// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors 06f438ae5cdc8084-vs_replace.txt
// 3DMigoto: 06f438ae5cdc8084 |    Unity headers extracted from WavingGrass.shader
//    Shader "Hidden/TerrainEngine/Details/WavingDoublePass" {
//      Properties {
//       _WavingTint ("Fade Color", Color) = (0.7,0.6,0.5,0)
//       _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" { }
//       _WaveAndDistance ("Wave and distance", Vector) = (12,3.6,1,1)
//       _Cutoff ("Cutoff", Float) = 0.5
//      }
//      Fallback Off
//      SubShader 1/2 {
//        LOD 200
//        Tags { "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "DisableBatching"="true" "RenderType"="Grass" }
//        Pass 1/5 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "DisableBatching"="true" "RenderType"="Grass" }
//          Cull Off
//          ColorMask RGB
//          GpuProgramID 25021
//          Program "vp" {
//            SubProgram "d3d11_9x " {
//              GpuProgramIndex 11
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from WavingGrass.shader.decompressed:
//   API d3d11_9x
//   Shader model vs_4_0_level_9_1
//   undeciphered1: 201509030 94 0 0
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
//   undeciphered2: 1 0 5 0 0
//   undeciphered3: 15 4 0 0 2 1 1 2 3 4
//   ConstBuffer "$Globals" 176
//   Vector 160 [_MainTex_ST]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 80 [_ProjectionParams]
//   ConstBuffer "UnityLighting" 720
//   Vector 32 [unity_4LightPosX0]
//   Vector 48 [unity_4LightPosY0]
//   Vector 64 [unity_4LightPosZ0]
//   Vector 80 [unity_4LightAtten0]
//   Vector 96 [unity_LightColor0]
//   Vector 112 [unity_LightColor1]
//   Vector 128 [unity_LightColor2]
//   Vector 144 [unity_LightColor3]
//   Vector 160 [unity_LightColor4]
//   Vector 176 [unity_LightColor5]
//   Vector 192 [unity_LightColor6]
//   Vector 208 [unity_LightColor7]
//   Vector 608 [unity_SHAr]
//   Vector 624 [unity_SHAg]
//   Vector 640 [unity_SHAb]
//   Vector 656 [unity_SHBr]
//   Vector 672 [unity_SHBg]
//   Vector 688 [unity_SHBb]
//   Vector 704 [unity_SHC]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   Matrix 256 [_World2Object]
//   ConstBuffer "UnityTerrain" 272
//   Vector 0 [_WavingTint]
//   Vector 16 [_WaveAndDistance]
//   Vector 32 [_CameraPosition]
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityPerDraw" 3
//   BindCB "UnityTerrain" 4
//
// 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 12:24:15 2017
cbuffer cb4 : register(b4)
{
  float4 cb4[3];
}

cbuffer cb3 : register(b3)
{
  float4 cb3[19];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[45];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[6];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[11];
}




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


void main( 
  float4 v0 : POSITION0,
  float4 v1 : TANGENT0,
  float3 v2 : NORMAL0,
  float4 v3 : TEXCOORD0,
  float4 v4 : TEXCOORD1,
  float4 v5 : TEXCOORD2,
  float4 v6 : TEXCOORD3,
  float4 v7 : COLOR0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float3 o3 : TEXCOORD2,
  out float4 o4 : COLOR0,
  out float4 o5 : TEXCOORD3,
  out float4 o6 : TEXCOORD4)
{
  float4 r0,r1,r2,r3,r4,r5,r6;
  uint4 bitmask, uiDest;
  float4 fDest;

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

  r0.xy = cb4[1].yy * v0.xz;
  r1.xyzw = float4(0.00600000005,0.0199999996,0.0199999996,0.0500000007) * r0.yyyy;
  r0.xyzw = r0.xxxx * float4(0.0120000001,0.0199999996,0.0599999987,0.0240000002) + r1.xyzw;
  r0.xyzw = cb4[1].xxxx * float4(1.20000005,2,1.60000002,4.80000019) + r0.xyzw;
  r0.xyzw = frac(r0.xyzw);
  r0.xyzw = r0.xyzw * float4(6.40884876,6.40884876,6.40884876,6.40884876) + float4(-3.14159274,-3.14159274,-3.14159274,-3.14159274);
  r1.xyzw = r0.xyzw * r0.xyzw;
  r2.xyzw = r1.xyzw * r0.xyzw;
  r0.xyzw = r2.xyzw * float4(-0.161616161,-0.161616161,-0.161616161,-0.161616161) + r0.xyzw;
  r2.xyzw = r2.xyzw * r1.xyzw;
  r1.xyzw = r2.xyzw * r1.xyzw;
  r0.xyzw = r2.xyzw * float4(0.00833330024,0.00833330024,0.00833330024,0.00833330024) + r0.xyzw;
  r0.xyzw = r1.xyzw * float4(-0.000198409994,-0.000198409994,-0.000198409994,-0.000198409994) + r0.xyzw;
  r0.xyzw = r0.xyzw * r0.xyzw;
  r0.xyzw = r0.xyzw * r0.xyzw;
  r1.x = cb4[1].z * v7.w;
  r1.xyzw = r1.xxxx * r0.xyzw;
  r0.x = dot(r0.xyzw, float4(0.674199879,0.674199879,0.269679934,0.134839967));
  r0.x = 0.699999988 * r0.x;
  r2.x = dot(r1.xyzw, float4(0.0240000002,0.0399999991,-0.119999997,0.0960000008));
  r2.z = dot(r1.xyzw, float4(0.00600000005,0.0199999996,-0.0199999996,0.100000001));
  r1.xz = -r2.xz * cb4[1].zz + v0.xz;
  r2.xyzw = cb3[1].xyzw * v0.yyyy;
  r2.xyzw = cb3[0].xyzw * r1.xxxx + r2.xyzw;
  r2.xyzw = cb3[2].xyzw * r1.zzzz + r2.xyzw;
  r2.xyzw = cb3[3].xyzw * v0.wwww + r2.xyzw;
  o0.xyzw = r2.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 06f438ae5cdc8084-vs_replace.txt
if (r2.w != 1.0) { r2.x += separation * (r2.w - convergence); }

