// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors ce4ed0d5f407e539-vs_replace.txt
// 3DMigoto: ce4ed0d5f407e539 | Matched 3 variants of 1 shaders: Beautiful Dissolves/Standard Dissolve NoCull
//
//       Unity headers extracted from Standard-Dissolve-NoCull.shader
//       Shader "Beautiful Dissolves/Standard Dissolve NoCull" {
//         Properties {
//          _Color ("Color", Color) = (1,1,1,1)
//          _MainTex ("Albedo", 2D) = "white" { }
//          _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
//          _Glossiness ("Smoothness", Range(0,1)) = 0.5
//         [Gamma]  _Metallic ("Metallic", Range(0,1)) = 0
//          _MetallicGlossMap ("Metallic", 2D) = "white" { }
//          _BumpScale ("Scale", Float) = 1
//          _BumpMap ("Normal Map", 2D) = "bump" { }
//          _Parallax ("Height Scale", Range(0.005,0.08)) = 0.02
//          _ParallaxMap ("Height Map", 2D) = "black" { }
//          _OcclusionStrength ("Strength", Range(0,1)) = 1
//          _OcclusionMap ("Occlusion", 2D) = "white" { }
//          _EmissionColor ("Color", Color) = (0,0,0,1)
//          _EmissionMap ("Emission", 2D) = "white" { }
//          _DetailMask ("Detail Mask", 2D) = "white" { }
//          _DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" { }
//          _DetailNormalMapScale ("Scale", Float) = 1
//          _DetailNormalMap ("Normal Map", 2D) = "bump" { }
//         [Enum(UV0,0,UV1,1)]  _UVSec ("UV Set for secondary textures", Float) = 0
//          _DissolveMap ("Dissolve Map", 2D) = "white" { }
//          _DissolveAmount ("Dissolve Amount", Range(0,1)) = 0.5
//          _GlowColor ("Glow Color", Color) = (0.2588,0.4118,0.8588,1)
//          _GlowIntensity ("Glow Intensity", Float) = 1
//          _OuterEdgeColor ("Outer Edge Color", Color) = (0,0.5,1,1)
//          _InnerEdgeColor ("Inner Edge Color", Color) = (1,1,0,1)
//          _OuterEdgeThickness ("Outer Edge Thickness", Range(0,1)) = 0.02
//          _InnerEdgeThickness ("Inner Edge Thickness", Range(0,1)) = 0
//          _VertexAnimValue1 ("Vertex Anim Value 1", Float) = 0.05
//          _VertexAnimValue2 ("Vertex Anim Value 2", Float) = 3
//          _VertexAnimValue3 ("Vertex Anim Value 3", Float) = 5
//         [HideInInspector]  _Mode ("__mode", Float) = 0
//         [HideInInspector]  _SrcBlend ("__src", Float) = 1
//         [HideInInspector]  _DstBlend ("__dst", Float) = 0
//         [HideInInspector]  _ZWrite ("__zw", Float) = 1
//         }
//         Fallback "VertexLit"
//         SubShader 1/2 {
//           LOD 300
//           Tags { "QUEUE"="AlphaTest" "RenderType"="TransparentCutout" "PerformanceChecks"="False" }
//           Pass 2/4 {
//             Name "FORWARD_DELTA"
//             Tags { "LIGHTMODE"="ForwardAdd" "QUEUE"="AlphaTest" "SHADOWSUPPORT"="true" "RenderType"="TransparentCutout" "PerformanceChecks"="False" }
//             ZWrite Off
//             Cull Off
//             Blend [_SrcBlend] One
//             GpuProgramID 99828
//             Program "vp" {
//               SubProgram "d3d11 " {
// 4:              GpuProgramIndex 115
// 1:              GpuProgramIndex 63
// 2:              GpuProgramIndex 89
