// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors c126a8319f2328f8-vs_replace.txt
// 3DMigoto: c126a8319f2328f8 |    Unity headers extracted from _UBERShader_DynSnow_Specular.shader
//    Shader "UBER - DynSnow - Specular Setup/ Core" {
//      Properties {
//      [HDR]  _Color ("Color", Color) = (1,1,1,1)
//      [HDR]  _Color2 ("Color2", Color) = (1,1,1,1)
//       _MainTex ("Albedo", 2D) = "white" { }
//       _MainTex2 ("Albedo2", 2D) = "white" { }
//       _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
//       _CutoffEdgeGlow ("Edge glow", Color) = (0,0,0,0.02)
//       _Glossiness ("Smoothness", Range(0,1)) = 1
//       _Glossiness2 ("Smoothness2", Range(0,1)) = 1
//       _SpecColor ("Specular", Color) = (1,1,1,1)
//       _SpecColor2 ("Specular2", Color) = (1,1,1,1)
//       _SpecGlossMap ("Specular", 2D) = "white" { }
//       _SpecGlossMap2 ("Specular2", 2D) = "white" { }
//       _BumpScale ("Scale", Float) = 1
//       _BumpScale2 ("Scale2", Float) = 1
//       _BumpMap ("Normal Map", 2D) = "bump" { }
//       _BumpMap2 ("Normal Map2", 2D) = "bump" { }
//       _Parallax ("Height Scale", Range(0,0.2)) = 0.04
//       _Parallax2 ("Height Scale2", Range(0,0.2)) = 0.04
//       _ParallaxMap ("Height Map", 2D) = "black" { }
//       _ParallaxMap2 ("Height Map2", 2D) = "black" { }
//       _OcclusionStrength ("Strength", Range(0,1)) = 0
//       _OcclusionStrength2 ("Strength2", Range(0,1)) = 0
//       _SecOcclusionStrength ("Strength (secondary)", Range(0,1)) = 0
//       _OcclusionMap ("Occlusion", 2D) = "white" { }
//       _EmissionColor ("Color", Color) = (0,0,0,1)
//       _EmissionMap ("Emission", 2D) = "white" { }
//       _DetailMask ("Detail Mask", 2D) = "white" { }
//       _DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" { }
//       _DetailNormalMapScale ("Scale", Float) = 1
//       _DetailNormalMap ("Normal Map", 2D) = "bump" { }
//      [Enum(UV0,0,UV1,1)]  _UVSec ("UV Set for secondary textures", Float) = 0
//      [Enum(UV0,0,UV1,1)]  _UVSecOcclusion ("UV Set for occlusion", Float) = 0
//      [NoKeywordToggle]  _UVSecOcclusionLightmapPacked ("2ndary occlusion from UV1 - apply lightmap transform", Float) = 0
//      [HideInInspector]  _Mode ("__mode", Float) = 0
//      [HideInInspector]  _SrcBlend ("__src", Float) = 1
//      [HideInInspector]  _DstBlend ("__dst", Float) = 0
//      [HideInInspector]  _ZWrite ("__zw", Float) = 1
//       _DiffuseScatter ("Diffuse Scatter", Float) = 1
//       _DiffuseScatteringColor ("Diffuse scattering", Color) = (0,0,0,0)
//       _DiffuseScatteringColor2 ("Diffuse scattering2", Color) = (0,0,0,0)
//       _DiffuseScatteringExponent ("Diffuse scattering exponent", Range(2,20)) = 8
//       _DiffuseScatteringOffset ("Diffuse scattering offset", Range(-0.5,0.5)) = 0
//       _GlossMin ("Gloss Min", Range(0,1)) = 0
//       _GlossMax ("Gloss Max", Range(0,1)) = 1
//       _BendNormalsFreq ("Bend normals frequency", Float) = 4
//       _BendNormalsStrength ("Bend normals strangth", Range(0,0.2)) = 0.05
//       _DetailUVMult ("Detail mask tiling mult", Float) = 1
//       _DetailNormalLerp ("Detail normalmap override", Range(0,1)) = 0
//       _DetailColor ("Tint (RGB+A - opacity)", Color) = (1,1,1,1)
//       _DetailEmissiveness ("Detail emissiveness", Range(0,1)) = 0
//       _SpecularRGBGlossADetail ("Specular(RGB) Gloss(A)", 2D) = "white" { }
//       _DetailSpecLerp ("Spec/Gloss override", Range(0,1)) = 1
