// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors a1e8270501b58ff2-vs_replace.txt
// 3DMigoto: a1e8270501b58ff2 |    Unity headers extracted from VertexLit.shader
//    Shader "Hidden/TerrainEngine/Details/Vertexlit" {
//      Properties {
//       _MainTex ("Main Texture", 2D) = "white" { }
//      }
//      Fallback "VertexLit"
//      SubShader 1/2 {
//        LOD 200
//        Tags { "RenderType"="Opaque" }
//        Pass 1/5 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="ForwardBase" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
//          GpuProgramID 41573
//          Program "vp" {
//            SubProgram "d3d11_9x " {
//              GpuProgramIndex 11
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from VertexLit.shader.decompressed:
//   API d3d11_9x
//   Shader model vs_4_0_level_9_1
//   undeciphered1: 201509030 63 0 0
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
//   undeciphered2: 1 0 4 0 0
//   undeciphered3: 15 4 0 0 2 1 1 2 3 4
//   ConstBuffer "$Globals" 144
//   Vector 128 [_MainTex_ST]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 80 [_ProjectionParams]
//   ConstBuffer "UnityLighting" 720
//   Vector 32 [unity_4LightPosX0]
//   Vector 48 [unity_4LightPosY0]
//   Vector 64 [unity_4LightPosZ0]
//   Vector 80 [unity_4LightAtten0]
//   Vector 96 [unity_LightColor0]
//   Vector 112 [unity_LightColor1]
//   Vector 128 [unity_LightColor2]
//   Vector 144 [unity_LightColor3]
//   Vector 160 [unity_LightColor4]
//   Vector 176 [unity_LightColor5]
//   Vector 192 [unity_LightColor6]
//   Vector 208 [unity_LightColor7]
//   Vector 608 [unity_SHAr]
//   Vector 624 [unity_SHAg]
//   Vector 640 [unity_SHAb]
//   Vector 656 [unity_SHBr]
//   Vector 672 [unity_SHBg]
//   Vector 688 [unity_SHBb]
//   Vector 704 [unity_SHC]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   Matrix 256 [_World2Object]
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityPerDraw" 3
//
// 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 12:31:24 2017
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[9];
}




// 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 float3 o3 : TEXCOORD2,
  out float4 o4 : COLOR0,
  out float4 o5 : TEXCOORD3,
  out float4 o6 : TEXCOORD4)
{
  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;

  r0.xyzw = cb3[1].xyzw * v0.yyyy;
  r0.xyzw = cb3[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb3[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb3[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 a1e8270501b58ff2-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }

  o1.xy = v3.xy * cb0[8].xy + cb0[8].zw;
  r1.x = cb3[16].x * v2.x;
  r1.y = cb3[17].x * v2.x;
  r1.z = cb3[18].x * v2.x;
  r2.x = cb3[16].y * v2.y;
  r2.y = cb3[17].y * v2.y;
  r2.z = cb3[18].y * v2.y;
  r1.xyz = r2.xyz + r1.xyz;
  r2.x = cb3[16].z * v2.z;
  r2.y = cb3[17].z * v2.z;
  r2.z = cb3[18].z * v2.z;
  r1.xyz = r2.xyz + r1.xyz;
  r1.w = dot(r1.xyz, r1.xyz);
  r1.w = rsqrt(r1.w);
  r1.xyz = r1.xyz * r1.www;
  o2.xyz = r1.xyz;
  r2.xyz = cb3[13].xyz * v0.yyy;
  r2.xyz = cb3[12].xyz * v0.xxx + r2.xyz;
  r2.xyz = cb3[14].xyz * v0.zzz + r2.xyz;
  r2.xyz = cb3[15].xyz * v0.www + r2.xyz;
  o3.xyz = r2.xyz;
  o4.xyzw = v7.xyzw;
  r2.w = r1.y * r1.y;
  r2.w = r1.x * r1.x + -r2.w;
  r3.xyzw = r1.xyzz * r1.yzzx;
  r4.x = dot(cb2[41].xyzw, r3.xyzw);
  r4.y = dot(cb2[42].xyzw, r3.xyzw);
  r4.z = dot(cb2[43].xyzw, r3.xyzw);
  r3.xyz = cb2[44].xyz * r2.www + r4.xyz;
  r1.w = 1;
  r4.x = dot(cb2[38].xyzw, r1.xyzw);
  r4.y = dot(cb2[39].xyzw, r1.xyzw);
  r4.z = dot(cb2[40].xyzw, r1.xyzw);
  r3.xyz = r4.xyz + r3.xyz;
  r3.xyz = max(float3(0,0,0), r3.xyz);
  r3.xyz = log2(r3.xyz);
  r3.xyz = float3(0.416666657,0.416666657,0.416666657) * r3.xyz;
  r3.xyz = exp2(r3.xyz);
  r3.xyz = r3.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
  r3.xyz = max(float3(0,0,0), r3.xyz);
  r4.xyzw = cb2[3].xyzw + -r2.yyyy;
  r5.xyzw = r4.xyzw * r1.yyyy;
  r4.xyzw = r4.xyzw * r4.xyzw;
  r6.xyzw = cb2[2].xyzw + -r2.xxxx;
  r2.xyzw = cb2[4].xyzw + -r2.zzzz;
  r5.xyzw = r6.xyzw * r1.xxxx + r5.xyzw;
  r1.xyzw = r2.xyzw * r1.zzzz + r5.xyzw;
  r4.xyzw = r6.xyzw * r6.xyzw + r4.xyzw;
  r2.xyzw = r2.xyzw * r2.xyzw + r4.xyzw;
  r4.xyzw = rsqrt(r2.xyzw);
  r2.xyzw = r2.xyzw * cb2[5].xyzw + float4(1,1,1,1);
  r2.xyzw = float4(1,1,1,1) / r2.xyzw;
  r1.xyzw = r4.xyzw * r1.xyzw;
  r1.xyzw = max(float4(0,0,0,0), r1.xyzw);
  r1.xyzw = r1.xyzw * r2.xyzw;
  r2.xyz = cb2[7].xyz * r1.yyy;
  r2.xyz = cb2[6].xyz * r1.xxx + r2.xyz;
  r1.xyz = cb2[8].xyz * r1.zzz + r2.xyz;
  r1.xyz = cb2[9].xyz * r1.www + r1.xyz;
  o5.xyz = r1.xyz + r3.xyz;
  r0.y = cb1[5].x * r0.y;
  r1.xzw = float3(0.5,0.5,0.5) * r0.xwy;
  o6.zw = r0.zw;
  o6.xy = r1.xw + r1.zz;
  return;
}
