// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors 4593e4b23db34fa9-vs_replace.txt
// 3DMigoto: 4593e4b23db34fa9 | Matched 21 variants of 4 shaders: Beautiful Dissolves/Standard Dissolve, Beautiful Dissolves/Standard Dissolve (Specular setup), Beautiful Dissolves/Standard Dissolve NoCull Fixed, Standard (Specular setup)
//
// 180000:    Unity headers extracted from Standard-Dissolve NoCull Fixed.shader
// 00000f:    Unity headers extracted from Standard-Dissolve.shader
// 0000f0:    Unity headers extracted from Standard-DissolveSpecular.shader
// 07ff00:    Unity headers extracted from StandardSpecular.shader
// 0000f0:    Shader "Beautiful Dissolves/Standard Dissolve (Specular setup)" {
// 180000:    Shader "Beautiful Dissolves/Standard Dissolve NoCull Fixed" {
// 00000f:    Shader "Beautiful Dissolves/Standard Dissolve" {
// 07ff00:    Shader "Standard (Specular setup)" {
//              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
// 07fff0:       _SpecColor ("Specular", Color) = (0.2,0.2,0.2,1)
// 18000f:      [Gamma]  _Metallic ("Metallic", Range(0,1)) = 0
// 18000f:       _MetallicGlossMap ("Metallic", 2D) = "white" { }
// 07fff0:       _SpecGlossMap ("Specular", 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
// 1800ff:       _DissolveMap ("Dissolve Map", 2D) = "white" { }
// 1800ff:       _DissolveAmount ("Dissolve Amount", Range(0,1)) = 0.5
// 1800ff:       _GlowColor ("Glow Color", Color) = (0.2588,0.4118,0.8588,1)
// 1800ff:       _GlowIntensity ("Glow Intensity", Float) = 1
// 1800ff:       _OuterEdgeColor ("Outer Edge Color", Color) = (0,0.5,1,1)
// 1800ff:       _InnerEdgeColor ("Inner Edge Color", Color) = (1,1,0,1)
// 1800ff:       _OuterEdgeThickness ("Outer Edge Thickness", Range(0,1)) = 0.02
// 1800ff:       _InnerEdgeThickness ("Inner Edge Thickness", Range(0,1)) = 0
//              [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 { "RenderType"="Opaque" "PerformanceChecks"="False" }
//                Pass 1/3 {
//                  Name "FORWARD"
//                  Tags { "LIGHTMODE"="ForwardBase" "SHADOWSUPPORT"="true" "RenderType"="Opaque" "PerformanceChecks"="False" }
//                  ZWrite [_ZWrite]
// 1800ff:          Cull Off
//                  Blend [_SrcBlend] [_DstBlend]
// 18000f:          GpuProgramID 360648
// 07ff00:          GpuProgramID 388109
// 0000f0:          GpuProgramID 389932
//                  Program "vp" {
//                    SubProgram "d3d11_9x " {
// 000100:              GpuProgramIndex 1569
// 000200:              GpuProgramIndex 1581
// 000400:              GpuProgramIndex 1593
// 000800:              GpuProgramIndex 1605
// 001000:              GpuProgramIndex 1617
// 002000:              GpuProgramIndex 1629
// 004000:              GpuProgramIndex 1641
// 008000:              GpuProgramIndex 1653
// 010000:              GpuProgramIndex 1665
// 020000:              GpuProgramIndex 1677
// 040000:              GpuProgramIndex 1689
// 080000:              GpuProgramIndex 285
// 100000:              GpuProgramIndex 297
// 000010:              GpuProgramIndex 361
// 000020:              GpuProgramIndex 373
// 000040:              GpuProgramIndex 385
// 000080:              GpuProgramIndex 397
// 000001:              GpuProgramIndex 457
// 000002:              GpuProgramIndex 469
// 000004:              GpuProgramIndex 481
// 000008:              GpuProgramIndex 493
//                    }
//                  }
//                }
//              }
//            }
//
// 180000: Unity 5.3 headers extracted from Standard-Dissolve NoCull Fixed.shader.decompressed:
// 00000f: Unity 5.3 headers extracted from Standard-Dissolve.shader.decompressed:
// 0000f0: Unity 5.3 headers extracted from Standard-DissolveSpecular.shader.decompressed:
// 07ff00: Unity 5.3 headers extracted from StandardSpecular.shader.decompressed:
//           API d3d11_9x
//           Shader model vs_4_0_level_9_1
//           undeciphered1: 201509030 59 0 0
// 020000:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_ALPHABLEND_ON" "_NORMALMAP" "_SPECGLOSSMAP" }
// 008000:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_ALPHATEST_ON" "_NORMALMAP" "_SPECGLOSSMAP" }
// 000800:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_DETAIL_MULX2" "_NORMALMAP" "_SPECGLOSSMAP" }
// 000200:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_DETAIL_MULX2" "_NORMALMAP" }
// 040000:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_EMISSION" "_ALPHABLEND_ON" "_NORMALMAP" "_SPECGLOSSMAP" }
// 010000:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_EMISSION" "_ALPHATEST_ON" "_NORMALMAP" "_SPECGLOSSMAP" }
// 004000:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_EMISSION" "_DETAIL_MULX2" "_NORMALMAP" "_SPECGLOSSMAP" }
// 000008:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_EMISSION" "_METALLICGLOSSMAP" "_NORMALMAP" }
// 002080:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_EMISSION" "_NORMALMAP" "_SPECGLOSSMAP" }
// 101044:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_EMISSION" "_NORMALMAP" }
// 000002:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_METALLICGLOSSMAP" "_NORMALMAP" }
// 000420:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_NORMALMAP" "_SPECGLOSSMAP" }
// 080111:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_NORMALMAP" }
//           undeciphered2: 1 0 4 0 0
//           undeciphered3: 155 5 0 0 1 2 3 4 4 5 7 8
// 07ff00:   ConstBuffer "$Globals" 240
// 1800ff:   ConstBuffer "$Globals" 320
//           Vector 160 [_MainTex_ST]
//           Vector 176 [_DetailAlbedoMap_ST]
//           Float 216 [_UVSec]
//           ConstBuffer "UnityPerCamera" 144
//           Vector 64 [_WorldSpaceCameraPos] 3
//           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 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 12:27:07 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[14];
}




