// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors cd2fe3de8400ffc9-vs_replace.txt
// 3DMigoto: cd2fe3de8400ffc9 | Matched 2 variants of 1 shaders: Hidden/Internal-DeferredReflections
//
//       Unity headers extracted from Internal-DeferredReflections.shader
//       Shader "Hidden/Internal-DeferredReflections" {
//         Properties {
//          _SrcBlend ("", Float) = 1
//          _DstBlend ("", Float) = 1
//         }
//         Fallback Off
//         SubShader 1/1 {
//           Pass 2/2 {
//             ZTest Always
//             ZWrite Off
//             Blend [_SrcBlend] [_DstBlend]
//             GpuProgramID 127983
//             Program "vp" {
//               SubProgram "d3d11 " {
// 1:              GpuProgramIndex 5
// 2:              GpuProgramIndex 7
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from Internal-DeferredReflections.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 8 0 0
// 2:   Keywords { "UNITY_HDR_ON" }
//      undeciphered2: 1 0 2 0 0
//      undeciphered3: 1 1 0 0
//      ConstBuffer "UnityPerCamera" 144
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      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 12:33:26 2017
cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

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,
  out float2 o0 : TEXCOORD0,
  out float4 o1 : SV_POSITION0)
{
  float4 r0,r1;
  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;

o1.xyzw = r0.xyzw; // Relocated to here with hlsltool.py

// 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 cd2fe3de8400ffc9-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }

  r1.x = cb0[5].x * r0.y;
  r1.w = 0.5 * r1.x;
  r1.xz = float2(0.5,0.5) * r0.xw;

  // o1.xyzw = r0.xyzw; // Relocated from here with hlsltool.py

  o0.xy = r1.xw + r1.zz;
  return;
}
  