// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors 5194c2a47f09195a-vs_replace.txt
// 3DMigoto: 5194c2a47f09195a | Matched 10 variants of 5 shaders: PlayWay Water/Standard, PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT, PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT, PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT, PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT
//
// 003:    Unity headers extracted from PlayWay Water Variation #-16807626.shader
// 00c:    Unity headers extracted from PlayWay Water Variation #-1747073184.shader
// 030:    Unity headers extracted from PlayWay Water Variation #1252587827.shader
// 0c0:    Unity headers extracted from PlayWay Water Variation #2084531273.shader
// 300:    Unity headers extracted from PlayWay Water.shader
// 300:    Shader "PlayWay Water/Standard" {
// 00c:    Shader "PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT" {
// 0c0:    Shader "PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT" {
// 003:    Shader "PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT" {
// 030:    Shader "PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS_HQ _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT" {
//           Properties {
//            _Color ("Color", Color) = (1,1,1,1)
//            _MainTex ("Albedo", 2D) = "white" { }
//            _DepthColor ("Depth Color", Color) = (0,0.012,0.05,1)
//            _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
//            _Glossiness ("Smoothness", Range(0,1)) = 0.5
//            _SpecColor ("Specular", Color) = (0.2,0.2,0.2,1)
//            _BumpScale ("Bump Scale", Vector) = (1,1,0,0)
//            _BumpMap ("Normal Map", 2D) = "bump" { }
//            _DisplacementNormalsIntensity ("Displacement Normals Intensity", Float) = 1.4
//            _GlobalNormalMap ("", 2D) = "black" { }
//            _GlobalNormalMap1 ("", 2D) = "black" { }
//            _GlobalNormalMap2 ("", 2D) = "black" { }
//            _GlobalNormalMap3 ("", 2D) = "black" { }
//            _GlobalDisplacementMap ("", 2D) = "black" { }
//            _GlobalDisplacementMap1 ("", 2D) = "black" { }
//            _GlobalDisplacementMap2 ("", 2D) = "black" { }
//            _GlobalDisplacementMap3 ("", 2D) = "black" { }
//            _DisplacementsScale ("Horizontal Displacement Scale", Float) = 1
//            _OcclusionStrength ("Strength", Range(0,1)) = 1
//            _OcclusionMap ("Occlusion", 2D) = "white" { }
//            _EmissionColor ("Color", Color) = (0,0,0,1)
//            _EmissionMap ("Emission", 2D) = "white" { }
//            _SubtractiveMask ("", 2D) = "black" { }
//            _AdditiveMask ("", 2D) = "black" { }
//            _DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" { }
//            _DetailNormalMapScale ("Scale", Float) = 1
//            _DetailNormalMap ("Normal Map", 2D) = "bump" { }
//            _DetailFadeFactor ("", Float) = 2
//            _PlanarReflectionTex ("Planar Reflection", 2D) = "black" { }
//            _PlanarReflectionPack ("Planar reflection (distortion, intensity, offset Y, unused)", Vector) = (1,0.45,-0.3,0)
//            _LightSmoothnessMul ("Light Smoothness Multiplier", Float) = 1
//            _WrapSubsurfaceScatteringPack ("Wrap SSS", Vector) = (0.2,0.833333,0.5,0.66666)
//            _SpecularFresnelBias ("Specular Fresnel Bias", Float) = 0.02041
//            _RefractionDistortion ("Refraction Distortion", Float) = 0.55
//            _RefractionMaxDepth ("Refraction Max Depth", Float) = -1
//            _WaterTileSize ("Heightmap Tile Size", Vector) = (180,18,600,1800)
//            _WaterTileOffsets ("Tile Offsets", Vector) = (0,0,0,0)
//            _WaterTileSizeScales ("", Vector) = (0.63241,0.113151,3.16513,10.2651)
//            _Foam ("Foam (intensity, cutoff)", Vector) = (0.1,0.375,0,0)
//            _FoamTex ("Foam texture ", 2D) = "black" { }
//            _FoamNormalMap ("Foam Normal Map", 2D) = "bump" { }
//            _FoamNormalScale ("Foam Normal Scale", Float) = 2.2
//            _FoamTiling ("Foam Tiling", Vector) = (5.4,5.4,1,1)
//            _FoamSpecularColor ("Foam Specular Color", Color) = (1,1,1,1)
//            _EdgeBlendFactorInv ("Edge Blend Factor", Float) = 0.3333
//            _FoamMapWS ("", 2D) = "black" { }
//            _AbsorptionColor ("", Color) = (0.35,0.04,0.001,1)
//            _ReflectionColor ("", Color) = (1,1,1,1)
//            _LocalDisplacementMap ("", 2D) = "black" { }
//            _LocalSlopeMap ("", 2D) = "black" { }
//            _DisplacedHeightMaps ("", 2D) = "black" { }
//            _SubsurfaceScatteringPack ("Subsurface Scattering", Vector) = (1,0.15,1.65,0)