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from Standard-Dissolve-NoCull.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 41 0 0
// 4:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "_ALPHATEST_ON" "_NORMALMAP" }
// 2:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "_ALPHATEST_ON" }
// 1:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" }
//      undeciphered2: 1 0 4 0 0
//      undeciphered3: 155 5 0 0 1 2 3 4 4 5 7 8
//      ConstBuffer "$Globals" 320
//      Vector 160 [_MainTex_ST]
//      Vector 176 [_DetailAlbedoMap_ST]
//      Float 216 [_UVSec]
//      Float 308 [_VertexAnimValue1]
//      Float 312 [_VertexAnimValue2]
//      Float 316 [_VertexAnimValue3]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 0 [_Time]
//      Vector 64 [_WorldSpaceCameraPos] 3
//      ConstBuffer "UnityLighting" 720
//      Vector 0 [_WorldSpaceLightPos0]
//      ConstBuffer "UnityPerDraw" 352
//      Vector 336 [unity_WorldTransformParams]
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      Matrix 256 [_World2Object]
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityLighting" 2
//      BindCB "UnityPerDraw" 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 12:33:29 2017
cbuffer cb3 : register(b3)
{
  float4 cb3[22];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[1];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[20];
}




// 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,
  float4 v4 : TANGENT0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3,
  out float4 o5 : TEXCOORD4)
{
  float4 r0,r1,r2,r3;
  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 ce4ed0d5f407e539-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.x = cb1[0].x * cb0[19].w + v0.y;
  r0.x = cb0[19].z * r0.x;
  r0.x = sin(r0.x);
  r0.x = r0.x * cb0[19].y + v0.x;
  r1.xyzw = cb3[1].xyzw * v0.yyyy;
  r0.xyzw = cb3[0].xyzw * r0.xxxx + r1.xyzw;
  r0.xyzw = cb3[2].xyzw * v0.zzzz + r0.xyzw;
  o0.xyzw = cb3[3].xyzw * v0.wwww + r0.xyzw;
  r0.x = cmp(cb0[13].z == 0.000000);
  r0.xy = r0.xx ? v2.xy : v3.xy;
  o1.zw = r0.xy * cb0[11].xy + cb0[11].zw;
  o1.xy = v2.xy * cb0[10].xy + cb0[10].zw;
  r0.xyz = cb3[13].xyz * v0.yyy;
  r0.xyz = cb3[12].xyz * v0.xxx + r0.xyz;
  r0.xyz = cb3[14].xyz * v0.zzz + r0.xyz;
  r0.xyz = cb3[15].xyz * v0.www + r0.xyz;
  o2.xyz = -_WorldSpaceCameraPos.xyz + r0.xyz;
  r0.xyz = -r0.xyz * cb2[0].www + cb2[0].xyz;
  o3.w = r0.x;
  r1.xyz = cb3[13].xyz * v4.yyy;
  r1.xyz = cb3[12].xyz * v4.xxx + r1.xyz;
  r1.xyz = cb3[14].xyz * v4.zzz + r1.xyz;
  r0.x = dot(r1.xyz, r1.xyz);
  r0.x = rsqrt(r0.x);
  r1.xyz = r1.xyz * r0.xxx;
  o3.xyz = r1.xyz;
  r2.x = cb3[16].x * v1.x;
  r2.y = cb3[17].x * v1.x;
  r2.z = cb3[18].x * v1.x;
  r3.x = cb3[16].y * v1.y;
  r3.y = cb3[17].y * v1.y;
  r3.z = cb3[18].y * v1.y;
  r2.xyz = r3.xyz + r2.xyz;
  r3.x = cb3[16].z * v1.z;
  r3.y = cb3[17].z * v1.z;
  r3.z = cb3[18].z * v1.z;
  r2.xyz = r3.xyz + r2.xyz;
  r0.x = dot(r2.xyz, r2.xyz);
  r0.x = rsqrt(r0.x);
  r2.xyz = r2.xyz * r0.xxx;
  r3.xyz = r2.zxy * r1.yzx;
  r1.xyz = r2.yzx * r1.zxy + -r3.xyz;
  o5.xyz = r2.xyz;
  r0.x = cb3[21].w * v4.w;
  o4.xyz = r1.xyz * r0.xxx;
  o4.w = r0.y;
  o5.w = r0.z;
  return;
}
