// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors cdb5a7c7edca527e-vs_replace.txt
// 3DMigoto: cdb5a7c7edca527e | Matched 8 variants of 3 shaders: Beautiful Dissolves/Standard Dissolve, Beautiful Dissolves/Standard Dissolve (Specular setup), Beautiful Dissolves/Standard Dissolve NoCull Fixed
//
// c0:    Unity headers extracted from Standard-Dissolve NoCull Fixed.shader
// 07:    Unity headers extracted from Standard-Dissolve.shader
// 38:    Unity headers extracted from Standard-DissolveSpecular.shader
// 38:    Shader "Beautiful Dissolves/Standard Dissolve (Specular setup)" {
// c0:    Shader "Beautiful Dissolves/Standard Dissolve NoCull Fixed" {
// 07:    Shader "Beautiful Dissolves/Standard Dissolve" {
//          Properties {
//           _Color ("Color", Color) = (1,1,1,1)
//           _MainTex ("Albedo", 2D) = "white" { }
//           _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
//           _Glossiness ("Smoothness", Range(0,1)) = 0.5
// 38:       _SpecColor ("Specular", Color) = (0.2,0.2,0.2,1)
// c7:      [Gamma]  _Metallic ("Metallic", Range(0,1)) = 0
// c7:       _MetallicGlossMap ("Metallic", 2D) = "white" { }
// 38:       _SpecGlossMap ("Specular", 2D) = "white" { }
//           _BumpScale ("Scale", Float) = 1
//           _BumpMap ("Normal Map", 2D) = "bump" { }
//           _Parallax ("Height Scale", Range(0.005,0.08)) = 0.02
//           _ParallaxMap ("Height Map", 2D) = "black" { }
//           _OcclusionStrength ("Strength", Range(0,1)) = 1
//           _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
//           _DissolveMap ("Dissolve Map", 2D) = "white" { }
//           _DissolveAmount ("Dissolve Amount", Range(0,1)) = 0.5
//           _GlowColor ("Glow Color", Color) = (0.2588,0.4118,0.8588,1)
//           _GlowIntensity ("Glow Intensity", Float) = 1
//           _OuterEdgeColor ("Outer Edge Color", Color) = (0,0.5,1,1)
//           _InnerEdgeColor ("Inner Edge Color", Color) = (1,1,0,1)
//           _OuterEdgeThickness ("Outer Edge Thickness", Range(0,1)) = 0.02
//           _InnerEdgeThickness ("Inner Edge Thickness", Range(0,1)) = 0
//          [HideInInspector]  _Mode ("__mode", Float) = 0
//          [HideInInspector]  _SrcBlend ("__src", Float) = 1
//          [HideInInspector]  _DstBlend ("__dst", Float) = 0
//          [HideInInspector]  _ZWrite ("__zw", Float) = 1
//          }
//          Fallback "VertexLit"
//          SubShader 1/2 {
//            LOD 300
//            Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
//            Pass 1/4 {
//              Name "FORWARD"
//              Tags { "LIGHTMODE"="ForwardBase" "SHADOWSUPPORT"="true" "RenderType"="Opaque" "PerformanceChecks"="False" }
//              ZWrite [_ZWrite]
//              Cull Off
//              Blend [_SrcBlend] [_DstBlend]
// c7:          GpuProgramID 26389
// 38:          GpuProgramID 52070
//              Program "vp" {
//                SubProgram "d3d11 " {
// 92:              GpuProgramIndex 13
// 24:              GpuProgramIndex 21
// 49:              GpuProgramIndex 5
//                }
//              }
//            }
//          }
//        }
//
// c0: Unity 5.3 headers extracted from Standard-Dissolve NoCull Fixed.shader.decompressed:
// 07: Unity 5.3 headers extracted from Standard-Dissolve.shader.decompressed:
// 38: Unity 5.3 headers extracted from Standard-DissolveSpecular.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 60 0 0
// 49:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
// 04:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_EMISSION" "VERTEXLIGHT_ON" "_METALLICGLOSSMAP" }
// 20:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_EMISSION" "VERTEXLIGHT_ON" "_SPECGLOSSMAP" }
// 92:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "_EMISSION" "VERTEXLIGHT_ON" }
//       undeciphered2: 1 0 4 0 0
//       undeciphered3: 27 4 0 0 1 2 3 4 4 5
//       ConstBuffer "$Globals" 320
//       Vector 48 [unity_ColorSpaceLuminance]
//       Vector 160 [_MainTex_ST]
//       Vector 176 [_DetailAlbedoMap_ST]
//       Float 216 [_UVSec]
//       ConstBuffer "UnityPerCamera" 144
//       Vector 64 [_WorldSpaceCameraPos] 3
//       ConstBuffer "UnityLighting" 720
//       Vector 32 [unity_4LightPosX0]
//       Vector 48 [unity_4LightPosY0]
//       Vector 64 [unity_4LightPosZ0]
//       Vector 80 [unity_4LightAtten0]
//       Vector 96 [unity_LightColor0]
//       Vector 112 [unity_LightColor1]
//       Vector 128 [unity_LightColor2]
//       Vector 144 [unity_LightColor3]
//       Vector 160 [unity_LightColor4]
//       Vector 176 [unity_LightColor5]
//       Vector 192 [unity_LightColor6]
//       Vector 208 [unity_LightColor7]
//       Vector 656 [unity_SHBr]
//       Vector 672 [unity_SHBg]
//       Vector 688 [unity_SHBb]
//       Vector 704 [unity_SHC]
//       ConstBuffer "UnityPerDraw" 352
//       Matrix 0 [glstate_matrix_mvp]
//       Matrix 192 [_Object2World]
//       Matrix 256 [_World2Object]
//       BindCB "$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 12:33:28 2017
cbuffer cb3 : register(b3)
{
  float4 cb3[22];
}

