzzw, -cb0[30].yyyx
mad r1.y, cb0[13].y, cb0[29].x, cb0[29].z
dp2 r2.y, v1.xyxx, cb0[30].zwzz
add r3.z, r1.y, r2.y
sample_l r3.xyzw, r3.zwzz, t0.xyzw, s1, l(0.000000)
add r1.y, r3.w, cb0[29].w
add r1.y, r1.y, l(-0.500000)
mul r1.y, r1.y, cb0[13].x
mad r1.y, r1.y, cb0[29].y, cb0[13].z
mad r2.y, cb0[32].w, cb0[7].x, cb0[32].z
sincos r3.x, r4.x, r2.y
mul r2.yz, r1.zzwz, r3.xxxx
mad r2.y, r1.w, r4.x, -r2.y
mad r2.z, r1.z, r4.x, r2.z
add r2.yz, r2.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r2.z, r2.z, cb0[31].y, cb0[31].w
mad r3.y, cb0[32].y, cb0[7].x, r2.z
mad r2.y, r2.y, cb0[31].x, cb0[31].z
mad r3.x, cb0[32].x, cb0[7].x, r2.y
sample_l r3.xyzw, r3.xyxx, t2.xyzw, s3, l(0.000000)
mul r1.y, r1.y, r3.x
mad r2.yz, r1.yyyy, cb0[33].yyxy, l(0.000000, 1.000000, 1.000000, 0.000000)
mad r0.zw, r0.zzzw, r2.yyyz, cb0[30].yyyx
add r2.yz, -r0.wwzw, cb0[41].xxyx
mad r2.yz, cb0[41].zzwz, r2.yyzy, r0.wwzw
add r0.zw, r0.zzzw, -r2.zzzy
mul r1.xy, r1.xxxx, r0.zwzz
mad r3.x, r0.w, r2.x, -r1.x
mad r3.y, r0.z, r2.x, r1.y
add r0.zw, r2.yyyz, r3.xxxy
div r0.zw, r0.zzzw, cb0[28].xxxy
add r1.x, cb0[7].z, l(1.000000)
mul r0.zw, r0.zzzw, r1.xxxx
mul r2.xyz, r0.wwww, cb1[1].xywx
mad r2.xyz, cb1[0].xywx, r0.zzzz, r2.xyzx
mad r2.xyz, cb1[2].xywx, v0.zzzz, r2.xyzx
mad r2.xyw, cb1[3].xyxw, v0.wwww, r2.xyxz
add r0.z, 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 fe0a00488584a6f9-vs.txt
ne r6.w, r2.w, l(1.0)
if_nz r6.w
  add r6.w, r2.w, -r6.y
  mad r2.x, r6.w, r6.x, r2.x
endif

mul r0.z, r2.w, r0.z
mul r2.z, r0.z, l(0.000833333354)

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

dp4 r0.z, r2.xyzw, r2.xyzw
sqrt r0.z, r0.z
mov o1.zw, v1.zzzw
mad r0.w, cb0[19].w, cb0[7].x, cb0[19].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r1.zwzz
mad r0.w, r1.w, r2.x, -r1.x
mad r1.x, r1.z, 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.xw, r0.xxxw, l(0.500000, 0.000000, 0.000000, 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[45].w, cb0[7].x, cb0[45].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r1.zwzz
mad r0.w, r1.w, r2.x, -r1.x
mad r1.x, r1.z, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[44].y, cb0[44].w
mad o2.y, cb0[45].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[44].x, cb0[44].z
mad o2.x, cb0[45].x, cb0[7].x, r0.w
mad r0.w, cb0[47].w, cb0[7].x, cb0[47].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r1.zwzz
mad r0.w, r1.w, r2.x, -r1.x
mad r1.x, r1.z, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[46].y, cb0[46].w
mad o2.w, cb0[47].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[46].x, cb0[46].z
mad o2.z, cb0[47].x, cb0[7].x, r0.w
mad r0.w, cb0[50].w, cb0[7].x, cb0[50].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r1.zwzz
mad r0.w, r1.w, r2.x, -r1.x
mad r1.x, r1.z, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[49].y, cb0[49].w
mad o3.y, cb0[50].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[49].x, cb0[49].z
mad o3.x, cb0[50].x, cb0[7].x, r0.w
mad r0.w, cb0[52].w, cb0[7].x, cb0[52].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r1.zwzz
mad r0.w, r1.w, r2.x, -r1.x
mad r1.x, r1.z, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[51].y, cb0[51].w
mad o3.w, cb0[52].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[51].x, cb0[51].z
mad o3.z, cb0[52].x, cb0[7].x, r0.w
mul r1.xy, cb2[4].wwww, l(0.200000, 4.000000, 0.000000, 0.000000)
round_ni r0.w, r1.y
add r0.w, -r0.w, l(1.000000)
mul r1.x, r0.w, r1.x
mul r0.z, r0.z, r1.x
exp r0.z, -|r0.z|
mad o4.w, -r0.z, r0.z, l(1.000000)
mul o4.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mov r0.y, l(0)
sample_l r1.xyzw, r0.xyxx, t5.xyzw, s0, l(0.000000)
mul o5.w, r0.w, r1.w
mov o5.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used