// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors 1627fca9ddee52c3-vs_replace.txt
// 3DMigoto: 1627fca9ddee52c3 |    Unity headers extracted from Particles_Lit_MultiLightSoft.shader
//    Shader "MyParticles/Lit MultiLight Soft" {
//      Properties {
//       _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
//       _MainTex ("Base (RGB)", 2D) = "white" { }
//       _InvFade ("Soft Particles Factor", Range(0.01,3)) = 1
//       _Thickness ("Thickness Factor", Range(0,1)) = 0.05
//       _BackLight ("Backlight Power", Range(0.5,6)) = 2
//       _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
//       _FadeStart ("Distance fade start", Float) = 10
//       _FadeEnd ("Distance fade end", Float) = 50
//       _FadeMin ("Distance fade min", Range(0,1)) = 0.1
//      }
//      Fallback "Hidden/MyParticles/Lit Alpha Blend Shadow Fallback"
//      SubShader 1/1 {
//        Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
//        Pass 1/2 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
//          ZWrite Off
//          Blend SrcAlpha OneMinusSrcAlpha
//          ColorMask RGB
//          GpuProgramID 3114
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 4
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Particles_Lit_MultiLightSoft.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 76 0 0
//   Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
//   undeciphered2: 1 0 4 0 0
//   undeciphered3: 15 4 0 0 2 1 1 2 3 4
//   ConstBuffer "$Globals" 272
//   Vector 48 [unity_ColorSpaceLuminance]
//   Float 208 [_FadeStart]
//   Float 212 [_FadeEnd]
//   Float 216 [_FadeMin]
//   Vector 256 [_MainTex_ST]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   ConstBuffer "UnityLighting" 720
//   Vector 32 [unity_4LightPosX0]
//   Vector 48 [unity_4LightPosY0]
//   Vector 64 [unity_4LightPosZ0]
//   Vector 80 [unity_4LightAtten0]
//   Vector 96 [unity_LightColor0]
//   Vector 112 [unity_LightColor1]
//   Vector 128 [unity_LightColor2]
//   Vector 144 [unity_LightColor3]
//   Vector 160 [unity_LightColor4]
//   Vector 176 [unity_LightColor5]
//   Vector 192 [unity_LightColor6]
//   Vector 208 [unity_LightColor7]
//   Vector 608 [unity_SHAr]
//   Vector 624 [unity_SHAg]
//   Vector 640 [unity_SHAb]
//   Vector 656 [unity_SHBr]
//   Vector 672 [unity_SHBg]
//   Vector 688 [unity_SHBb]
//   Vector 704 [unity_SHC]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 64 [glstate_matrix_modelview0]
//   Matrix 192 [_Object2World]
//   Matrix 256 [_World2Object]
//   BindCB "$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 12:24:55 2017
cbuffer cb3 : register(b3)
{
  float4 cb3[22];
}

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

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

cbuffer cb0 : register(b0)
{
  float4 cb0[17];
}




// 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,
  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 float2 o1 : TEXCOORD0,
  out float p1 : TEXCOORD4,
  out float3 o2 : TEXCOORD1,
  out float4 o3 : COLOR0,
  out float4 o4 : TEXCOORD2,
  out float4 o5 : TEXCOORD3,
  out float3 o6 : TEXCOORD5)
{
  float4 r0,r1,r2,r3,r4,r5;
  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 1627fca9ddee52c3-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 = cb3[1].xyzw * v0.yyyy;
  r0.xyzw = cb3[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb3[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb3[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 1627fca9ddee52c3-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }

