// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors 4f39bbc8b5e31659-vs_replace.txt
// 3DMigoto: 4f39bbc8b5e31659 | Matched 2 variants of 1 shaders: UBER - DynSnow - Specular Setup/ Core
//
//       Unity headers extracted from _UBERShader_DynSnow_Specular.shader
//       Shader "UBER - DynSnow - Specular Setup/ Core" {
//         Properties {
//         [HDR]  _Color ("Color", Color) = (1,1,1,1)
//         [HDR]  _Color2 ("Color2", Color) = (1,1,1,1)
//          _MainTex ("Albedo", 2D) = "white" { }
//          _MainTex2 ("Albedo2", 2D) = "white" { }
//          _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
//          _CutoffEdgeGlow ("Edge glow", Color) = (0,0,0,0.02)
//          _Glossiness ("Smoothness", Range(0,1)) = 1
//          _Glossiness2 ("Smoothness2", Range(0,1)) = 1
//          _SpecColor ("Specular", Color) = (1,1,1,1)
//          _SpecColor2 ("Specular2", Color) = (1,1,1,1)
//          _SpecGlossMap ("Specular", 2D) = "white" { }
//          _SpecGlossMap2 ("Specular2", 2D) = "white" { }
//          _BumpScale ("Scale", Float) = 1
//          _BumpScale2 ("Scale2", Float) = 1
//          _BumpMap ("Normal Map", 2D) = "bump" { }
//          _BumpMap2 ("Normal Map2", 2D) = "bump" { }
//          _Parallax ("Height Scale", Range(0,0.2)) = 0.04
//          _Parallax2 ("Height Scale2", Range(0,0.2)) = 0.04
//          _ParallaxMap ("Height Map", 2D) = "black" { }
//          _ParallaxMap2 ("Height Map2", 2D) = "black" { }
//          _OcclusionStrength ("Strength", Range(0,1)) = 0
//          _OcclusionStrength2 ("Strength2", Range(0,1)) = 0
//          _SecOcclusionStrength ("Strength (secondary)", Range(0,1)) = 0
//          _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
//         [Enum(UV0,0,UV1,1)]  _UVSecOcclusion ("UV Set for occlusion", Float) = 0
//         [NoKeywordToggle]  _UVSecOcclusionLightmapPacked ("2ndary occlusion from UV1 - apply lightmap transform", Float) = 0
//         [HideInInspector]  _Mode ("__mode", Float) = 0
//         [HideInInspector]  _SrcBlend ("__src", Float) = 1
//         [HideInInspector]  _DstBlend ("__dst", Float) = 0
//         [HideInInspector]  _ZWrite ("__zw", Float) = 1
//          _DiffuseScatter ("Diffuse Scatter", Float) = 1
//          _DiffuseScatteringColor ("Diffuse scattering", Color) = (0,0,0,0)
//          _DiffuseScatteringColor2 ("Diffuse scattering2", Color) = (0,0,0,0)
//          _DiffuseScatteringExponent ("Diffuse scattering exponent", Range(2,20)) = 8
//          _DiffuseScatteringOffset ("Diffuse scattering offset", Range(-0.5,0.5)) = 0
//          _GlossMin ("Gloss Min", Range(0,1)) = 0
//          _GlossMax ("Gloss Max", Range(0,1)) = 1
//          _BendNormalsFreq ("Bend normals frequency", Float) = 4
//          _BendNormalsStrength ("Bend normals strangth", Range(0,0.2)) = 0.05
//          _DetailUVMult ("Detail mask tiling mult", Float) = 1
//          _DetailNormalLerp ("Detail normalmap override", Range(0,1)) = 0
//          _DetailColor ("Tint (RGB+A - opacity)", Color) = (1,1,1,1)
//          _DetailEmissiveness ("Detail emissiveness", Range(0,1)) = 0
//          _SpecularRGBGlossADetail ("Specular(RGB) Gloss(A)", 2D) = "white" { }
//          _DetailSpecLerp ("Spec/Gloss override", Range(0,1)) = 1
//          _DetailSpecGloss ("Spec/gloss Tint (RGB,A)", Color) = (1,1,1,1)
//          _MetallicGlossMapDetail ("Metallic(R) Gloss(A)", 2D) = "white" { }
//          _DetailMetalness ("Detail metallic", Range(0,1)) = 1
