// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors 8a504d37569b2f17-vs_replace.txt
// 3DMigoto: 8a504d37569b2f17 | Matched 2 variants of 1 shaders: Custom/WavingDoublePassCullBackface
//
//       Unity headers extracted from WavingDoublePass1CullBackface.shader
//       Shader "Custom/WavingDoublePassCullBackface" {
//         Properties {
//          _WavingTint ("Fade Color", Color) = (0.7,0.6,0.5,0)
//          _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" { }
//          _BumpMap ("Normalmap", 2D) = "bump" { }
//          _AOTex ("Ambient Occlusion (RGB)", 2D) = "white" { }
//          _AOFac ("Ambient Occlusion factor", Range(0.5,5)) = 1
//          _Emis ("Emission factor", Range(0,1)) = 0
//          _WaveAndDistance ("Wave(x;y), distance(z) and speed(w)", Vector) = (12,3.6,1,1)
//          _Cutoff ("Cutoff", Float) = 0.5
//         }
//         Fallback Off
//         SubShader 1/2 {
//           LOD 200
//           Tags { "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "RenderType"="Grass" }
//           Pass 4/6 {
//             Name "PREPASS"
//             Tags { "LIGHTMODE"="PrePassFinal" "QUEUE"="Geometry+200" "IGNOREPROJECTOR"="true" "RenderType"="Grass" }
//             ZWrite Off
//             ColorMask RGB
//             GpuProgramID 240656
//             Program "vp" {
//               SubProgram "d3d11_9x " {
// 1:              GpuProgramIndex 56
// 2:              GpuProgramIndex 59
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from WavingDoublePass1CullBackface.shader.decompressed:
//      API d3d11_9x
//      Shader model vs_4_0_level_9_1
//      undeciphered1: 201509030 65 0 0
// 1:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
// 2:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
//      undeciphered2: 1 0 5 0 0
//      undeciphered3: 31 5 0 0 2 1 1 2 3 4 4 5
//      ConstBuffer "$Globals" 224
//      Vector 160 [_MainTex_ST]
//      Vector 176 [_AOTex_ST]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityLighting" 720
//      Vector 608 [unity_SHAr]
//      Vector 624 [unity_SHAg]
//      Vector 640 [unity_SHAb]
//      Vector 656 [unity_SHBr]
//      Vector 672 [unity_SHBg]
//      Vector 688 [unity_SHBb]
//      Vector 704 [unity_SHC]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      Matrix 256 [_World2Object]
//      ConstBuffer "UnityTerrain" 272
//      Vector 16 [_WaveAndDistance]
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityLighting" 2
//      BindCB "UnityPerDraw" 3
//      BindCB "UnityTerrain" 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 12:30:18 2017
cbuffer cb4 : register(b4)
{
  float4 cb4[2];
}

cbuffer cb3 : register(b3)
{
  float4 cb3[19];
}

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

cbuffer cb1 : register(b1)
{
  float4 cb1[6];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[12];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main( 
  float4 v0 : POSITION0,
  float4 v1 : TANGENT0,
  float3 v2 : NORMAL0,
  float4 v3 : TEXCOORD0,
  float4 v4 : TEXCOORD1,
  float4 v5 : TEXCOORD2,
  float4 v6 : TEXCOORD3,
  float4 v7 : COLOR0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3,
  out float3 o5 : TEXCOORD4)
{
  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;

