// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors 97f6eb62f9698d10-vs_replace.txt
// 3DMigoto: 97f6eb62f9698d10 |    Unity headers extracted from Standard-Base.shader
//    Shader "Hidden/TerrainEngine/Splatmap/Standard-Base" {
//      Properties {
//       _MainTex ("Base (RGB) Smoothness (A)", 2D) = "white" { }
//       _MetallicTex ("Metallic (R)", 2D) = "white" { }
//       _Color ("Main Color", Color) = (1,1,1,1)
//      }
//      Fallback "Diffuse"
//      SubShader 1/1 {
//        LOD 200
//        Tags { "QUEUE"="Geometry-100" "RenderType"="Opaque" }
//        Pass 2/3 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="ForwardAdd" "QUEUE"="Geometry-100" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
//          ZWrite Off
//          Blend One One
//          GpuProgramID 128984
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 27
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Standard-Base.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 26 0 0
//   Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" }
//   undeciphered2: 1 0 3 0 0
//   undeciphered3: 15 4 0 0 2 1 1 2 3 4
//   ConstBuffer "$Globals" 208
//   Vector 192 [_MainTex_ST]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 80 [_ProjectionParams]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   Matrix 256 [_World2Object]
//   BindCB "$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 12:31:00 2017
cbuffer cb2 : register(b2)
{
  float4 cb2[19];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[13];
}




// 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)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

float4 stereo = StereoParams.Load(0);
float separation = stereo.x, convergence = stereo.y, eye = stereo.z;

  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;
  r0.xyzw = cb2[3].xyzw * v0.wwww + r0.xyzw;
  o0.xyzw = r0.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 97f6eb62f9698d10-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }

  o1.xy = v3.xy * cb0[12].xy + cb0[12].zw;
  r1.x = cb2[16].x * v2.x;
  r1.y = cb2[17].x * v2.x;
  r1.z = cb2[18].x * v2.x;
  r2.x = cb2[16].y * v2.y;
  r2.y = cb2[17].y * v2.y;
  r2.z = cb2[18].y * v2.y;
  r1.xyz = r2.xyz + r1.xyz;
  r2.x = cb2[16].z * v2.z;
  r2.y = cb2[17].z * v2.z;
  r2.z = cb2[18].z * v2.z;
  r1.xyz = r2.xyz + r1.xyz;
  r1.w = dot(r1.xyz, r1.xyz);
  r1.w = rsqrt(r1.w);
  o2.xyz = r1.xyz * r1.www;
  r1.xyz = cb2[13].xyz * v0.yyy;
  r1.xyz = cb2[12].xyz * v0.xxx + r1.xyz;
  r1.xyz = cb2[14].xyz * v0.zzz + r1.xyz;
  o3.xyz = cb2[15].xyz * v0.www + r1.xyz;
  r0.y = cb1[5].x * r0.y;
  r1.xzw = float3(0.5,0.5,0.5) * r0.xwy;
  o4.zw = r0.zw;
  o4.xy = r1.xw + r1.zz;
  return;
}