//          _DetailGloss ("Detail smoothness", Range(0,1)) = 1
//         [NoKeywordToggle]  _PanEmissionMask ("Pan Emission Mask", Float) = 0
//          _PanUSpeed ("   Pan U Speed", Float) = 0
//          _PanVSpeed ("   Pan V Speed", Float) = 0
//         [NoKeywordToggle]  _PulsateEmission ("Pulsate Emission", Float) = 0
//          _EmissionPulsateSpeed ("   Emission Pulsate Frequency", Float) = 0
//          _MinPulseBrightness ("   Min Pulse Brightness", Range(0,1)) = 0
//         [NoKeywordToggle]  _Translucency ("Translucency", Float) = 0
//         [Foldout]  _TranslucencyShown ("", Float) = 1
//          _TranslucencyColor ("Translucency color", Color) = (1,1,1,1)
//          _TranslucencyColor2 ("Translucency color2", Color) = (1,1,1,1)
//          _TranslucencyStrength ("Translucency strength", Float) = 4
//          _TranslucencyPointLightDirectionality ("Point lights directionality", Range(0,1)) = 0.7
//          _TranslucencyConstant ("Translucency constant", Range(0,0.5)) = 0.1
//          _TranslucencyNormalOffset ("Translucency normal offset", Range(0,0.3)) = 0.05
//          _TranslucencyExponent ("Translucency exponent", Range(2,100)) = 30
//          _TranslucencyOcclusion ("Translucency occlusion", Range(0,1)) = 0
//          _TranslucencySuppressRealtimeShadows ("Translucency shadows suppression", Range(0,20)) = 0.5
//          _TranslucencyNDotL ("Translucency NdotL", Range(0,1)) = 0
//         [Enum(TranslucencyColor1,0,TranslucencyColor2,1,TranslucencyColor3,2,TranslucencyColor4,3)]  _TranslucencyDeferredLightIndex ("Translucency deferred light index", Float) = 0
//         [NoKeywordToggle]  _POM ("POM", Float) = 0
//         [Foldout]  _POMShown ("", Float) = 1
//         [NoKeywordToggle]  _DepthWrite ("Zwrite", Float) = 0
//          _Depth ("Depth", Range(0.001,2)) = 0.1
//          _DistSteps ("Max relief steps", Float) = 64
//          _ReliefMIPbias ("Relief MIP offset", Range(0,2)) = 0
//          _ObjectNormalsTex ("Object normals tex", 2D) = "grey" { }
//          _ObjectTangentsTex ("Object tangents tex", 2D) = "grey" { }
//          _CurvatureMultOffset ("Curvature", Vector) = (1,1,0,0)
//          _Tan2ObjectMultOffset ("Tex2Object", Vector) = (1,1,0,0)
//          _UV_Clip_Borders ("UV clip borders", Vector) = (0,0,1,1)
//          _POM_BottomCut ("Bottom cut value", Range(0,1)) = 0
//         [NoKeywordToggle]  _POM_MeshIsVolume ("Depth per vertex", Float) = 0
//         [NoKeywordToggle]  _POM_ExtrudeVolume ("Extruded mesh", Float) = 0
//         [NoKeywordToggle]  _POMPrecomputedFlag ("POM precomputed", Float) = 0
//         [Enum(Basic,0,Mapped,1)]  _POMCurvatureType ("Type of curvature mapping", Float) = 0
//          _DepthReductionDistance ("Depth reduction distance", Range(1,100)) = 20
//          _CurvatureCustomU ("Curvature custom U", Float) = 0
//          _CurvatureCustomV ("Curvature custom V", Float) = 0
//          _CurvatureMultU ("Curvature mult U", Float) = 1
//          _CurvatureMultV ("Curvature mult V", Float) = 1
//          _Tan2ObjCustomU ("Tex U to Object space", Float) = 1
//          _Tan2ObjCustomV ("Tex V to Object space", Float) = 1
//          _Tan2ObjMultU ("Tex U to Object space mult", Float) = 1
//          _Tan2ObjMultV ("Tex V to Object space mult", Float) = 1
//         [NoKeywordToggle]  _UV_Clip ("UV Clip", Float) = 0
//         [NoKeywordToggle]  _POMShadows ("Self-shadowing", Float) = 0
//          _ShadowStrength ("   Self-shadow strength", Range(0,1)) = 1