  r0.xy = cb4[1].yy * v0.xz;
  r1.xyzw = float4(0.00600000005,0.0199999996,0.0199999996,0.0500000007) * r0.yyyy;
  r0.xyzw = r0.xxxx * float4(0.0120000001,0.0199999996,0.0599999987,0.0240000002) + r1.xyzw;
  r0.xyzw = cb4[1].xxxx * float4(1.20000005,2,1.60000002,4.80000019) + r0.xyzw;
  r0.xyzw = frac(r0.xyzw);
  r0.xyzw = r0.xyzw * float4(6.40884876,6.40884876,6.40884876,6.40884876) + float4(-3.14159274,-3.14159274,-3.14159274,-3.14159274);
  r1.xyzw = r0.xyzw * r0.xyzw;
  r2.xyzw = r1.xyzw * r0.xyzw;
  r0.xyzw = r2.xyzw * float4(-0.161616161,-0.161616161,-0.161616161,-0.161616161) + r0.xyzw;
  r2.xyzw = r2.xyzw * r1.xyzw;
  r1.xyzw = r2.xyzw * r1.xyzw;
  r0.xyzw = r2.xyzw * float4(0.00833330024,0.00833330024,0.00833330024,0.00833330024) + r0.xyzw;
  r0.xyzw = r1.xyzw * float4(-0.000198409994,-0.000198409994,-0.000198409994,-0.000198409994) + r0.xyzw;
  r0.xyzw = r0.xyzw * r0.xyzw;
  r0.xyzw = r0.xyzw * r0.xyzw;
  r1.x = cb4[1].z * v7.w;
  r0.xyzw = r1.xxxx * r0.xyzw;
  r1.x = dot(r0.xyzw, float4(0.0240000002,0.0399999991,-0.119999997,0.0960000008));
  r1.y = dot(r0.xyzw, float4(0.00600000005,0.0199999996,-0.0199999996,0.100000001));
  r0.xy = -r1.xy * cb4[1].zz + v0.xz;
  r1.xyzw = cb3[1].xyzw * v0.yyyy;
  r1.xyzw = cb3[0].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb3[2].xyzw * r0.yyyy + r1.xyzw;
  r1.xyzw = cb3[3].xyzw * v0.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 8a504d37569b2f17-vs_replace.txt
if (r1.w != 1.0) { r1.x += separation * (r1.w - convergence); }

  o1.xy = v3.xy * cb0[10].xy + cb0[10].zw;
  o1.zw = v4.xy * cb0[11].xy + cb0[11].zw;
  r2.xyz = cb3[13].xyz * v0.yyy;
  r0.xzw = cb3[12].xyz * r0.xxx + r2.xyz;
  r0.xyz = cb3[14].xyz * r0.yyy + r0.xzw;
  o2.xyz = cb3[15].xyz * v0.www + r0.xyz;
  r0.x = cb1[5].x * r1.y;
  r0.w = 0.5 * r0.x;
  r0.xz = float2(0.5,0.5) * r1.xw;
  o3.zw = r1.zw;
  o3.xy = r0.xw + r0.zz;
  o4.xyzw = float4(0,0,0,0);
  r0.x = cb3[16].x * v2.x;
  r0.y = cb3[17].x * v2.x;
  r0.z = cb3[18].x * v2.x;
  r1.x = cb3[16].y * v2.y;
  r1.y = cb3[17].y * v2.y;
  r1.z = cb3[18].y * v2.y;
  r0.xyz = r1.xyz + r0.xyz;
  r1.x = cb3[16].z * v2.z;
  r1.y = cb3[17].z * v2.z;
  r1.z = cb3[18].z * v2.z;
  r0.xyz = r1.xyz + r0.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  r1.x = r0.y * r0.y;
  r1.x = r0.x * r0.x + -r1.x;
  r2.xyzw = r0.xyzz * r0.yzzx;
  r3.x = dot(cb2[41].xyzw, r2.xyzw);
  r3.y = dot(cb2[42].xyzw, r2.xyzw);
  r3.z = dot(cb2[43].xyzw, r2.xyzw);
  r1.xyz = cb2[44].xyz * r1.xxx + r3.xyz;
  r0.w = 1;
  r2.x = dot(cb2[38].xyzw, r0.xyzw);
  r2.y = dot(cb2[39].xyzw, r0.xyzw);
  r2.z = dot(cb2[40].xyzw, r0.xyzw);
  r0.xyz = r2.xyz + r1.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);
  return;
}