  r1.xyz = cb3[13].xyz * v0.yyy;
  r1.xyz = cb3[12].xyz * v0.xxx + r1.xyz;
  r1.xyz = cb3[14].xyz * v0.zzz + r1.xyz;
  r1.xyz = cb3[15].xyz * v0.www + r1.xyz;
  r2.xyz = _WorldSpaceCameraPos.xyz + -r1.xyz;
  r1.w = dot(r2.xyz, r2.xyz);
  r1.w = sqrt(r1.w);
  r1.w = -cb0[13].y + r1.w;
  r2.x = cb0[13].x + -cb0[13].y;
  r1.w = saturate(r1.w / r2.x);
  p1.x = max(cb0[13].z, r1.w);
  o1.xy = v3.xy * cb0[16].xy + cb0[16].zw;
  r2.x = cb3[16].x * v2.x;
  r2.y = cb3[17].x * v2.x;
  r2.z = cb3[18].x * v2.x;
  r3.x = cb3[16].y * v2.y;
  r3.y = cb3[17].y * v2.y;
  r3.z = cb3[18].y * v2.y;
  r2.xyz = r3.xyz + r2.xyz;
  r3.x = cb3[16].z * v2.z;
  r3.y = cb3[17].z * v2.z;
  r3.z = cb3[18].z * v2.z;
  r2.xyz = r3.xyz + r2.xyz;
  r1.w = dot(r2.xyz, r2.xyz);
  r1.w = rsqrt(r1.w);
  r2.xyz = r2.xyz * r1.www;
  o2.xyz = r2.xyz;
  o3.xyzw = v7.xyzw;
  o4.xyzw = r0.xyzw;
  r0.y = cb1[5].x * r0.y;
  r3.xzw = float3(0.5,0.5,0.5) * r0.xwy;
  o5.w = r0.w;
  o5.xy = r3.xw + r3.zz;
  r0.x = cb3[5].z * v0.y;
  r0.x = cb3[4].z * v0.x + r0.x;
  r0.x = cb3[6].z * v0.z + r0.x;
  r0.x = cb3[7].z * v0.w + r0.x;
  o5.z = -r0.x;
  r0.x = r2.y * r2.y;
  r0.x = r2.x * r2.x + -r0.x;
  r3.xyzw = r2.xyzz * r2.yzzx;
  r4.x = dot(cb2[41].xyzw, r3.xyzw);
  r4.y = dot(cb2[42].xyzw, r3.xyzw);
  r4.z = dot(cb2[43].xyzw, r3.xyzw);
  r0.xyz = cb2[44].xyz * r0.xxx + r4.xyz;
  r2.w = 1;
  r3.x = dot(cb2[38].xyzw, r2.xyzw);
  r3.y = dot(cb2[39].xyzw, r2.xyzw);
  r3.z = dot(cb2[40].xyzw, r2.xyzw);
  r0.xyz = r3.xyz + r0.xyz;
  r3.xyz = max(float3(0,0,0), r0.xyz);
  r3.xyz = log2(r3.xyz);
  r3.xyz = float3(0.416666657,0.416666657,0.416666657) * r3.xyz;
  r3.xyz = exp2(r3.xyz);
  r3.xyz = r3.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
  r3.xyz = max(float3(0,0,0), r3.xyz);
  r0.w = cmp(cb0[3].w == 0.000000);
  r0.xyz = r0.www ? r3.xyz : r0.xyz;
  r3.xyzw = cb2[3].xyzw + -r1.yyyy;
  r4.xyzw = r3.xyzw * r2.yyyy;
  r3.xyzw = r3.xyzw * r3.xyzw;
  r5.xyzw = cb2[2].xyzw + -r1.xxxx;
  r1.xyzw = cb2[4].xyzw + -r1.zzzz;
  r4.xyzw = r5.xyzw * r2.xxxx + r4.xyzw;
  r2.xyzw = r1.xyzw * r2.zzzz + r4.xyzw;
  r3.xyzw = r5.xyzw * r5.xyzw + r3.xyzw;
  r1.xyzw = r1.xyzw * r1.xyzw + r3.xyzw;
  r3.xyzw = rsqrt(r1.xyzw);
  r1.xyzw = r1.xyzw * cb2[5].xyzw + float4(1,1,1,1);
  r1.xyzw = float4(1,1,1,1) / r1.xyzw;
  r2.xyzw = r3.xyzw * r2.xyzw;
  r2.xyzw = max(float4(0,0,0,0), r2.xyzw);
  r1.xyzw = r2.xyzw * r1.xyzw;
  r2.xyz = cb2[7].xyz * r1.yyy;
  r2.xyz = cb2[6].xyz * r1.xxx + r2.xyz;
  r1.xyz = cb2[8].xyz * r1.zzz + r2.xyz;
  r1.xyz = cb2[9].xyz * r1.www + r1.xyz;
  o6.xyz = r1.xyz + r0.xyz;
  return;
}
