// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors 58db5082357d1fa0-vs_replace.txt
// 3DMigoto: 58db5082357d1fa0 | Matched 2 variants of 2 shaders: Custom/Energy Bar Toolkit/Unlit, Custom/Energy Bar Toolkit/Unlit Pre
//
// 1:    Unity headers extracted from UnlitShader.shader
// 2:    Unity headers extracted from UnlitShaderPre.shader
// 2:    Shader "Custom/Energy Bar Toolkit/Unlit Pre" {
// 1:    Shader "Custom/Energy Bar Toolkit/Unlit" {
//         Properties {
//          _MainTex ("Base (RGB)", 2D) = "white" { }
//          _Color ("Color (RGB)", Color) = (1,1,1,1)
//         }
//         Fallback "Unlit/Transparent"
//         SubShader 1/1 {
//           Tags { "QUEUE"="Overlay" }
//           Pass 1/1 {
//             Name "FORWARD"
//             Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Overlay" "SHADOWSUPPORT"="true" }
// 2:          Blend One OneMinusSrcAlpha
// 1:          ZTest Always
// 1:          Blend SrcAlpha OneMinusSrcAlpha
// 2:          GpuProgramID 35809
// 1:          GpuProgramID 40723
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 4
//               }
//             }
//           }
//         }
//       }
//
// 1: Unity 5.3 headers extracted from UnlitShader.shader.decompressed:
// 2: Unity 5.3 headers extracted from UnlitShaderPre.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 22 0 0
//      Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
//      undeciphered2: 1 0 3 0 0
//      undeciphered3: 15 4 0 0 2 1 1 2 3 4
//      ConstBuffer "$Globals" 160
//      Vector 144 [_MainTex_ST]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 256 [_World2Object]
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityPerDraw" 2
//
// Headers extracted with DarkStarSword's extract_unity53_shaders.py
// https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/extract_unity53_shaders.py

// ---- Created with 3Dmigoto v1.2.38 on Thu Feb 09 12:28:00 2017
cbuffer cb2 : register(b2)
{
  float4 cb2[19];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[6];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[10];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main( 
  float4 v0 : POSITION0,
  float4 v1 : TANGENT0,
  float3 v2 : NORMAL0,
  float4 v3 : TEXCOORD0,
  float4 v4 : TEXCOORD1,
  float4 v5 : TEXCOORD2,
  float4 v6 : TEXCOORD3,
  float4 v7 : COLOR0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

float4 stereo = StereoParams.Load(0);
float separation = stereo.x, convergence = stereo.y, eye = stereo.z;

  r0.xyzw = cb2[1].xyzw * v0.yyyy;
  r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb2[3].xyzw * v0.wwww + r0.xyzw;
  o0.xyzw = r0.xyzw;

// Automatic vertex shader halo fix inserted with DarkStarSword's hlsltool.py:
// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors 58db5082357d1fa0-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }

  o1.xy = v3.xy * cb0[9].xy + cb0[9].zw;
  r1.x = cb2[16].x * v2.x;
  r1.y = cb2[17].x * v2.x;
  r1.z = cb2[18].x * v2.x;
  r2.x = cb2[16].y * v2.y;
  r2.y = cb2[17].y * v2.y;
  r2.z = cb2[18].y * v2.y;
  r1.xyz = r2.xyz + r1.xyz;
  r2.x = cb2[16].z * v2.z;
  r2.y = cb2[17].z * v2.z;
  r2.z = cb2[18].z * v2.z;
  r1.xyz = r2.xyz + r1.xyz;
  r1.w = dot(r1.xyz, r1.xyz);
  r1.w = rsqrt(r1.w);
  o2.xyz = r1.xyz * r1.www;
  o3.xyz = float3(0,0,0);
  r0.y = cb1[5].x * r0.y;
  r1.xzw = float3(0.5,0.5,0.5) * r0.xwy;
  o4.zw = r0.zw;
  o4.xy = r1.xw + r1.zz;
  return;
}
