// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors 6d4ede27c375e913-vs_replace.txt
// 3DMigoto: 6d4ede27c375e913 | Matched 40 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
//
// 00000000ff:    Unity headers extracted from PlayWay Water Variation #-16807626.shader
// 000000ff00:    Unity headers extracted from PlayWay Water Variation #-1747073184.shader
// 0000ff0000:    Unity headers extracted from PlayWay Water Variation #1252587827.shader
// 00ff000000:    Unity headers extracted from PlayWay Water Variation #2084531273.shader
// ff00000000:    Unity headers extracted from PlayWay Water.shader
// ff00000000:    Shader "PlayWay Water/Standard" {
// 000000ff00:    Shader "PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT" {
// 00ff000000:    Shader "PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT" {
// 00000000ff:    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" {
// 0000ff0000:    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 1/3 {
//                    LOD 300
//                    Tags { "QUEUE"="Transparent-1" "RenderType"="Opaque" "PerformanceChecks"="False" "CustomType"="Water" }
//                    GrabPass {
//                      "_RefractionTex"
//                     }
//                    Pass 2/4 {
//                      Name "FORWARD_DELTA"
//                      Tags { "LIGHTMODE"="ForwardAdd" "QUEUE"="Transparent-1" "RenderType"="Opaque" "PerformanceChecks"="False" "CustomType"="Water" }
//                      ZWrite Off
//                      Cull [_Cull]
//                      Blend [_SrcBlend] One
// 000000ff00:          GpuProgramID 109139
// ff00000000:          GpuProgramID 115066
// 00000000ff:          GpuProgramID 122618
// 00ff000000:          GpuProgramID 130912
// 0000ff0000:          GpuProgramID 70875
//                      Program "vp" {
//                        SubProgram "d3d11 " {
// 0101010101:              GpuProgramIndex 10
// 0202020202:              GpuProgramIndex 12
// 0404040404:              GpuProgramIndex 13
// 0808080808:              GpuProgramIndex 14
// 1010101010:              GpuProgramIndex 15
// 2020202020:              GpuProgramIndex 17
// 4040404040:              GpuProgramIndex 18
// 8080808080:              GpuProgramIndex 19
//                        }
//                      }
//                    }
//                  }
//                }
//
// 00000000ff: Unity 5.3 headers extracted from PlayWay Water Variation #-16807626.shader.decompressed:
// 000000ff00: Unity 5.3 headers extracted from PlayWay Water Variation #-1747073184.shader.decompressed:
// 0000ff0000: Unity 5.3 headers extracted from PlayWay Water Variation #1252587827.shader.decompressed:
// 00ff000000: Unity 5.3 headers extracted from PlayWay Water Variation #2084531273.shader.decompressed:
// ff00000000: Unity 5.3 headers extracted from PlayWay Water.shader.decompressed:
//               API d3d11
//               Shader model vs_5_0
//               undeciphered1: 201509030 14 0 0
// 8000000000:   Keywords { "DIRECTIONAL_COOKIE" "_WATER_BACK" }
// 0800000000:   Keywords { "DIRECTIONAL_COOKIE" "_WATER_FRONT" }
// 0080808080:   Keywords { "DIRECTIONAL_COOKIE" "_WAVES_FFT" "_WATER_BACK" }
// 0008080808:   Keywords { "DIRECTIONAL_COOKIE" "_WAVES_FFT" "_WATER_FRONT" }
// 1000000000:   Keywords { "POINT" "_WATER_BACK" }
// 0100000000:   Keywords { "POINT" "_WATER_FRONT" }
// 0010101010:   Keywords { "POINT" "_WAVES_FFT" "_WATER_BACK" }
// 0001010101:   Keywords { "POINT" "_WAVES_FFT" "_WATER_FRONT" }
// 4000000000:   Keywords { "POINT_COOKIE" "_WATER_BACK" }
// 0400000000:   Keywords { "POINT_COOKIE" "_WATER_FRONT" }
// 0040404040:   Keywords { "POINT_COOKIE" "_WAVES_FFT" "_WATER_BACK" }
// 0004040404:   Keywords { "POINT_COOKIE" "_WAVES_FFT" "_WATER_FRONT" }
// 2000000000:   Keywords { "SPOT" "_WATER_BACK" }
// 0200000000:   Keywords { "SPOT" "_WATER_FRONT" }
// 0020202020:   Keywords { "SPOT" "_WAVES_FFT" "_WATER_BACK" }
// 0002020202:   Keywords { "SPOT" "_WAVES_FFT" "_WATER_FRONT" }
//               undeciphered2: 1 0 3 0 0
//               undeciphered3: 3 2 0 0 1 2
//               ConstBuffer "$Globals" 1376
//               Float 1360 [_TesselationFactor]
//               ConstBuffer "UnityPerCamera" 144
//               Vector 64 [_WorldSpaceCameraPos] 3
//               Vector 80 [_ProjectionParams]
//               ConstBuffer "UnityPerDraw" 352
//               Matrix 192 [_Object2World]
//               BindCB "$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 12:28:58 2017
cbuffer cb2 : register(b2)
{
  float4 cb2[16];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[86];
}




// 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 : INTERNALTESSPOS0,
  out float o1 : TEXCOORD0,
  out float3 p1 : NORMAL0)
{
  float4 r0;
  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 6d4ede27c375e913-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[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;
  o0.xyzw = r0.xyzw;
  r0.xyz = -_WorldSpaceCameraPos.xyz + r0.xyz;
  r0.x = dot(r0.xyz, r0.xyz);
  r0.x = sqrt(r0.x);
  r0.x = -cb1[5].y + r0.x;
  r0.y = cb1[5].z + -cb1[5].y;
  r0.x = r0.x / r0.y;
  r0.x = 1 + -r0.x;
  r0.x = max(0.00999999978, r0.x);
  r0.x = min(1, r0.x);
  o1.x = cb0[85].x * r0.x;
  p1.xyz = v1.xyz;
  return;
}