//            _SlopeVariance ("", 3D) = "black" { }
//            _TesselationFactor ("Tesselation Factor", Float) = 14
//            _MaxDisplacement ("", Float) = 10
//            _SurfaceOffset ("", Vector) = (0,0,0,1)
//            _WaterId ("", Vector) = (128,256,0,0)
//            _WaterStencilId ("", Float) = 0
//            _WaterStencilIdInv ("", Float) = 0
//            _GerstnerOrigin ("", Vector) = (0,0,0,0)
//            _GrAmp0 ("", Vector) = (0,0,0,0)
//            _GrOff0 ("", Vector) = (0,0,0,0)
//            _GrFrq0 ("", Vector) = (0,0,0,0)
//            _GrAB0 ("", Vector) = (0,0,0,0)
//            _GrCD0 ("", Vector) = (0,0,0,0)
//            _GrAmp1 ("", Vector) = (0,0,0,0)
//            _GrOff1 ("", Vector) = (0,0,0,0)
//            _GrFrq1 ("", Vector) = (0,0,0,0)
//            _GrAB1 ("", Vector) = (0,0,0,0)
//            _GrCD1 ("", Vector) = (0,0,0,0)
//            _GrAmp2 ("", Vector) = (0,0,0,0)
//            _GrOff2 ("", Vector) = (0,0,0,0)
//            _GrFrq2 ("", Vector) = (0,0,0,0)
//            _GrAB2 ("", Vector) = (0,0,0,0)
//            _GrCD2 ("", Vector) = (0,0,0,0)
//            _GrAmp3 ("", Vector) = (0,0,0,0)
//            _GrOff3 ("", Vector) = (0,0,0,0)
//            _GrFrq3 ("", Vector) = (0,0,0,0)
//            _GrAB3 ("", Vector) = (0,0,0,0)
//            _GrCD3 ("", Vector) = (0,0,0,0)
//            _GrAmp4 ("", Vector) = (0,0,0,0)
//            _GrOff4 ("", Vector) = (0,0,0,0)
//            _GrFrq4 ("", Vector) = (0,0,0,0)
//            _GrAB4 ("", Vector) = (0,0,0,0)
//            _GrCD4 ("", Vector) = (0,0,0,0)
//           [HideInInspector]  _Cull ("_Cull", Float) = 2
//           [HideInInspector]  _Mode ("__mode", Float) = 0
//           [HideInInspector]  _SrcBlend ("__src", Float) = 1
//           [HideInInspector]  _DstBlend ("__dst", Float) = 0
//           }
//           SubShader 3/3 {
//             LOD 50
//             Tags { "QUEUE"="Geometry" "RenderType"="Opaque" "PerformanceChecks"="False" "CustomType"="Water" }
//             Pass 1/2 {
//               Name "FORWARD"
//               Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Geometry" "RenderType"="Opaque" "PerformanceChecks"="False" "CustomType"="Water" }
//               ZTest Less
//               Cull [_Cull]
//               Blend [_SrcBlend] [_DstBlend]
// 030:          GpuProgramID 545945
// 300:          GpuProgramID 557730
// 0c0:          GpuProgramID 577185
// 00c:          GpuProgramID 581616
// 003:          GpuProgramID 584205
//               Program "vp" {
//                 SubProgram "d3d11_9x " {
// 155:              GpuProgramIndex 127
// 2aa:              GpuProgramIndex 131
//                 }
//               }
//             }
//           }
//         }
//
// 003: Unity 5.3 headers extracted from PlayWay Water Variation #-16807626.shader.decompressed:
// 00c: Unity 5.3 headers extracted from PlayWay Water Variation #-1747073184.shader.decompressed:
// 030: Unity 5.3 headers extracted from PlayWay Water Variation #1252587827.shader.decompressed:
// 0c0: Unity 5.3 headers extracted from PlayWay Water Variation #2084531273.shader.decompressed:
// 300: Unity 5.3 headers extracted from PlayWay Water.shader.decompressed:
//        API d3d11_9x
//        Shader model vs_4_0_level_9_1
//        undeciphered1: 201509030 29 0 0
// 200:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_WATER_BACK" }
// 100:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_WATER_FRONT" }
// 0aa:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_WAVES_FFT" "_WATER_BACK" }
// 055:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_WAVES_FFT" "_WATER_FRONT" }
//        undeciphered2: 1 0 5 0 0
//        undeciphered3: 1 1 0 0
//        ConstBuffer "$Globals" 1296
//        Vector 1216 [_DetailAlbedoMap_ST]
//        Vector 1232 [_BumpMap_ST]
//        ConstBuffer "UnityPerCamera" 144
//        Vector 64 [_WorldSpaceCameraPos] 3
//        Vector 80 [_ProjectionParams]
//        ConstBuffer "UnityLighting" 720
//        Vector 608 [unity_SHAr]
//        Vector 624 [unity_SHAg]
//        Vector 640 [unity_SHAb]
//        Vector 704 [unity_SHC]
//        ConstBuffer "UnityPerDraw" 352
//        Matrix 192 [_Object2World]
//        ConstBuffer "UnityPerFrame" 256
//        Matrix 144 [unity_MatrixVP]
//        BindCB "$Globals" 0
//        BindCB "UnityPerCamera" 1
//        BindCB "UnityLighting" 2
//        BindCB "UnityPerDraw" 3
//        BindCB "UnityPerFrame" 4
//
// 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 12:27:40 2017
cbuffer cb4 : register(b4)
{
  float4 cb4[13];
}

