// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors efbfc44b855334ec-vs_replace.txt
// 3DMigoto: efbfc44b855334ec | Matched 4 variants of 4 shaders: PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT, PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT, PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT, PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT
//
// 1:    Unity headers extracted from PlayWay Water Variation #-16807626.shader
// 2:    Unity headers extracted from PlayWay Water Variation #-1747073184.shader
// 4:    Unity headers extracted from PlayWay Water Variation #1252587827.shader
// 8:    Unity headers extracted from PlayWay Water Variation #2084531273.shader
// 2:    Shader "PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT" {
// 8:    Shader "PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT" {
// 1:    Shader "PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT" {
// 4:    Shader "PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT" {
//         Properties {
//          _Color ("Color", Color) = (1,1,1,1)
//          _MainTex ("Albedo", 2D) = "white" { }
//          _DepthColor ("Depth Color", Color) = (0,0.012,0.05,1)
//          _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
//          _Glossiness ("Smoothness", Range(0,1)) = 0.5
//          _SpecColor ("Specular", Color) = (0.2,0.2,0.2,1)
//          _BumpScale ("Bump Scale", Vector) = (1,1,0,0)
//          _BumpMap ("Normal Map", 2D) = "bump" { }
//          _DisplacementNormalsIntensity ("Displacement Normals Intensity", Float) = 1.4
//          _GlobalNormalMap ("", 2D) = "black" { }
//          _GlobalNormalMap1 ("", 2D) = "black" { }
//          _GlobalNormalMap2 ("", 2D) = "black" { }
//          _GlobalNormalMap3 ("", 2D) = "black" { }
//          _GlobalDisplacementMap ("", 2D) = "black" { }
//          _GlobalDisplacementMap1 ("", 2D) = "black" { }
//          _GlobalDisplacementMap2 ("", 2D) = "black" { }
//          _GlobalDisplacementMap3 ("", 2D) = "black" { }
//          _DisplacementsScale ("Horizontal Displacement Scale", Float) = 1
//          _OcclusionStrength ("Strength", Range(0,1)) = 1
//          _OcclusionMap ("Occlusion", 2D) = "white" { }
//          _EmissionColor ("Color", Color) = (0,0,0,1)
//          _EmissionMap ("Emission", 2D) = "white" { }
//          _SubtractiveMask ("", 2D) = "black" { }
//          _AdditiveMask ("", 2D) = "black" { }
//          _DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" { }
//          _DetailNormalMapScale ("Scale", Float) = 1
//          _DetailNormalMap ("Normal Map", 2D) = "bump" { }
//          _DetailFadeFactor ("", Float) = 2
//          _PlanarReflectionTex ("Planar Reflection", 2D) = "black" { }
//          _PlanarReflectionPack ("Planar reflection (distortion, intensity, offset Y, unused)", Vector) = (1,0.45,-0.3,0)
//          _LightSmoothnessMul ("Light Smoothness Multiplier", Float) = 1
//          _WrapSubsurfaceScatteringPack ("Wrap SSS", Vector) = (0.2,0.833333,0.5,0.66666)
//          _SpecularFresnelBias ("Specular Fresnel Bias", Float) = 0.02041
//          _RefractionDistortion ("Refraction Distortion", Float) = 0.55
//          _RefractionMaxDepth ("Refraction Max Depth", Float) = -1
//          _WaterTileSize ("Heightmap Tile Size", Vector) = (180,18,600,1800)
//          _WaterTileOffsets ("Tile Offsets", Vector) = (0,0,0,0)
//          _WaterTileSizeScales ("", Vector) = (0.63241,0.113151,3.16513,10.2651)
//          _Foam ("Foam (intensity, cutoff)", Vector) = (0.1,0.375,0,0)
//          _FoamTex ("Foam texture ", 2D) = "black" { }
//          _FoamNormalMap ("Foam Normal Map", 2D) = "bump" { }
//          _FoamNormalScale ("Foam Normal Scale", Float) = 2.2
//          _FoamTiling ("Foam Tiling", Vector) = (5.4,5.4,1,1)
//          _FoamSpecularColor ("Foam Specular Color", Color) = (1,1,1,1)
//          _EdgeBlendFactorInv ("Edge Blend Factor", Float) = 0.3333
//          _FoamMapWS ("", 2D) = "black" { }
//          _AbsorptionColor ("", Color) = (0.35,0.04,0.001,1)
//          _ReflectionColor ("", Color) = (1,1,1,1)
//          _LocalDisplacementMap ("", 2D) = "black" { }