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

cbuffer cb1 : register(b1)
{
  float4 cb1[9];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[14];
}




// 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,
  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 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 cdb5a7c7edca527e-vs_replace.txt
float4 _WorldSpaceCameraPos = cb1[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 = cb3[1].xyzw * v0.yyyy;
  r0.xyzw = cb3[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb3[2].xyzw * v0.zzzz + r0.xyzw;
  o0.xyzw = cb3[3].xyzw * v0.wwww + r0.xyzw;
  r0.x = cmp(cb0[13].z == 0.000000);
  r0.xy = r0.xx ? v2.xy : v3.xy;
  o1.zw = r0.xy * cb0[11].xy + cb0[11].zw;
  o1.xy = v2.xy * cb0[10].xy + cb0[10].zw;
  r0.xyz = cb3[13].xyz * v0.yyy;
  r0.xyz = cb3[12].xyz * v0.xxx + r0.xyz;
  r0.xyz = cb3[14].xyz * v0.zzz + r0.xyz;
  r0.xyz = cb3[15].xyz * v0.www + r0.xyz;
  o2.xyz = -_WorldSpaceCameraPos.xyz + r0.xyz;
  o3.xyzw = float4(0,0,0,0);
  o4.xyzw = float4(0,0,0,0);
  r1.x = cb3[16].x * v1.x;
  r1.y = cb3[17].x * v1.x;
  r1.z = cb3[18].x * v1.x;
  r2.x = cb3[16].y * v1.y;
  r2.y = cb3[17].y * v1.y;
  r2.z = cb3[18].y * v1.y;
  r1.xyz = r2.xyz + r1.xyz;
  r2.x = cb3[16].z * v1.z;
  r2.y = cb3[17].z * v1.z;
  r2.z = cb3[18].z * v1.z;
  r1.xyz = r2.xyz + r1.xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  o5.xyz = r1.xyz;
  o5.w = 0;
  r2.xyzw = cb2[3].xyzw + -r0.yyyy;
  r3.xyzw = r2.xyzw * r1.yyyy;
  r2.xyzw = r2.xyzw * r2.xyzw;
  r4.xyzw = cb2[2].xyzw + -r0.xxxx;
  r3.xyzw = r4.xyzw * r1.xxxx + r3.xyzw;
  r2.xyzw = r4.xyzw * r4.xyzw + r2.xyzw;
  r4.xyzw = cb2[4].xyzw + -r0.zzzz;
  o7.xyz = r0.xyz;
  r0.xyzw = r4.xyzw * r1.zzzz + r3.xyzw;
  r2.xyzw = r4.xyzw * r4.xyzw + r2.xyzw;
  r3.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;
  r0.xyzw = r3.xyzw * r0.xyzw;
  r0.xyzw = max(float4(0,0,0,0), r0.xyzw);
  r0.xyzw = r0.xyzw * r2.xyzw;
  r2.xyz = cb2[7].xyz * r0.yyy;
  r2.xyz = cb2[6].xyz * r0.xxx + r2.xyz;
  r0.xyz = cb2[8].xyz * r0.zzz + r2.xyz;
  r0.xyz = cb2[9].xyz * r0.www + r0.xyz;
  r0.w = r1.y * r1.y;
  r0.w = r1.x * r1.x + -r0.w;
  r1.xyzw = r1.xyzz * r1.yzzx;
  r2.x = dot(cb2[41].xyzw, r1.xyzw);
  r2.y = dot(cb2[42].xyzw, r1.xyzw);
  r2.z = dot(cb2[43].xyzw, r1.xyzw);
  r1.xyz = cb2[44].xyz * r0.www + r2.xyz;
  r2.xyz = max(float3(0,0,0), r1.xyz);
  r2.xyz = log2(r2.xyz);
  r2.xyz = float3(0.416666657,0.416666657,0.416666657) * r2.xyz;
  r2.xyz = exp2(r2.xyz);
  r2.xyz = r2.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
  r2.xyz = max(float3(0,0,0), r2.xyz);
  r0.w = cmp(cb0[3].w == 0.000000);
  r1.xyz = r0.www ? r2.xyz : r1.xyz;
  o6.xyz = r1.xyz + r0.xyz;
  o6.w = 0;
  return;
}