cbuffer cb3 : register(b3)
{
  float4 cb3[16];
}

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

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

cbuffer cb0 : register(b0)
{
  float4 cb0[78];
}




// 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,
  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;
  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 5194c2a47f09195a-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[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.xyzw = cb4[10].xyzw * r0.yyyy;
  r1.xyzw = cb4[9].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb4[11].xyzw * r0.zzzz + r1.xyzw;
  r1.xyzw = cb4[12].xyzw * r0.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 5194c2a47f09195a-vs_replace.txt
if (r1.w != 1.0) { r1.x += separation * (r1.w - convergence); }

  r2.xy = float2(0.00999999978,0.00999999978) * r0.xz;
  o1.xy = r2.xy * cb0[77].xy + cb0[77].zw;
  o1.zw = r2.xy * cb0[76].xy + cb0[76].zw;
  r2.xyz = -_WorldSpaceCameraPos.xyz + r0.xyz;
  o7.yzw = r0.xyz;
  r0.x = dot(r2.xyz, r2.xyz);
  r0.x = rsqrt(r0.x);
  o2.xyz = r2.xyz * r0.xxx;
  o2.w = 0;
  o3.xyzw = float4(0,0,0,0);
  r0.x = cb1[5].x * r1.y;
  r0.w = 0.5 * r0.x;
  r0.xz = float2(0.5,0.5) * r1.xw;
  o4.zw = r1.zw;
  o4.xy = r0.xw + r0.zz;
  r0.x = dot(cb2[38].yw, float2(1,1));
  r0.y = dot(cb2[39].yw, float2(1,1));
  r0.z = dot(cb2[40].yw, float2(1,1));
  r0.xyz = -cb2[44].xyz + r0.xyz;
  r0.xyz = max(float3(0,0,0), r0.xyz);
  r0.xyz = log2(r0.xyz);
  r0.xyz = float3(0.416666657,0.416666657,0.416666657) * r0.xyz;
  r0.xyz = exp2(r0.xyz);
  r0.xyz = r0.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
  o5.xyz = max(float3(0,0,0), r0.xyz);
  o5.w = 0;
  o6.xyzw = float4(0,0,0,0);
  o7.x = 0;
  return;
}