//       _DetailSpecGloss ("Spec/gloss Tint (RGB,A)", Color) = (1,1,1,1)
//       _MetallicGlossMapDetail ("Metallic(R) Gloss(A)", 2D) = "white" { }
//       _DetailMetalness ("Detail metallic", Range(0,1)) = 1
//       _DetailGloss ("Detail smoothness", Range(0,1)) = 1
//      [NoKeywordToggle]  _PanEmissionMask ("Pan Emission Mask", Float) = 0
//       _PanUSpeed ("   Pan U Speed", Float) = 0
//       _PanVSpeed ("   Pan V Speed", Float) = 0
//      [NoKeywordToggle]  _PulsateEmission ("Pulsate Emission", Float) = 0
//       _EmissionPulsateSpeed ("   Emission Pulsate Frequency", Float) = 0
//       _MinPulseBrightness ("   Min Pulse Brightness", Range(0,1)) = 0
//      [NoKeywordToggle]  _Translucency ("Translucency", Float) = 0
//      [Foldout]  _TranslucencyShown ("", Float) = 1
//       _TranslucencyColor ("Translucency color", Color) = (1,1,1,1)
//       _TranslucencyColor2 ("Translucency color2", Color) = (1,1,1,1)
//       _TranslucencyStrength ("Translucency strength", Float) = 4
//       _TranslucencyPointLightDirectionality ("Point lights directionality", Range(0,1)) = 0.7
//       _TranslucencyConstant ("Translucency constant", Range(0,0.5)) = 0.1
//       _TranslucencyNormalOffset ("Translucency normal offset", Range(0,0.3)) = 0.05
//       _TranslucencyExponent ("Translucency exponent", Range(2,100)) = 30
//       _TranslucencyOcclusion ("Translucency occlusion", Range(0,1)) = 0
//       _TranslucencySuppressRealtimeShadows ("Translucency shadows suppression", Range(0,20)) = 0.5
//       _TranslucencyNDotL ("Translucency NdotL", Range(0,1)) = 0
//      [Enum(TranslucencyColor1,0,TranslucencyColor2,1,TranslucencyColor3,2,TranslucencyColor4,3)]  _TranslucencyDeferredLightIndex ("Translucency deferred light index", Float) = 0
//      [NoKeywordToggle]  _POM ("POM", Float) = 0
//      [Foldout]  _POMShown ("", Float) = 1
//      [NoKeywordToggle]  _DepthWrite ("Zwrite", Float) = 0
//       _Depth ("Depth", Range(0.001,2)) = 0.1
//       _DistSteps ("Max relief steps", Float) = 64
//       _ReliefMIPbias ("Relief MIP offset", Range(0,2)) = 0
//       _ObjectNormalsTex ("Object normals tex", 2D) = "grey" { }
//       _ObjectTangentsTex ("Object tangents tex", 2D) = "grey" { }
//       _CurvatureMultOffset ("Curvature", Vector) = (1,1,0,0)
//       _Tan2ObjectMultOffset ("Tex2Object", Vector) = (1,1,0,0)
//       _UV_Clip_Borders ("UV clip borders", Vector) = (0,0,1,1)
//       _POM_BottomCut ("Bottom cut value", Range(0,1)) = 0
//      [NoKeywordToggle]  _POM_MeshIsVolume ("Depth per vertex", Float) = 0
//      [NoKeywordToggle]  _POM_ExtrudeVolume ("Extruded mesh", Float) = 0
//      [NoKeywordToggle]  _POMPrecomputedFlag ("POM precomputed", Float) = 0
//      [Enum(Basic,0,Mapped,1)]  _POMCurvatureType ("Type of curvature mapping", Float) = 0
//       _DepthReductionDistance ("Depth reduction distance", Range(1,100)) = 20
//       _CurvatureCustomU ("Curvature custom U", Float) = 0
//       _CurvatureCustomV ("Curvature custom V", Float) = 0
//       _CurvatureMultU ("Curvature mult U", Float) = 1
//       _CurvatureMultV ("Curvature mult V", Float) = 1
//       _Tan2ObjCustomU ("Tex U to Object space", Float) = 1
//       _Tan2ObjCustomV ("Tex V to Object space", Float) = 1
//       _Tan2ObjMultU ("Tex U to Object space mult", Float) = 1
//       _Tan2ObjMultV ("Tex V to Object space mult", Float) = 1
//      [NoKeywordToggle]  _UV_Clip ("UV Clip", Float) = 0
//      [NoKeywordToggle]  _POMShadows ("Self-shadowing", Float) = 0