//          _LocalSlopeMap ("", 2D) = "black" { }
//          _DisplacedHeightMaps ("", 2D) = "black" { }
//          _SubsurfaceScatteringPack ("Subsurface Scattering", Vector) = (1,0.15,1.65,0)
//          _SlopeVariance ("", 3D) = "black" { }
//          _TesselationFactor ("Tesselation Factor", Float) = 14
//          _MaxDisplacement ("", Float) = 10
//          _SurfaceOffset ("", Vector) = (0,0,0,1)
//          _WaterId ("", Vector) = (128,256,0,0)
//          _WaterStencilId ("", Float) = 0
//          _WaterStencilIdInv ("", Float) = 0
//          _GerstnerOrigin ("", Vector) = (0,0,0,0)
//          _GrAmp0 ("", Vector) = (0,0,0,0)
//          _GrOff0 ("", Vector) = (0,0,0,0)
//          _GrFrq0 ("", Vector) = (0,0,0,0)
//          _GrAB0 ("", Vector) = (0,0,0,0)
//          _GrCD0 ("", Vector) = (0,0,0,0)
//          _GrAmp1 ("", Vector) = (0,0,0,0)
//          _GrOff1 ("", Vector) = (0,0,0,0)
//          _GrFrq1 ("", Vector) = (0,0,0,0)
//          _GrAB1 ("", Vector) = (0,0,0,0)
//          _GrCD1 ("", Vector) = (0,0,0,0)
//          _GrAmp2 ("", Vector) = (0,0,0,0)
//          _GrOff2 ("", Vector) = (0,0,0,0)
//          _GrFrq2 ("", Vector) = (0,0,0,0)
//          _GrAB2 ("", Vector) = (0,0,0,0)
//          _GrCD2 ("", Vector) = (0,0,0,0)
//          _GrAmp3 ("", Vector) = (0,0,0,0)
//          _GrOff3 ("", Vector) = (0,0,0,0)
//          _GrFrq3 ("", Vector) = (0,0,0,0)
//          _GrAB3 ("", Vector) = (0,0,0,0)
//          _GrCD3 ("", Vector) = (0,0,0,0)
//          _GrAmp4 ("", Vector) = (0,0,0,0)
//          _GrOff4 ("", Vector) = (0,0,0,0)
//          _GrFrq4 ("", Vector) = (0,0,0,0)
//          _GrAB4 ("", Vector) = (0,0,0,0)
//          _GrCD4 ("", Vector) = (0,0,0,0)
//         [HideInInspector]  _Cull ("_Cull", Float) = 2
//         [HideInInspector]  _Mode ("__mode", Float) = 0
//         [HideInInspector]  _SrcBlend ("__src", Float) = 1
//         [HideInInspector]  _DstBlend ("__dst", Float) = 0
//         }
//         SubShader 2/3 {
//           LOD 300
//           Tags { "QUEUE"="Transparent-1" "RenderType"="Opaque" "PerformanceChecks"="False" "CustomType"="Water" }
//           GrabPass {
//             "_RefractionTex"
//            }
//           Pass 4/4 {
//             Name "DEPTH"
//             Tags { "LIGHTMODE"="VertexLMRGBM" "QUEUE"="Transparent-1" "RenderType"="Opaque" "PerformanceChecks"="False" "CustomType"="Water" }
//             Cull Off
// 2:          GpuProgramID 476814
// 8:          GpuProgramID 492785
// 1:          GpuProgramID 496312
// 4:          GpuProgramID 509164
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 123
//               }
//             }
//           }
//         }
//       }
//
// 1: Unity 5.3 headers extracted from PlayWay Water Variation #-16807626.shader.decompressed:
// 2: Unity 5.3 headers extracted from PlayWay Water Variation #-1747073184.shader.decompressed:
// 4: Unity 5.3 headers extracted from PlayWay Water Variation #1252587827.shader.decompressed:
// 8: Unity 5.3 headers extracted from PlayWay Water Variation #2084531273.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 25 0 0
//      Keywords { "_WAVES_FFT" }
//      undeciphered2: 1 4 4 4 0
//      undeciphered3: 1 1 0 0
//      ConstBuffer "$Globals" 1232
//      Float 160 [_DetailFadeFactor]
//      Vector 176 [_WaterTileSize]
//      Vector 224 [_SurfaceOffset]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 192 [_Object2World]
//      ConstBuffer "UnityPerFrame" 256
//      Matrix 144 [unity_MatrixVP]
//      SetTexture 0 [_GlobalDisplacementMap] 2D 0
//      SetTexture 1 [_GlobalDisplacementMap1] 2D 1
//      SetTexture 2 [_GlobalDisplacementMap2] 2D 2
//      SetTexture 3 [_GlobalDisplacementMap3] 2D 3
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityPerDraw" 2
//      BindCB "UnityPerFrame" 3
//
// 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 12:35:01 2017
Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
  float4 cb3[13];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[16];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[9];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[15];
}