  o1.xy = v3.xy * cb0[10].xy + cb0[10].zw;
  r3.x = cb3[16].x * v2.x;
  r3.y = cb3[17].x * v2.x;
  r3.z = cb3[18].x * v2.x;
  r4.x = cb3[16].y * v2.y;
  r4.y = cb3[17].y * v2.y;
  r4.z = cb3[18].y * v2.y;
  r0.yzw = r4.xyz + r3.xyz;
  r3.x = cb3[16].z * v2.z;
  r3.y = cb3[17].z * v2.z;
  r3.z = cb3[18].z * v2.z;
  r0.yzw = r3.xyz + r0.yzw;
  r1.w = dot(r0.yzw, r0.yzw);
  r1.w = rsqrt(r1.w);
  r3.xyz = r1.www * r0.yzw;
  o2.xyz = r3.xyz;
  r0.yzw = cb3[13].xyz * v0.yyy;
  r0.yzw = cb3[12].xyz * r1.xxx + r0.yzw;
  r0.yzw = cb3[14].xyz * r1.zzz + r0.yzw;
  r0.yzw = cb3[15].xyz * v0.www + r0.yzw;
  o3.xyz = r0.yzw;
  r1.y = v0.y;
  r1.xyz = -cb4[2].xyz + r1.xyz;
  r1.x = dot(r1.xyz, r1.xyz);
  r1.x = cb4[1].w + -r1.x;
  r1.x = r1.x + r1.x;
  o4.w = saturate(cb4[2].w * r1.x);
  r1.xyz = float3(-0.5,-0.5,-0.5) + cb4[0].xyz;
  r1.xyz = r0.xxx * r1.xyz + float3(0.5,0.5,0.5);
  r1.xyz = v7.xyz * r1.xyz;
  o4.xyz = r1.xyz + r1.xyz;
  r0.x = r3.y * r3.y;
  r0.x = r3.x * r3.x + -r0.x;
  r1.xyzw = r3.xyzz * r3.yzzx;
  r4.x = dot(cb2[41].xyzw, r1.xyzw);
  r4.y = dot(cb2[42].xyzw, r1.xyzw);
  r4.z = dot(cb2[43].xyzw, r1.xyzw);
  r1.xyz = cb2[44].xyz * r0.xxx + r4.xyz;
  r3.w = 1;
  r4.x = dot(cb2[38].xyzw, r3.xyzw);
  r4.y = dot(cb2[39].xyzw, r3.xyzw);
  r4.z = dot(cb2[40].xyzw, r3.xyzw);
  r1.xyz = r4.xyz + r1.xyz;
  r1.xyz = max(float3(0,0,0), r1.xyz);
  r1.xyz = log2(r1.xyz);
  r1.xyz = float3(0.416666657,0.416666657,0.416666657) * r1.xyz;
  r1.xyz = exp2(r1.xyz);
  r1.xyz = r1.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
  r1.xyz = max(float3(0,0,0), r1.xyz);
  r4.xyzw = cb2[3].xyzw + -r0.zzzz;
  r5.xyzw = r4.xyzw * r3.yyyy;
  r4.xyzw = r4.xyzw * r4.xyzw;
  r6.xyzw = cb2[2].xyzw + -r0.yyyy;
  r0.xyzw = cb2[4].xyzw + -r0.wwww;
  r5.xyzw = r6.xyzw * r3.xxxx + r5.xyzw;
  r4.xyzw = r6.xyzw * r6.xyzw + r4.xyzw;
  r4.xyzw = r0.xyzw * r0.xyzw + r4.xyzw;
  r0.xyzw = r0.xyzw * r3.zzzz + r5.xyzw;
  r3.xyzw = rsqrt(r4.xyzw);
  r4.xyzw = r4.xyzw * cb2[5].xyzw + float4(1,1,1,1);
  r4.xyzw = float4(1,1,1,1) / r4.xyzw;
  r0.xyzw = r3.xyzw * r0.xyzw;
  r0.xyzw = max(float4(0,0,0,0), r0.xyzw);
  r0.xyzw = r0.xyzw * r4.xyzw;
  r3.xyz = cb2[7].xyz * r0.yyy;
  r3.xyz = cb2[6].xyz * r0.xxx + r3.xyz;
  r0.xyz = cb2[8].xyz * r0.zzz + r3.xyz;
  r0.xyz = cb2[9].xyz * r0.www + r0.xyz;
  o5.xyz = r0.xyz + r1.xyz;
  r0.xyz = float3(0.5,0.5,0.5) * r2.xyw;
  o6.zw = r2.zw;
  r0.w = cb1[5].x * r0.y;
  o6.xy = r0.xw + r0.zz;
  return;
}