//       _ShadowStrength ("   Self-shadow strength", Range(0,1)) = 1
//       _DistStepsShadows ("   Max shadow steps", Float) = 64
//       _ShadowMIPbias ("   Shadow MIP offset", Range(0,2)) = 0
//       _Softness ("   Softness", Range(6,0)) = 2
//       _SoftnessFade ("   Softness fade", Range(0.2,1.5)) = 0.4
//       _Refraction ("Refration", Range(0,0.5)) = 0.02
//       _RefractionBumpScale ("Refraction bump scale", Range(0,2)) = 0.5
//       _RefractionChromaticAberration ("Chromatic Aberration", Range(0,0.1)) = 0
//      [NoKeywordToggle]  _Wetness ("Wetness", Float) = 0
//      [Foldout]  _WetnessShown ("", Float) = 1
//       _WetnessLevel ("Level (Height Map dependent)", Range(0,1.25)) = 1
//       _WetnessConst ("Const (Height Map independent)", Range(0,1)) = 0
//       _WetnessColor ("Wetness Color (RGB Tint, A Opacity)", Color) = (0,0,0,0)
//       _WetnessDarkening ("Wetness darkening", Range(0,8)) = 2
//       _WetnessSpecGloss ("Wetness Specular (RGB) Gloss (A)", Color) = (0.05,0.05,0.05,0.7)
//       _WetnessEmissiveness ("Wetness emissiveness", Range(0,20)) = 0
//       _WetnessNormalInfluence ("Wetness normal override", Range(0,1)) = 0.5
//       _WetnessUVMult ("Wetness - Detail mask tiling", Float) = 1
//       _RippleMap ("Ripple Map", 2D) = "bump" { }
//      [NoKeywordToggle]  _WetRipples ("Ripples (vertex color B)", Float) = 0
//       _RippleMapWet ("Ripple Map wet (UI)", 2D) = "bump" { }
//       _RippleStrength ("Strength", Range(0.01,2)) = 0.5
//       _RippleTiling ("Tiling", Float) = 1
//       _RippleSpecFilter ("Spec filtering", Float) = 0.02
//       _RippleAnimSpeed ("Anim speed", Float) = 0.5
//       _FlowCycleScale ("Cycle scale", Float) = 2
//       _RippleRefraction ("Refraction", Range(0,2)) = 0.3
//       _WetnessNormMIP ("Flow normal MIP level", Range(1,8)) = 5
//       _WetnessNormStrength ("Flow normal strength", Range(0,4)) = 2
//      [NoKeywordToggle]  _WetnessEmissivenessWrap ("Emissiveness normal wrap", Float) = 0
//      [NoKeywordToggle]  _WetnessLevelFromGlobal ("Water level controlled globally", Float) = 0
//      [NoKeywordToggle]  _WetnessConstFromGlobal ("Water const controlled globally", Float) = 0
//      [NoKeywordToggle]  _WetnessFlowGlobalTime ("Water flow global time", Float) = 1
//      [NoKeywordToggle]  _WetnessMergeWithSnowPerMaterial ("Water level from snow level (per material)", Float) = 0
//      [NoKeywordToggle]  _RippleStrengthFromGlobal ("Flow ripple normal strength controlled globally", Float) = 0
//      [NoKeywordToggle]  _WetDroplets ("Droplets (vertex color B)", Float) = 0
//       _DropletsMap ("Droplets Map", 2D) = "bump" { }
//       _RainIntensity ("Rain Intensity", Range(0,1)) = 1
//       _DropletsTiling ("Tiling", Float) = 1
//       _DropletsAnimSpeed ("Anim speed", Float) = 10
//      [NoKeywordToggle]  _RainIntensityFromGlobal ("Rain Intensity controlled globally (multiplied)", Float) = 0
//       _TessDepth ("Depth", Float) = 0.05
//       _TessOffset ("Offset", Range(0,1)) = 0.1
//       _Tess ("Tessellation", Range(1,60)) = 9
//       _TessEdgeLengthLimit ("Tessellation edge limit", Range(2,50)) = 5
//       minDist ("Min camera disance", Float) = 1
//       maxDist ("Max camera disance", Float) = 10
//       _Phong ("Phong", Range(0,1)) = 0
//      [NoKeywordToggle]  _Snow ("Snow", Float) = 1
//      [Foldout]  _SnowShown ("", Float) = 1
//       _RippleMapSnow ("Ripple Map snow (UI)", 2D) = "bump" { }
