// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors 7226b11c1f6011ad-vs_replace.txt
// 3DMigoto: 7226b11c1f6011ad | Matched 3 variants of 1 shaders: Wao3DStudio/Butterfly Effect/Body
//
//       Unity headers extracted from Butterfly Effect Body.shader
//       Shader "Wao3DStudio/Butterfly Effect/Body" {
//         Properties {
//          _Diffuse ("Diffuse", 2D) = "white" { }
//          _Specularity ("Specularity", Range(0,1)) = 0.1
//         [HideInInspector]  _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
//         }
//         Fallback "Diffuse"
//         SubShader 1/1 {
//           Tags { "QUEUE"="AlphaTest" "RenderType"="TransparentCutout" }
// 3:        Pass 1/3 {
// 4:        Pass 2/3 {
// 3:          Name "FORWARD"
// 4:          Name "FORWARD_DELTA"
// 4:          Tags { "LIGHTMODE"="ForwardAdd" "QUEUE"="AlphaTest" "SHADOWSUPPORT"="true" "RenderType"="TransparentCutout" }
// 3:          Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="AlphaTest" "SHADOWSUPPORT"="true" "RenderType"="TransparentCutout" }
//             Cull Off
// 4:          Blend One One
// 3:          GpuProgramID 32128
// 4:          GpuProgramID 106517
//             Program "vp" {
//               SubProgram "d3d11 " {
// 2:              GpuProgramIndex 10
// 4:              GpuProgramIndex 20
// 1:              GpuProgramIndex 4
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from Butterfly Effect Body.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 25 0 0
// 2:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
// 1:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
// 4:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
//      undeciphered2: 1 0 2 0 0
//      undeciphered3: 11 3 0 0 1 2 3 4
//      ConstBuffer "UnityPerCamera" 144
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      Matrix 256 [_World2Object]
//      BindCB "UnityPerCamera" 0
//      BindCB "UnityPerDraw" 1
//
// 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 12:29:13 2017
cbuffer cb1 : register(b1)
{
  float4 cb1[19];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[6];
}




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


void main( 
  float4 v0 : POSITION0,
  float3 v1 : NORMAL0,
  float2 v2 : TEXCOORD0,
  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 = cb1[1].xyzw * v0.yyyy;
  r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb1[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 7226b11c1f6011ad-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }

  o1.xy = v2.xy;
  r1.xyzw = cb1[13].xyzw * v0.yyyy;
  r1.xyzw = cb1[12].xyzw * v0.xxxx + r1.xyzw;
  r1.xyzw = cb1[14].xyzw * v0.zzzz + r1.xyzw;
  o2.xyzw = cb1[15].xyzw * v0.wwww + r1.xyzw;
  r1.x = cb1[16].x * v1.x;
  r1.y = cb1[17].x * v1.x;
  r1.z = cb1[18].x * v1.x;
  r2.x = cb1[16].y * v1.y;
  r2.y = cb1[17].y * v1.y;
  r2.z = cb1[18].y * v1.y;
  r1.xyz = r2.xyz + r1.xyz;
  r2.x = cb1[16].z * v1.z;
  r2.y = cb1[17].z * v1.z;
  r2.z = cb1[18].z * v1.z;
  r1.xyz = r2.xyz + r1.xyz;
  r1.w = dot(r1.xyz, r1.xyz);
  r1.w = rsqrt(r1.w);
  o3.xyz = r1.xyz * r1.www;
  r0.y = cb0[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;
}