//          _DistStepsShadows ("   Max shadow steps", Float) = 64
//          _ShadowMIPbias ("   Shadow MIP offset", Range(0,2)) = 0
//          _Softness ("   Softness", Range(6,0)) = 2
//          _SoftnessFade ("   Softness fade", Range(0.2,1.5)) = 0.4
//          _Refraction ("Refration", Range(0,0.5)) = 0.02
//          _RefractionBumpScale ("Refraction bump scale", Range(0,2)) = 0.5
//          _RefractionChromaticAberration ("Chromatic Aberration", Range(0,0.1)) = 0
//         [NoKeywordToggle]  _Wetness ("Wetness", Float) = 0
//         [Foldout]  _WetnessShown ("", Float) = 1
//          _WetnessLevel ("Level (Height Map dependent)", Range(0,1.25)) = 1
//          _WetnessConst ("Const (Height Map independent)", Range(0,1)) = 0
//          _WetnessColor ("Wetness Color (RGB Tint, A Opacity)", Color) = (0,0,0,0)
//          _WetnessDarkening ("Wetness darkening", Range(0,8)) = 2
//          _WetnessSpecGloss ("Wetness Specular (RGB) Gloss (A)", Color) = (0.05,0.05,0.05,0.7)
//          _WetnessEmissiveness ("Wetness emissiveness", Range(0,20)) = 0
//          _WetnessNormalInfluence ("Wetness normal override", Range(0,1)) = 0.5
//          _WetnessUVMult ("Wetness - Detail mask tiling", Float) = 1
//          _RippleMap ("Ripple Map", 2D) = "bump" { }
//         [NoKeywordToggle]  _WetRipples ("Ripples (vertex color B)", Float) = 0
//          _RippleMapWet ("Ripple Map wet (UI)", 2D) = "bump" { }
//          _RippleStrength ("Strength", Range(0.01,2)) = 0.5
//          _RippleTiling ("Tiling", Float) = 1
//          _RippleSpecFilter ("Spec filtering", Float) = 0.02
//          _RippleAnimSpeed ("Anim speed", Float) = 0.5
//          _FlowCycleScale ("Cycle scale", Float) = 2
//          _RippleRefraction ("Refraction", Range(0,2)) = 0.3
//          _WetnessNormMIP ("Flow normal MIP level", Range(1,8)) = 5
//          _WetnessNormStrength ("Flow normal strength", Range(0,4)) = 2
//         [NoKeywordToggle]  _WetnessEmissivenessWrap ("Emissiveness normal wrap", Float) = 0
//         [NoKeywordToggle]  _WetnessLevelFromGlobal ("Water level controlled globally", Float) = 0
//         [NoKeywordToggle]  _WetnessConstFromGlobal ("Water const controlled globally", Float) = 0
//         [NoKeywordToggle]  _WetnessFlowGlobalTime ("Water flow global time", Float) = 1
//         [NoKeywordToggle]  _WetnessMergeWithSnowPerMaterial ("Water level from snow level (per material)", Float) = 0
//         [NoKeywordToggle]  _RippleStrengthFromGlobal ("Flow ripple normal strength controlled globally", Float) = 0
//         [NoKeywordToggle]  _WetDroplets ("Droplets (vertex color B)", Float) = 0
//          _DropletsMap ("Droplets Map", 2D) = "bump" { }
//          _RainIntensity ("Rain Intensity", Range(0,1)) = 1
//          _DropletsTiling ("Tiling", Float) = 1
//          _DropletsAnimSpeed ("Anim speed", Float) = 10
//         [NoKeywordToggle]  _RainIntensityFromGlobal ("Rain Intensity controlled globally (multiplied)", Float) = 0
//          _TessDepth ("Depth", Float) = 0.05
//          _TessOffset ("Offset", Range(0,1)) = 0.1
//          _Tess ("Tessellation", Range(1,60)) = 9
//          _TessEdgeLengthLimit ("Tessellation edge limit", Range(2,50)) = 5
//          minDist ("Min camera disance", Float) = 1
//          maxDist ("Max camera disance", Float) = 10
//          _Phong ("Phong", Range(0,1)) = 0
//         [NoKeywordToggle]  _Snow ("Snow", Float) = 1
//         [Foldout]  _SnowShown ("", Float) = 1
