// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors 991cf9311d12415a-vs_replace.txt
// 3DMigoto: 991cf9311d12415a | Matched 15 variants of 5 shaders: PlayWay Water/Standard, 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
//
// 0007:    Unity headers extracted from PlayWay Water Variation #-16807626.shader
// 0038:    Unity headers extracted from PlayWay Water Variation #-1747073184.shader
// 01c0:    Unity headers extracted from PlayWay Water Variation #1252587827.shader
// 0e00:    Unity headers extracted from PlayWay Water Variation #2084531273.shader
// 7000:    Unity headers extracted from PlayWay Water.shader
// 7000:    Shader "PlayWay Water/Standard" {
// 0038:    Shader "PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT" {
// 0e00:    Shader "PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT" {
// 0007:    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" {
// 01c0:    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 1/3 {
//              LOD 300
//              Tags { "QUEUE"="Transparent-1" "RenderType"="Opaque" "PerformanceChecks"="False" "CustomType"="Water" }
//              GrabPass {
//                "_RefractionTex"
//               }
// 36db:        Pass 3/4 {
// 4924:        Pass 4/4 {
// 4924:          Name "DEPTH"
// 36db:          Name "SHADOWCASTER"
// 36db:          Tags { "LIGHTMODE"="SHADOWCASTER" "QUEUE"="Transparent-1" "SHADOWSUPPORT"="true" "RenderType"="Opaque" "PerformanceChecks"="False" "CustomType"="Water" }
// 4924:          Tags { "LIGHTMODE"="VertexLMRGBM" "QUEUE"="Transparent-1" "RenderType"="Opaque" "PerformanceChecks"="False" "CustomType"="Water" }
//                Cull Off
// 3000:          GpuProgramID 133721
// 0600:          GpuProgramID 148513
// 00c0:          GpuProgramID 152395
// 0003:          GpuProgramID 184590
// 0018:          GpuProgramID 189107
// 4000:          GpuProgramID 215728
// 0800:          GpuProgramID 248558
// 0100:          GpuProgramID 249205
// 0020:          GpuProgramID 251963
// 0004:          GpuProgramID 258218
//                Program "vp" {
//                  SubProgram "d3d11 " {
// 1249:              GpuProgramIndex 50
// 2492:              GpuProgramIndex 51
// 4924:              GpuProgramIndex 58
//                  }
//                }
//              }
//            }
//          }
//
// 0007: Unity 5.3 headers extracted from PlayWay Water Variation #-16807626.shader.decompressed:
// 0038: Unity 5.3 headers extracted from PlayWay Water Variation #-1747073184.shader.decompressed:
// 01c0: Unity 5.3 headers extracted from PlayWay Water Variation #1252587827.shader.decompressed:
// 0e00: Unity 5.3 headers extracted from PlayWay Water Variation #2084531273.shader.decompressed:
// 7000: Unity 5.3 headers extracted from PlayWay Water.shader.decompressed:
//         API d3d11
//         Shader model vs_5_0
//         undeciphered1: 201509030 14 0 0
// 0492:   Keywords { "SHADOWS_CUBE" "_WAVES_FFT" }
// 2000:   Keywords { "SHADOWS_CUBE" }
// 0249:   Keywords { "SHADOWS_DEPTH" "_WAVES_FFT" }
// 1000:   Keywords { "SHADOWS_DEPTH" }
// 0924:   Keywords { "_WAVES_FFT" }
//         undeciphered2: 1 0 3 0 0
//         undeciphered3: 3 2 0 0 1 2
//         ConstBuffer "$Globals" 1248
//         Float 1232 [_TesselationFactor]
//         ConstBuffer "UnityPerCamera" 144
//         Vector 64 [_WorldSpaceCameraPos] 3
//         Vector 80 [_ProjectionParams]
//         ConstBuffer "UnityPerDraw" 352
//         Matrix 192 [_Object2World]
//         BindCB "$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 12:31:03 2017
cbuffer cb2 : register(b2)
{
  float4 cb2[16];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[78];
}




// 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 : INTERNALTESSPOS0,
  out float o1 : TEXCOORD0,
  out float3 p1 : NORMAL0)
{
  float4 r0;
  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 991cf9311d12415a-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;
  o0.xyzw = r0.xyzw;
  r0.xyz = -_WorldSpaceCameraPos.xyz + r0.xyz;
  r0.x = dot(r0.xyz, r0.xyz);
  r0.x = sqrt(r0.x);
  r0.x = -cb1[5].y + r0.x;
  r0.y = cb1[5].z + -cb1[5].y;
  r0.x = r0.x / r0.y;
  r0.x = 1 + -r0.x;
  r0.x = max(0.00999999978, r0.x);
  r0.x = min(1, r0.x);
  o1.x = cb0[77].x * r0.x;
  p1.xyz = v1.xyz;
  return;
}
