// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors 905c5b7129c79e57-vs_replace.txt
// 3DMigoto: 905c5b7129c79e57 | Matched 8 variants of 4 shaders: 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
//
// 03:    Unity headers extracted from PlayWay Water Variation #-16807626.shader
// 0c:    Unity headers extracted from PlayWay Water Variation #-1747073184.shader
// 30:    Unity headers extracted from PlayWay Water Variation #1252587827.shader
// c0:    Unity headers extracted from PlayWay Water Variation #2084531273.shader
// 0c:    Shader "PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_FOAM_WS _WATER_REFRACTION _WAVES_FFT" {
// c0:    Shader "PlayWay Water/Variations/Water _ALPHABLEND_ON _CUBEMAP_REFLECTIONS _INCLUDE_SLOPE_VARIANCE _NORMALMAP _PLANAR_REFLECTIONS _VOLUMETRIC_LIGHTING _WATER_REFRACTION _WAVES_FFT" {
// 03:    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" {
// 30:    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 2/3 {
//            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
// 03:          GpuProgramID 356849
// c0:          GpuProgramID 375056
// 30:          GpuProgramID 375115
// 0c:          GpuProgramID 391789
//              Program "vp" {
//                SubProgram "d3d11 " {
// 55:              GpuProgramIndex 79
// aa:              GpuProgramIndex 89
//                }
//              }
//            }
//          }
//        }
//
// 03: Unity 5.3 headers extracted from PlayWay Water Variation #-16807626.shader.decompressed:
// 0c: Unity 5.3 headers extracted from PlayWay Water Variation #-1747073184.shader.decompressed:
// 30: Unity 5.3 headers extracted from PlayWay Water Variation #1252587827.shader.decompressed:
// c0: Unity 5.3 headers extracted from PlayWay Water Variation #2084531273.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 37 0 0
// aa:   Keywords { "SPOT" "_WAVES_FFT" "_WATER_BACK" }
// 55:   Keywords { "SPOT" "_WAVES_FFT" "_WATER_FRONT" }
//       undeciphered2: 1 4 5 4 0
//       undeciphered3: 1 1 0 0
//       ConstBuffer "$Globals" 1360
//       Float 160 [_DetailFadeFactor]
//       Vector 176 [_WaterTileSize]
//       Vector 224 [_SurfaceOffset]
//       Vector 1216 [_DetailAlbedoMap_ST]
//       Vector 1232 [_BumpMap_ST]
//       Matrix 1296 [_LightMatrix0]
//       ConstBuffer "UnityPerCamera" 144
//       Vector 64 [_WorldSpaceCameraPos] 3
//       Vector 80 [_ProjectionParams]
//       ConstBuffer "UnityLighting" 720
//       Vector 0 [_WorldSpaceLightPos0]
//       ConstBuffer "UnityPerDraw" 352
//       Matrix 192 [_Object2World]
//       ConstBuffer "UnityPerFrame" 256
//       Matrix 144 [unity_MatrixVP]
//       SetTexture 0 [_GlobalDisplacementMap] 2D 0
//       SetTexture 1 [_GlobalDisplacementMap1] 2D 1
//       SetTexture 2 [_GlobalDisplacementMap2] 2D 2
//       SetTexture 3 [_GlobalDisplacementMap3] 2D 3
//       BindCB "$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 12:30:37 2017
Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb4 : register(b4)
{
  float4 cb4[13];
}

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

cbuffer cb2 : register(b2)
{
  float4 cb2[1];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[85];
}




// 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 : TEXCOORD5,
  out float4 o6 : TEXCOORD6,
  out float4 o7 : TEXCOORD7,
  out float4 o8 : TEXCOORD8)
{
  float4 r0,r1,r2,r3,r4,r5,r6;
  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 905c5b7129c79e57-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.xyz = cb0[11].xyz * cb0[10].xxx;
  r1.xyzw = cb3[13].xyzw * v0.yyyy;
  r1.xyzw = cb3[12].xyzw * v0.xxxx + r1.xyzw;
  r1.xyzw = cb3[14].xyzw * v0.zzzz + r1.xyzw;
  r1.xyzw = cb3[15].xyzw * v0.wwww + r1.xyzw;
  r2.xyz = _WorldSpaceCameraPos.xyz + -r1.xyz;
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = sqrt(r0.w);
  r2.xyz = -cb0[11].xyz + r0.www;
  r0.xyz = saturate(r2.xyz / r0.xyz);
  r0.xyz = float3(1,1,1) + -r0.xyz;
  r2.xyz = float3(1,1,1) / r0.xyz;
  r2.xyz = float3(-1,-1,-1) + r2.xyz;
  r3.xyzw = cb0[14].xzxz + r1.xzxz;
  r4.xyzw = r3.zwzw / cb0[11].xxyy;
  r3.xyzw = r3.xyzw / cb0[11].zzww;
  r5.xyzw = t1.SampleLevel(s1_s, r4.zw, r2.y).xyzw;
  r5.xyz = r5.xyz * r0.yyy;
  r6.xyzw = t0.SampleLevel(s0_s, r4.xy, r2.x).xyzw;
  r2.xyzw = t2.SampleLevel(s2_s, r3.xy, r2.z).xyzw;
  r3.xyzw = t3.SampleLevel(s3_s, r3.zw, 0).xyzw;
  r0.xyw = r6.xyz * r0.xxx + r5.xyz;
  r0.xyz = r2.xyz * r0.zzz + r0.xyw;
  r0.xyz = r0.xyz + r3.xyz;
  r0.xyz = r0.xyz * cb0[14].www + r1.xyz;
  r2.xyzw = cb4[10].xyzw * r0.yyyy;
  r2.xyzw = cb4[9].xyzw * r0.xxxx + r2.xyzw;
  r2.xyzw = cb4[11].xyzw * r0.zzzz + r2.xyzw;
  r2.xyzw = cb4[12].xyzw * r1.wwww + r2.xyzw;
  o0.xyzw = r2.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 905c5b7129c79e57-vs_replace.txt
if (r2.w != 1.0) { r2.x += separation * (r2.w - convergence); }

  o1.xy = r1.xz * cb0[77].xy + cb0[77].zw;
  o1.zw = r1.xz * cb0[76].xy + cb0[76].zw;
  o2.xyz = -_WorldSpaceCameraPos.xyz + r0.xyz;
  o2.w = 0;
  o3.xyz = -r0.xyz * cb2[0].www + cb2[0].xyz;
  o3.w = 0;
  r3.xyzw = cb0[82].xyzw * r0.yyyy;
  r3.xyzw = cb0[81].xyzw * r0.xxxx + r3.xyzw;
  r3.xyzw = cb0[83].xyzw * r0.zzzz + r3.xyzw;
  o5.yzw = r0.xyz;
  o4.xyzw = cb0[84].xyzw * r1.wwww + r3.xyzw;
  o5.x = 0;
  o6.zw = r4.zw;
  o8.xy = r4.xy;
  o6.xy = float2(0,0);
  r0.x = cb1[5].x * r2.y;
  r0.w = 0.5 * r0.x;
  r0.xz = float2(0.5,0.5) * r2.xw;
  o7.zw = r2.zw;
  o7.xy = r0.xw + r0.zz;
  o8.zw = float2(0,0);
  return;
}
