// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors a0ca140b49a23c69-vs_replace.txt
// 3DMigoto: a0ca140b49a23c69 |    Unity headers extracted from Explosion.shader
//    Shader "Effects/Explosion" {
//      Properties {
//       _TintColorR ("Tint Color R (Core)", Color) = (0.5,0.5,0.5,1)
//       _TintColorG ("Tint Color G (Glow)", Color) = (0.5,0.5,0.5,1)
//       _TintColorB ("Tint Color B (Shadow)", Color) = (0.5,0.5,0.5,1)
//       _ColorStrR ("Color R strength", Range(0.01,4)) = 1
//       _ColorStrG ("Color G strength", Range(0.01,4)) = 1
//       _ColorStrB ("Color B strength", Range(0.01,4)) = 1
//       _MainTex ("Particle Texture", 2D) = "white" { }
//       _InvFade ("Soft Particles Factor", Range(0.01,3)) = 1
//      }
//      SubShader 1/1 {
//        Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
//        Pass 1/2 {
//          Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
//          ZWrite Off
//          Cull Off
//          Blend SrcAlpha One
//          GpuProgramID 64643
//          Program "vp" {
//            SubProgram "d3d11_9x " {
//              GpuProgramIndex 5
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Explosion.shader.decompressed:
//   API d3d11_9x
//   Shader model vs_4_0_level_9_1
//   undeciphered1: 201509030 14 0 0
//   Keywords { "SOFTPARTICLES_ON" }
//   undeciphered2: 1 0 3 0 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 176
//   Vector 144 [_MainTex_ST]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 80 [_ProjectionParams]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 64 [glstate_matrix_modelview0]
//   BindCB "$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 12:31:22 2017
cbuffer cb2 : register(b2)
{
  float4 cb2[8];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[10];
}




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


void main( 
  float4 v0 : POSITION0,
  float4 v1 : COLOR0,
  float2 v2 : TEXCOORD0,
  out float4 o0 : SV_Position0,
  out float4 o1 : COLOR0,
  out float4 o2 : TEXCOORD0,
  out float4 o3 : TEXCOORD1)
{
  float4 r0,r1;
  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 a0ca140b49a23c69-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }

  o1.w = saturate(v1.w * 1.5 + -0.5);
  o1.xyz = v1.xyz;
  o2.xy = v2.xy * cb0[9].xy + cb0[9].zw;
  r0.y = cb1[5].x * r0.y;
  r1.xzw = float3(0.5,0.5,0.5) * r0.xwy;
  o3.w = r0.w;
  o3.xy = r1.xw + r1.zz;
  r0.x = cb2[5].z * v0.y;
  r0.x = cb2[4].z * v0.x + r0.x;
  r0.x = cb2[6].z * v0.z + r0.x;
  r0.x = cb2[7].z * v0.w + r0.x;
  o3.z = -r0.x;
  return;
}