// 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 float4 o6 : TEXCOORD5,
  out float4 o7 : TEXCOORD6)
{
  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;

// 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 4593e4b23db34fa9-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 4593e4b23db34fa9-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }

  r1.x = cmp(cb0[13].z == 0.000000);
  r1.xy = r1.xx ? v2.xy : v3.xy;
  o1.zw = r1.xy * cb0[11].xy + cb0[11].zw;
  o1.xy = v2.xy * cb0[10].xy + cb0[10].zw;
  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;
  r1.xyz = -_WorldSpaceCameraPos.xyz + r1.xyz;
  r1.w = dot(r1.xyz, r1.xyz);
  r1.w = rsqrt(r1.w);
  o2.xyz = r1.xyz * r1.www;
  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;
  r1.w = dot(r1.xyz, r1.xyz);
  r1.w = rsqrt(r1.w);
  r1.xyz = r1.xyz * r1.www;
  o3.xyz = r1.xyz;
  o3.w = 0;
  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;
  r1.w = dot(r2.xyz, r2.xyz);
  r1.w = rsqrt(r1.w);
  r2.xyz = r2.xyz * r1.www;
  r3.xyz = r2.zxy * r1.yzx;
  r1.xyz = r2.yzx * r1.zxy + -r3.xyz;
  r1.w = cb3[21].w * v4.w;
  o4.xyz = r1.xyz * r1.www;
  o4.w = 0;
  o5.xyz = r2.xyz;
  o5.w = 0;
  r1.x = r2.y * r2.y;
  r1.x = r2.x * r2.x + -r1.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);
  r1.xyz = cb2[44].xyz * r1.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);
  r1.xyz = r3.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);
  o6.xyz = max(float3(0,0,0), r1.xyz);
  o6.w = 0;
  r0.y = cb1[5].x * r0.y;
  r1.xzw = float3(0.5,0.5,0.5) * r0.xwy;
  o7.zw = r0.zw;
  o7.xy = r1.xw + r1.zz;
  return;
}