//       _SnowColorAndCoverage ("Color (RGB Tint, A Level)", Color) = (1,1,1,1)
//       _Frost ("Frost", Range(0,1)) = 0
//       _SnowSpecGloss ("Specular (RGB) Gloss (A)", Color) = (0.1,0.1,0.1,0.15)
//       _SnowSlopeDamp ("Slope damp", Range(0,6)) = 2
//       _SnowDiffuseScatteringColor ("Diffuse scattering", Color) = (1,1,1,0)
//       _SnowDiffuseScatteringExponent ("Diffuse scattering exponent", Range(2,20)) = 6
//       _SnowDiffuseScatteringOffset ("Diffuse scattering offset", Range(-0.5,0.5)) = 0.4
//       _SnowDeepSmoothen ("Deep smoothen", Range(0,8)) = 4
//       _SparkleMapSnow ("Snow detail (UI)", 2D) = "black" { }
//       _SnowEmissionTransparency ("Snow emission transparency", Color) = (0.1,0.1,0.1,1)
//       _SnowMicroTiling ("Micro tiling", Float) = 4
//       _SnowBumpMicro ("  Bumps micro", Range(0.001,0.2)) = 0.08
//       _SnowMacroTiling ("Macro tiling", Float) = 1
//       _SnowBumpMacro ("  Bumps macro", Range(0.001,0.5)) = 0.1
//      [NoKeywordToggle]  _SnowWorldMapping ("Snow World mapping", Float) = 0
//       _SnowDissolve ("Dissolve", Range(0,4)) = 2
//       _SnowDissolveMaskOcclusion ("Dissolve mask occlusion", Range(0,1)) = 0
//       _SnowTranslucencyColor ("Translucency color", Color) = (0.75,1,1,1)
//       _SnowGlitterColor ("Glitter Color", Color) = (0.8,0.8,0.8,0.2)
//       _SnowHeightThreshold ("Height threshold", Float) = -10000
//       _SnowHeightThresholdTransition ("Height threshold transition", Range(10,4000)) = 1000
//      [NoKeywordToggle]  _SnowLevelFromGlobal ("Snow level controlled globally", Float) = 0
//      [NoKeywordToggle]  _FrostFromGlobal ("Frost controlled globally", Float) = 0
//      [NoKeywordToggle]  _SnowBumpMicroFromGlobal ("Snow bumps micro controlled globally", Float) = 0
//      [NoKeywordToggle]  _SnowDissolveFromGlobal ("Snow dissolve controlled globally", Float) = 0
//      [NoKeywordToggle]  _SnowSpecGlossFromGlobal ("Snow spec/gloss controlled globally", Float) = 0
//      [NoKeywordToggle]  _SnowGlitterColorFromGlobal ("Snow glitter color controlled globally", Float) = 0
//      [NoKeywordToggle]  _Glitter ("Glitter", Float) = 0
//      [Foldout]  _GlitterShown ("", Float) = 1
//       _SparkleMap ("Sparkle & snow detail", 2D) = "black" { }
//       _SparkleMapGlitter ("Glitter map (UI)", 2D) = "black" { }
//       _GlitterColor ("Glitter Color", Color) = (0.8,0.8,0.8,0.2)
//       _GlitterColor2 ("Glitter Color2", Color) = (0.8,0.8,0.8,0.2)
//       _GlitterColorization ("Random colorization", Range(0,1)) = 0.2
//       _GlitterDensity ("Density", Range(0,1)) = 0.2
//       _GlitterTiling ("Tiling", Float) = 1
//       _GlitterAnimationFrequency ("Animation frequency", Float) = 0.02
//       _GlitterFilter ("Filtering", Range(-4,4)) = -1
//       _GlitterMask ("Masking", Range(0,1)) = 0
//      [Foldout]  _MainShown ("", Float) = 1
//      [Foldout]  _SecondaryShown ("", Float) = 1
//      [Foldout]  _PresetsShown ("", Float) = 0
//      [HideInInspector]  _ShadowCull ("__shadowcull", Float) = 2
//       heightMapTexelSize ("heightMap TexelSize fix for substance", Vector) = (1,1,1,1)
//       bumpMapTexelSize ("bumpMap TexelSize fix for substance", Vector) = (1,1,1,1)
//       bumpMap2TexelSize ("bumpMap2 TexelSize fix for substance", Vector) = (1,1,1,1)
//      }
//      Fallback "Standard (Specular setup)"
//      SubShader 1/1 {
//        LOD 700
//        Tags { "QUEUE"="Geometry+1" "RenderType"="Opaque" "PerformanceChecks"="False" "REFR"="Off" "TWO_LAYERS"="Off" "SNOW"="On" }
