// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors c740ae08e94e54a9-vs_replace.txt
// 3DMigoto: c740ae08e94e54a9 | Matched 2 variants of 2 shaders: Hidden/TerrainEngine/Splatmap/Standard-AddPass, Nature/Terrain/Standard
//
// 1:    Unity headers extracted from Standard-AddPass.shader
// 2:    Unity headers extracted from Standard-FirstPass.shader
// 1:    Shader "Hidden/TerrainEngine/Splatmap/Standard-AddPass" {
// 2:    Shader "Nature/Terrain/Standard" {
//         Properties {
//         [HideInInspector]  _Control ("Control (RGBA)", 2D) = "red" { }
//         [HideInInspector]  _Splat3 ("Layer 3 (A)", 2D) = "white" { }
//         [HideInInspector]  _Splat2 ("Layer 2 (B)", 2D) = "white" { }
//         [HideInInspector]  _Splat1 ("Layer 1 (G)", 2D) = "white" { }
//         [HideInInspector]  _Splat0 ("Layer 0 (R)", 2D) = "white" { }
//         [HideInInspector]  _Normal3 ("Normal 3 (A)", 2D) = "bump" { }
//         [HideInInspector]  _Normal2 ("Normal 2 (B)", 2D) = "bump" { }
//         [HideInInspector]  _Normal1 ("Normal 1 (G)", 2D) = "bump" { }
//         [HideInInspector]  _Normal0 ("Normal 0 (R)", 2D) = "bump" { }
//         [HideInInspector] [Gamma]  _Metallic0 ("Metallic 0", Range(0,1)) = 0
//         [HideInInspector] [Gamma]  _Metallic1 ("Metallic 1", Range(0,1)) = 0
//         [HideInInspector] [Gamma]  _Metallic2 ("Metallic 2", Range(0,1)) = 0
//         [HideInInspector] [Gamma]  _Metallic3 ("Metallic 3", Range(0,1)) = 0
//         [HideInInspector]  _Smoothness0 ("Smoothness 0", Range(0,1)) = 1
//         [HideInInspector]  _Smoothness1 ("Smoothness 1", Range(0,1)) = 1
//         [HideInInspector]  _Smoothness2 ("Smoothness 2", Range(0,1)) = 1
//         [HideInInspector]  _Smoothness3 ("Smoothness 3", Range(0,1)) = 1
// 2:      [HideInInspector]  _MainTex ("BaseMap (RGB)", 2D) = "white" { }
// 2:      [HideInInspector]  _Color ("Main Color", Color) = (1,1,1,1)
//         }
// 2:      Dependency "AddPassShader" = "Hidden/TerrainEngine/Splatmap/Standard-AddPass"
// 1:      Fallback "Hidden/TerrainEngine/Splatmap/Diffuse-AddPass"
// 2:      Dependency "BaseMapShader" = "Hidden/TerrainEngine/Splatmap/Standard-Base"
// 2:      Fallback "Nature/Terrain/Diffuse"
//         SubShader 1/1 {
// 2:        Tags { "QUEUE"="Geometry-100" "RenderType"="Opaque" }
// 1:        Tags { "QUEUE"="Geometry-99" "IGNOREPROJECTOR"="true" "RenderType"="Opaque" }
//           Pass 1/3 {
//             Name "FORWARD"
// 2:          Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Geometry-100" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
// 1:          Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Geometry-99" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
// 2:          GpuProgramID 35214
// 1:          ZWrite Off
// 1:          Blend One One
// 1:          GpuProgramID 5046
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 15
//               }
//             }
//           }
//         }
//       }
//
// 1: Unity 5.3 headers extracted from Standard-AddPass.shader.decompressed:
// 2: Unity 5.3 headers extracted from Standard-FirstPass.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 71 0 0
//      Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" "_TERRAIN_NORMAL_MAP" }
//      undeciphered2: 1 0 4 0 0
//      undeciphered3: 15 4 0 0 2 1 1 2 3 4
//      ConstBuffer "$Globals" 240
//      Vector 48 [unity_ColorSpaceLuminance]
//      Vector 128 [_Control_ST]
//      Vector 176 [_Splat0_ST]
//      Vector 192 [_Splat1_ST]
//      Vector 208 [_Splat2_ST]
//      Vector 224 [_Splat3_ST]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityLighting" 720
//      Vector 32 [unity_4LightPosX0]
//      Vector 48 [unity_4LightPosY0]
//      Vector 64 [unity_4LightPosZ0]
//      Vector 80 [unity_4LightAtten0]
//      Vector 96 [unity_LightColor0]