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



cbuffer UnityPerDraw : register(b11) {
	float4x4 glstate_matrix_mvp;
	float4x4 glstate_matrix_modelview0;
	float4x4 glstate_matrix_invtrans_modelview0;
	#define UNITY_MATRIX_MVP glstate_matrix_mvp
	#define UNITY_MATRIX_MV glstate_matrix_modelview0
	#define UNITY_MATRIX_IT_MV glstate_matrix_invtrans_modelview0

	uniform float4x4 _Object2World;
	uniform float4x4 _World2Object;
	uniform float4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels
	uniform float4 unity_WorldTransformParams; // w is usually 1.0, or -1.0 for odd-negative scale transforms
}


#include <matrix.hlsl>

void main( 
  float4 v0 : POSITION0,
  float3 v1 : NORMAL0,
  float4 v2 : TEXCOORD0,
  float2 v3 : TEXCOORD1,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD0)
{
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;

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

// Unity reflection/specular 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 efbfc44b855334ec-vs_replace.txt
float4 _WorldSpaceCameraPos = cb1[4];
float4 clip_space_adj = float4(-separation * convergence, 0, 0, 0);
float4 local_space_adj = mul(inverse(glstate_matrix_mvp), clip_space_adj);
float4 world_space_adj = mul(_Object2World, local_space_adj);
_WorldSpaceCameraPos.xyz -= world_space_adj.xyz;

  r0.xyzw = cb2[13].xyzw * v0.yyyy;
  r0.xyzw = cb2[12].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb2[14].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb2[15].xyzw * v0.wwww + r0.xyzw;
  r1.xyz = _WorldSpaceCameraPos.xyz + -r0.xyz;
  r1.x = dot(r1.xyz, r1.xyz);
  r1.x = sqrt(r1.x);
  r1.xyz = -cb0[11].xyz + r1.xxx;
  r2.xyz = cb0[11].xyz * cb0[10].xxx;
  r1.xyz = saturate(r1.xyz / r2.xyz);
  r1.xyz = float3(1,1,1) + -r1.xyz;
  r2.xyzw = cb0[14].xzxz + r0.xzxz;
  r3.xyzw = r2.zwzw / cb0[11].xxyy;
  r2.xyzw = r2.xyzw / cb0[11].zzww;
  r4.xyz = float3(1,1,1) / r1.xyz;
  r4.xyz = float3(-1,-1,-1) + r4.xyz;
  r5.xyzw = t1.SampleLevel(s1_s, r3.zw, r4.y).xyzw;
  r3.xyzw = t0.SampleLevel(s0_s, r3.xy, r4.x).xyzw;
  r4.xyzw = t2.SampleLevel(s2_s, r2.xy, r4.z).xyzw;
  r2.xyzw = t3.SampleLevel(s3_s, r2.zw, 0).xyzw;
  r5.xyz = r5.xyz * r1.yyy;
  r1.xyw = r3.xyz * r1.xxx + r5.xyz;
  r1.xyz = r4.xyz * r1.zzz + r1.xyw;
  r1.xyz = r1.xyz + r2.xyz;
  r0.xyz = r1.xyz * cb0[14].www + r0.xyz;
  r1.xyzw = cb3[10].xyzw * r0.yyyy;
  r1.xyzw = cb3[9].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb3[11].xyzw * r0.zzzz + r1.xyzw;
  r0.xyzw = cb3[12].xyzw * r0.wwww + r1.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 efbfc44b855334ec-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }

  o1.xy = r0.zw;
  return;
}