//        Pass 2/4 {
//          Name "FORWARD_DELTA"
//          Tags { "LIGHTMODE"="ForwardAdd" "QUEUE"="Geometry+1" "SHADOWSUPPORT"="true" "RenderType"="Opaque" "PerformanceChecks"="False" "REFR"="Off" "TWO_LAYERS"="Off" "SNOW"="On" }
//          ZWrite Off
//          Blend [_SrcBlend] One
//          GpuProgramID 91578
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 241
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from _UBERShader_DynSnow_Specular.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 42 0 0
//   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "_WETNESS_NONE" "_PARALLAX_MAP" "_DETAIL_TEXTURED" }
//   undeciphered2: 1 0 2 0 0
//   undeciphered3: 159 6 0 0 2 1 1 2 3 4 4 5 7 8
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityPerDraw" 352
//   Vector 336 [unity_WorldTransformParams]
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   Matrix 256 [_World2Object]
//   BindCB "UnityPerCamera" 0
//   BindCB "UnityPerDraw" 1
//
// 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 12:32:53 2017
cbuffer cb1 : register(b1)
{
  float4 cb1[22];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[9];
}




// 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,
  float4 v2 : TEXCOORD0,
  float2 v3 : TEXCOORD1,
  float4 v4 : TANGENT0,
  float4 v5 : COLOR0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD0,
  out float4 o2 : TEXCOORD1,
  out float4 o3 : TEXCOORD2,
  out float4 o4 : TEXCOORD3,
  out float4 o5 : TEXCOORD4,
  out float4 o6 : COLOR0,
  out float3 o7 : TEXCOORD8)
{
  float4 r0,r1,r2,r3,r4;
  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 c126a8319f2328f8-vs_replace.txt
float4 _WorldSpaceCameraPos = cb0[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.xyzw = cb1[1].xyzw * v0.yyyy;
  r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
  o0.xyzw = cb1[3].xyzw * v0.wwww + r0.xyzw;
  o1.xy = v2.xy;
  o1.zw = v3.xy;
  r0.xyz = cb1[13].xyz * v0.yyy;
  r0.xyz = cb1[12].xyz * v0.xxx + r0.xyz;
  r0.xyz = cb1[14].xyz * v0.zzz + r0.xyz;
  r0.xyz = cb1[15].xyz * v0.www + r0.xyz;
  o2.xyz = -_WorldSpaceCameraPos.xyz + r0.xyz;
  o7.xyz = r0.xyz;
  o2.w = 0;
  r0.xyz = cb1[13].xyz * v4.yyy;
  r0.xyz = cb1[12].xyz * v4.xxx + r0.xyz;
  r0.xyz = cb1[14].xyz * v4.zzz + r0.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  o3.xyz = r0.xyz;
  r1.xyz = cb1[17].xyz * _WorldSpaceCameraPos.yyy;
  r1.xyz = cb1[16].xyz * _WorldSpaceCameraPos.xxx + r1.xyz;
  r1.xyz = cb1[18].xyz * _WorldSpaceCameraPos.zzz + r1.xyz;
  r1.xyz = cb1[19].xyz + r1.xyz;
  r1.xyz = -v0.xyz + r1.xyz;
  r0.w = dot(v4.xyz, v4.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = v4.xyz * r0.www;
  o3.w = dot(r2.xyz, r1.xyz);
  r3.x = cb1[16].y;
  r3.y = cb1[17].y;
  r3.z = cb1[18].y;
  r3.xyz = v1.yyy * r3.xyz;
  r4.x = cb1[16].x;
  r4.y = cb1[17].x;
  r4.z = cb1[18].x;
  r3.xyz = r4.xyz * v1.xxx + r3.xyz;
  r4.x = cb1[16].z;
  r4.y = cb1[17].z;
  r4.z = cb1[18].z;
  r3.xyz = r4.xyz * v1.zzz + r3.xyz;
  r0.w = dot(r3.xyz, r3.xyz);
  r0.w = rsqrt(r0.w);
  r3.xyz = r3.xyz * r0.www;
  r4.xyz = r3.zxy * r0.yzx;
  r0.xyz = r3.yzx * r0.zxy + -r4.xyz;
  o5.xyz = r3.xyz;
  r0.w = cb1[21].w * v4.w;
  o4.xyz = r0.xyz * r0.www;
  r0.x = dot(v1.xyz, v1.xyz);
  r0.x = rsqrt(r0.x);
  r0.xyz = v1.xyz * r0.xxx;
  r3.xyz = r0.zxy * r2.yzx;
  r2.xyz = r0.yzx * r2.zxy + -r3.xyz;
  o5.w = dot(r0.xyz, r1.xyz);
  r0.xyz = v4.www * r2.xyz;
  o4.w = dot(r0.xyz, r1.xyz);
  o6.xyzw = v5.xyzw;
  return;
}
