// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors 28ac2c8cf627af06-vs_replace.txt
// 3DMigoto: 28ac2c8cf627af06 |    Unity headers extracted from SpeedTree.shader
//    Shader "Nature/SpeedTree" {
//      Properties {
//       _Color ("Main Color", Color) = (1,1,1,1)
//       _SpecColor ("Specular Color", Color) = (0,0,0,0)
//       _HueVariation ("Hue Variation", Color) = (1,0.5,0,0.1)
//       _Shininess ("Shininess", Range(0.01,1)) = 0.1
//       _MainTex ("Base (RGB) Trans (A)", 2D) = "white" { }
//       _DetailTex ("Detail", 2D) = "black" { }
//       _BumpMap ("Normal Map", 2D) = "bump" { }
//       _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.333
//      [MaterialEnum(Off,0,Front,1,Back,2)]  _Cull ("Cull", Float) = 2
//      [MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)]  _WindQuality ("Wind Quality", Range(0,5)) = 0
//      }
//      Fallback "Transparent/Cutout/VertexLit"
//      SubShader 2/2 {
//        LOD 400
//        Tags { "QUEUE"="Geometry" "IGNOREPROJECTOR"="true" "DisableBatching"="LodFading" "RenderType"="Opaque" }
//        Pass 1/7 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Geometry" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "DisableBatching"="LodFading" "RenderType"="Opaque" }
//          Cull [_Cull]
//          GpuProgramID 474028
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 2428
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from SpeedTree.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 48 0 0
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LOD_FADE_PERCENTAGE" "GEOM_TYPE_BRANCH" }
//   undeciphered2: 1 0 4 0 0
//   undeciphered3: 31 5 0 0 2 1 1 2 3 4 4 5
//   ConstBuffer "$Globals" 160
//   Vector 48 [unity_ColorSpaceLuminance]
//   Vector 128 [_Color]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 80 [_ProjectionParams]
//   ConstBuffer "UnityLighting" 720
//   Vector 608 [unity_SHAr]
//   Vector 624 [unity_SHAg]
//   Vector 640 [unity_SHAb]
//   Vector 656 [unity_SHBr]
//   Vector 672 [unity_SHBg]
//   Vector 688 [unity_SHBb]
//   Vector 704 [unity_SHC]
//   ConstBuffer "UnityPerDraw" 352
//   Vector 320 [unity_LODFade]
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   Matrix 256 [_World2Object]
//   BindCB "$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 12:25:45 2017
cbuffer cb3 : register(b3)
{
  float4 cb3[21];
}

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

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

cbuffer cb0 : register(b0)
{
  float4 cb0[9];
}




// 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,
  float2 v6 : TEXCOORD3,
  float4 v7 : COLOR0,
  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,
  out float4 o6 : TEXCOORD5)
{
  float4 r0,r1,r2,r3,r4;
  uint4 bitmask, uiDest;
  float4 fDest;

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

  r0.xyz = v4.xyz + -v0.xyz;
  r0.xyz = cb3[20].xxx * r0.xyz + v0.xyz;
  r1.xyzw = cb3[1].xyzw * r0.yyyy;
  r1.xyzw = cb3[0].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb3[2].xyzw * r0.zzzz + r1.xyzw;
  r1.xyzw = cb3[3].xyzw * v0.wwww + r1.xyzw;
  o0.xyzw = r1.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 28ac2c8cf627af06-vs_replace.txt
if (r1.w != 1.0) { r1.x += separation * (r1.w - convergence); }

  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;
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = r2.xyz * r0.www;
  o1.xyz = r2.xyz;
  r3.xyz = cb3[13].xyz * r0.yyy;
  r0.xyw = cb3[12].xyz * r0.xxx + r3.xyz;
  r0.xyz = cb3[14].xyz * r0.zzz + r0.xyw;
  o2.xyz = cb3[15].xyz * v0.www + r0.xyz;
  o3.xyz = cb0[8].xyz * v7.xxx;
  o3.w = cb0[8].w;
  o4.xy = v3.xy;
  o4.z = 0;
  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;
  r2.xyz = max(float3(0,0,0), r0.xyz);
  r2.xyz = log2(r2.xyz);
  r2.xyz = float3(0.416666657,0.416666657,0.416666657) * r2.xyz;
  r2.xyz = exp2(r2.xyz);
  r2.xyz = r2.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
  r2.xyz = max(float3(0,0,0), r2.xyz);
  r0.w = cmp(cb0[3].w == 0.000000);
  r0.xyz = r0.www ? r2.xyz : r0.xyz;
  o5.xyz = max(float3(0,0,0), r0.xyz);
  r0.x = cb1[5].x * r1.y;
  r0.w = 0.5 * r0.x;
  r0.xz = float2(0.5,0.5) * r1.xw;
  o6.zw = r1.zw;
  o6.xy = r0.xw + r0.zz;
  return;
}