//      Vector 112 [unity_LightColor1]
//      Vector 128 [unity_LightColor2]
//      Vector 144 [unity_LightColor3]
//      Vector 160 [unity_LightColor4]
//      Vector 176 [unity_LightColor5]
//      Vector 192 [unity_LightColor6]
//      Vector 208 [unity_LightColor7]
//      Vector 656 [unity_SHBr]
//      Vector 672 [unity_SHBg]
//      Vector 688 [unity_SHBb]
//      Vector 704 [unity_SHC]
//      ConstBuffer "UnityPerDraw" 352
//      Vector 336 [unity_WorldTransformParams]
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      Matrix 256 [_World2Object]
//      BindCB "$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 12:33:09 2017
cbuffer cb3 : register(b3)
{
  float4 cb3[22];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[45];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[15];
}




// 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,
  out float4 o5 : TEXCOORD4,
  out float4 o6 : TEXCOORD5,
  out float4 o7 : TEXCOORD6,
  out float4 o8 : TEXCOORD7,
  out float4 o9 : TEXCOORD8)
{
  float4 r0,r1,r2,r3,r4,r5;
  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 c740ae08e94e54a9-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }

  o1.xy = v3.xy * cb0[11].xy + cb0[11].zw;
  o1.zw = v3.xy * cb0[12].xy + cb0[12].zw;
  o2.xy = v3.xy * cb0[13].xy + cb0[13].zw;
  o2.zw = v3.xy * cb0[14].xy + cb0[14].zw;
  r1.xy = float2(0,1) * v2.zx;
  r1.xy = v2.yz * float2(1,0) + -r1.xy;
  r1.yzw = cb3[13].yzx * r1.yyy;
  r1.xyz = cb3[12].yzx * r1.xxx + r1.yzw;
  r1.w = dot(r1.xyz, r1.xyz);
  r1.w = rsqrt(r1.w);
  r1.xyz = r1.xyz * r1.www;
  o3.x = r1.z;
  r2.x = cb3[16].x * v2.x;
  r2.y = cb3[17].x * v2.x;
  r2.zw = cb3[18].xx * v2.xx;
  r3.x = cb3[16].y * v2.y;
  r3.y = cb3[17].y * v2.y;
  r3.zw = cb3[18].yy * v2.yy;
  r2.xyzw = r3.xyzw + r2.xyzw;
  r3.x = cb3[16].z * v2.z;
  r3.y = cb3[17].z * v2.z;
  r3.zw = cb3[18].zz * v2.zz;
  r2.xyzw = r3.xyzw + r2.xyzw;
  r1.w = dot(r2.xyw, r2.xyw);
  r1.w = rsqrt(r1.w);
  r2.xyzw = r2.xyzw * r1.wwww;
  r3.xyz = r2.wxy * r1.xyz;
  r3.xyz = r2.ywx * r1.yzx + -r3.xyz;
  r3.xyz = -cb3[21].www * r3.xyz;
  o3.y = r3.x;
  o3.z = r2.x;
  r4.xyz = cb3[13].xyz * v0.yyy;
  r4.xyz = cb3[12].xyz * v0.xxx + r4.xyz;
  r4.xyz = cb3[14].xyz * v0.zzz + r4.xyz;
  r4.xyz = cb3[15].xyz * v0.www + r4.xyz;
  o3.w = r4.x;
  o4.x = r1.x;
  o5.x = r1.y;
  o4.y = r3.y;
  o5.y = r3.z;
  o4.z = r2.y;
  o4.w = r4.y;
  o5.z = r2.w;
  o5.w = r4.z;
  o6.xy = v3.xy * cb0[8].xy + cb0[8].zw;
  r1.xyzw = cb2[3].xyzw + -r4.yyyy;
  r3.xyzw = r1.xyzw * r2.yyyy;
  r1.xyzw = r1.xyzw * r1.xyzw;
  r5.xyzw = cb2[2].xyzw + -r4.xxxx;
  r4.xyzw = cb2[4].xyzw + -r4.zzzz;
  r3.xyzw = r5.xyzw * r2.xxxx + r3.xyzw;
  r1.xyzw = r5.xyzw * r5.xyzw + r1.xyzw;
  r1.xyzw = r4.xyzw * r4.xyzw + r1.xyzw;
  r3.xyzw = r4.xyzw * r2.wwzw + r3.xyzw;
  r4.xyzw = rsqrt(r1.xyzw);
  r1.xyzw = r1.xyzw * cb2[5].xyzw + float4(1,1,1,1);
  r1.xyzw = float4(1,1,1,1) / r1.xyzw;
  r3.xyzw = r4.xyzw * r3.xyzw;
  r3.xyzw = max(float4(0,0,0,0), r3.xyzw);
  r1.xyzw = r3.xyzw * r1.xyzw;
  r3.xyz = cb2[7].xyz * r1.yyy;
  r3.xyz = cb2[6].xyz * r1.xxx + r3.xyz;
  r1.xyz = cb2[8].xyz * r1.zzz + r3.xyz;
  r1.xyz = cb2[9].xyz * r1.www + r1.xyz;
  r3.xyz = r1.xyz * float3(0.305306017,0.305306017,0.305306017) + float3(0.682171106,0.682171106,0.682171106);
  r3.xyz = r1.xyz * r3.xyz + float3(0.0125228781,0.0125228781,0.0125228781);
  r3.xyz = r3.xyz * r1.xyz;
  r1.w = cmp(cb0[3].w == 0.000000);
  r1.xyz = r1.www ? r3.xyz : r1.xyz;
  r1.w = r2.y * r2.y;
  r1.w = r2.x * r2.x + -r1.w;
  r2.xyzw = r2.xyzw * r2.ywzx;
  r3.x = dot(cb2[41].xyzw, r2.xyzw);
  r3.y = dot(cb2[42].xyzw, r2.xyzw);
  r3.z = dot(cb2[43].xyzw, r2.xyzw);
  r2.xyz = cb2[44].xyz * r1.www + r3.xyz;
  o7.xyz = r2.xyz + r1.xyz;
  r0.y = cb1[5].x * r0.y;
  r1.xzw = float3(0.5,0.5,0.5) * r0.xwy;
  o8.zw = r0.zw;
  o8.xy = r1.xw + r1.zz;
  o9.xyzw = float4(0,0,0,0);
  return;
}