//          _RippleMapSnow ("Ripple Map snow (UI)", 2D) = "bump" { }
//          _SnowColorAndCoverage ("Color (RGB Tint, A Level)", Color) = (1,1,1,1)
//          _Frost ("Frost", Range(0,1)) = 0
//          _SnowSpecGloss ("Specular (RGB) Gloss (A)", Color) = (0.1,0.1,0.1,0.15)
//          _SnowSlopeDamp ("Slope damp", Range(0,6)) = 2
//          _SnowDiffuseScatteringColor ("Diffuse scattering", Color) = (1,1,1,0)
//          _SnowDiffuseScatteringExponent ("Diffuse scattering exponent", Range(2,20)) = 6
//          _SnowDiffuseScatteringOffset ("Diffuse scattering offset", Range(-0.5,0.5)) = 0.4
//          _SnowDeepSmoothen ("Deep smoothen", Range(0,8)) = 4
//          _SparkleMapSnow ("Snow detail (UI)", 2D) = "black" { }
//          _SnowEmissionTransparency ("Snow emission transparency", Color) = (0.1,0.1,0.1,1)
//          _SnowMicroTiling ("Micro tiling", Float) = 4
//          _SnowBumpMicro ("  Bumps micro", Range(0.001,0.2)) = 0.08
//          _SnowMacroTiling ("Macro tiling", Float) = 1
//          _SnowBumpMacro ("  Bumps macro", Range(0.001,0.5)) = 0.1
//         [NoKeywordToggle]  _SnowWorldMapping ("Snow World mapping", Float) = 0
//          _SnowDissolve ("Dissolve", Range(0,4)) = 2
//          _SnowDissolveMaskOcclusion ("Dissolve mask occlusion", Range(0,1)) = 0
//          _SnowTranslucencyColor ("Translucency color", Color) = (0.75,1,1,1)
//          _SnowGlitterColor ("Glitter Color", Color) = (0.8,0.8,0.8,0.2)
//          _SnowHeightThreshold ("Height threshold", Float) = -10000
//          _SnowHeightThresholdTransition ("Height threshold transition", Range(10,4000)) = 1000
//         [NoKeywordToggle]  _SnowLevelFromGlobal ("Snow level controlled globally", Float) = 0
//         [NoKeywordToggle]  _FrostFromGlobal ("Frost controlled globally", Float) = 0
//         [NoKeywordToggle]  _SnowBumpMicroFromGlobal ("Snow bumps micro controlled globally", Float) = 0
//         [NoKeywordToggle]  _SnowDissolveFromGlobal ("Snow dissolve controlled globally", Float) = 0
//         [NoKeywordToggle]  _SnowSpecGlossFromGlobal ("Snow spec/gloss controlled globally", Float) = 0
//         [NoKeywordToggle]  _SnowGlitterColorFromGlobal ("Snow glitter color controlled globally", Float) = 0
//         [NoKeywordToggle]  _Glitter ("Glitter", Float) = 0
//         [Foldout]  _GlitterShown ("", Float) = 1
//          _SparkleMap ("Sparkle & snow detail", 2D) = "black" { }
//          _SparkleMapGlitter ("Glitter map (UI)", 2D) = "black" { }
//          _GlitterColor ("Glitter Color", Color) = (0.8,0.8,0.8,0.2)
//          _GlitterColor2 ("Glitter Color2", Color) = (0.8,0.8,0.8,0.2)
//          _GlitterColorization ("Random colorization", Range(0,1)) = 0.2
//          _GlitterDensity ("Density", Range(0,1)) = 0.2
//          _GlitterTiling ("Tiling", Float) = 1
//          _GlitterAnimationFrequency ("Animation frequency", Float) = 0.02
//          _GlitterFilter ("Filtering", Range(-4,4)) = -1
//          _GlitterMask ("Masking", Range(0,1)) = 0
//         [Foldout]  _MainShown ("", Float) = 1
//         [Foldout]  _SecondaryShown ("", Float) = 1
//         [Foldout]  _PresetsShown ("", Float) = 0
//         [HideInInspector]  _ShadowCull ("__shadowcull", Float) = 2
//          heightMapTexelSize ("heightMap TexelSize fix for substance", Vector) = (1,1,1,1)
//          bumpMapTexelSize ("bumpMap TexelSize fix for substance", Vector) = (1,1,1,1)
//          bumpMap2TexelSize ("bumpMap2 TexelSize fix for substance", Vector) = (1,1,1,1)
//         }
