// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors 43ee9070eb15ae8d-vs_replace.txt
// 3DMigoto: 43ee9070eb15ae8d | Matched 6 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 2/2 {
//            LOD 150
//            Tags { "QUEUE"="AlphaTest" "RenderType"="TransparentCutout" "PerformanceChecks"="False" }
//            Pass 2/3 {
//              Name "FORWARD_DELTA"
//              Tags { "LIGHTMODE"="ForwardAdd" "QUEUE"="AlphaTest" "SHADOWSUPPORT"="true" "RenderType"="TransparentCutout" "PerformanceChecks"="False" }
//              ZWrite Off
//              Cull Off
//              Blend [_SrcBlend] One
//              GpuProgramID 427144
//              Program "vp" {
//                SubProgram "d3d11 " {
// 01:              GpuProgramIndex 443
// 02:              GpuProgramIndex 452
// 04:              GpuProgramIndex 473
// 08:              GpuProgramIndex 482
// 10:              GpuProgramIndex 503
// 20:              GpuProgramIndex 512
//                }
//              }
//            }
//          }
//        }
//
//     Unity 5.3 headers extracted from Standard-Dissolve-NoCull.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 55 0 0
// 10:   Keywords { "POINT" "SHADOWS_OFF" "_ALPHATEST_ON" "_NORMALMAP" }
// 04:   Keywords { "POINT" "SHADOWS_OFF" "_ALPHATEST_ON" }
// 01:   Keywords { "POINT" "SHADOWS_OFF" }
// 20:   Keywords { "POINT_COOKIE" "SHADOWS_OFF" "_ALPHATEST_ON" "_NORMALMAP" }
// 08:   Keywords { "POINT_COOKIE" "SHADOWS_OFF" "_ALPHATEST_ON" }
// 02:   Keywords { "POINT_COOKIE" "SHADOWS_OFF" }
//       undeciphered2: 1 0 4 0 0
//       undeciphered3: 155 5 0 0 1 2 3 4 4 5 7 8
//       ConstBuffer "$Globals" 400
//       Vector 160 [_MainTex_ST]
//       Vector 176 [_DetailAlbedoMap_ST]
//       Float 216 [_UVSec]
//       Float 384 [_VertexAnimValue1]
//       Float 388 [_VertexAnimValue2]
//       Float 392 [_VertexAnimValue3]
//       Matrix 320 [_LightMatrix0]
//       ConstBuffer "UnityPerCamera" 144
//       Vector 0 [_Time]
//       Vector 64 [_WorldSpaceCameraPos] 3
//       ConstBuffer "UnityLighting" 720
//       Vector 0 [_WorldSpaceLightPos0]
//       ConstBuffer "UnityPerDraw" 352
//       Vector 336 [unity_WorldTransformParams]
//       Matrix 0 [glstate_matrix_mvp]
//       Matrix 192 [_Object2World]
//       Matrix 256 [_World2Object]
//       BindCB "$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 12:27:01 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[25];
}




// 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,
  out float3 o6 : TEXCOORD5)
{
  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 43ee9070eb15ae8d-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[24].z + v0.y;
  r0.x = cb0[24].y * r0.x;
  r0.x = sin(r0.x);
  r0.x = r0.x * cb0[24].x + 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;
  r1.xyz = -_WorldSpaceCameraPos.xyz + r0.xyz;
  r0.xyz = -r0.xyz * cb2[0].www + cb2[0].xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  o2.xyz = r1.xyz * r0.www;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  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;
  r0.xyzw = cb3[13].xyzw * v0.yyyy;
  r0.xyzw = cb3[12].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb3[14].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb3[15].xyzw * v0.wwww + r0.xyzw;
  r1.xyz = cb0[21].xyz * r0.yyy;
  r1.xyz = cb0[20].xyz * r0.xxx + r1.xyz;
  r0.xyz = cb0[22].xyz * r0.zzz + r1.xyz;
  o6.xyz = cb0[23].xyz * r0.www + r0.xyz;
  return;
}