//         Fallback "Standard (Specular setup)"
//         SubShader 1/1 {
//           LOD 700
//           Tags { "QUEUE"="Geometry+1" "RenderType"="Opaque" "PerformanceChecks"="False" "REFR"="Off" "TWO_LAYERS"="Off" "SNOW"="On" }
//           Pass 2/4 {
//             Name "FORWARD_DELTA"
//             Tags { "LIGHTMODE"="ForwardAdd" "QUEUE"="Geometry+1" "SHADOWSUPPORT"="true" "RenderType"="Opaque" "PerformanceChecks"="False" "REFR"="Off" "TWO_LAYERS"="Off" "SNOW"="On" }
//             ZWrite Off
//             Blend [_SrcBlend] One
//             GpuProgramID 91578
//             Program "vp" {
//               SubProgram "d3d11 " {
// 1:              GpuProgramIndex 139
// 2:              GpuProgramIndex 217
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from _UBERShader_DynSnow_Specular.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 41 0 0
// 2:   Keywords { "SPOT" "SHADOWS_OFF" "_DETAIL_TEXTURED" "_WETNESS_FULL" }
// 1:   Keywords { "SPOT" "SHADOWS_OFF" "_WETNESS_FULL" }
//      undeciphered2: 1 0 3 0 0
//      undeciphered3: 159 6 0 0 2 1 1 2 3 4 4 5 7 8
//      ConstBuffer "$Globals" 1056
//      Matrix 992 [_LightMatrix0]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      ConstBuffer "UnityPerDraw" 352
//      Vector 336 [unity_WorldTransformParams]
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      Matrix 256 [_World2Object]
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityPerDraw" 2
//
// 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 12:27:34 2017
cbuffer cb2 : register(b2)
{
  float4 cb2[22];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[66];
}




// 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,
  float4 v5 : 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 : COLOR0,
  out float4 o7 : TEXCOORD5,
  out float3 o8 : TEXCOORD8)
{
  float4 r0,r1,r2;
  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 4f39bbc8b5e31659-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 = cb2[1].xyzw * v0.yyyy;
  r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw;
  o0.xyzw = cb2[3].xyzw * v0.wwww + r0.xyzw;
  o1.xy = v2.xy;
  o1.zw = v3.xy;
  r0.xyz = cb2[13].xyz * v0.yyy;
  r0.xyz = cb2[12].xyz * v0.xxx + r0.xyz;
  r0.xyz = cb2[14].xyz * v0.zzz + r0.xyz;
  r0.xyz = cb2[15].xyz * v0.www + r0.xyz;
  o2.xyz = -_WorldSpaceCameraPos.xyz + r0.xyz;
  o8.xyz = r0.xyz;
  o2.w = 0;
  r0.xyz = cb2[13].xyz * v4.yyy;
  r0.xyz = cb2[12].xyz * v4.xxx + r0.xyz;
  r0.xyz = cb2[14].xyz * v4.zzz + r0.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  o3.xyz = r0.xyz;
  o3.w = 0;
  r1.x = cb2[16].x * v1.x;
  r1.y = cb2[17].x * v1.x;
  r1.z = cb2[18].x * v1.x;
  r2.x = cb2[16].y * v1.y;
  r2.y = cb2[17].y * v1.y;
  r2.z = cb2[18].y * v1.y;
  r1.xyz = r2.xyz + r1.xyz;
  r2.x = cb2[16].z * v1.z;
  r2.y = cb2[17].z * v1.z;
  r2.z = cb2[18].z * v1.z;
  r1.xyz = r2.xyz + r1.xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  r2.xyz = r1.zxy * r0.yzx;
  r0.xyz = r1.yzx * r0.zxy + -r2.xyz;
  o5.xyz = r1.xyz;
  r0.w = cb2[21].w * v4.w;
  o4.xyz = r0.xyz * r0.www;
  o4.w = 0;
  o5.w = 0;
  o6.xyzw = v5.xyzw;
  r0.xyzw = cb2[13].xyzw * v0.yyyy;
  r0.xyzw = cb2[12].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb2[14].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb2[15].xyzw * v0.wwww + r0.xyzw;
  r1.xyzw = cb0[63].xyzw * r0.yyyy;
  r1.xyzw = cb0[62].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb0[64].xyzw * r0.zzzz + r1.xyzw;
  o7.xyzw = cb0[65].xyzw * r0.wwww + r1.xyzw;
  return;
}
