// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors ce3ba9f61664cd3e-vs_replace.txt
// 3DMigoto: ce3ba9f61664cd3e | Matched 24 variants of 2 shaders: UBER - Metallic Setup/2 Sided/ Core, UBER - Specular Setup/ Core
//
// 00ffff:    Unity headers extracted from _UBERShader_Metallic_2Sided.shader
// ff0000:    Unity headers extracted from _UBERShader_Specular.shader
// 00ffff:    Shader "UBER - Metallic Setup/2 Sided/ Core" {
// ff0000:    Shader "UBER - 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
// ff0000:       _SpecColor ("Specular", Color) = (1,1,1,1)
// 00ffff:      [Gamma]  _Metallic ("Metallic", Range(0,1)) = 1
// ff0000:       _SpecColor2 ("Specular2", Color) = (1,1,1,1)
// 00ffff:      [Gamma]  _Metallic2 ("Metallic2", Range(0,1)) = 1
// 00ffff:       _MetallicGlossMap ("Metallic", 2D) = "white" { }
// ff0000:       _SpecGlossMap ("Specular", 2D) = "white" { }
// 00ffff:       _MetallicGlossMap2 ("Metallic2", 2D) = "white" { }
// ff0000:       _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
// 00ffff:      [NoKeywordToggle]  _RainIntensityFromGlobal ("Rain Intensity controlled globally (multiplied)", Float) = 0
// ff0000:      [NoKeywordToggle]  _WetDroplets ("Droplets (vertex color B)", Float) = 0
// 00ffff:      [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) = 0
//              [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
// 00ffff:      [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
// ff0000:      [Foldout]  _MainShown ("", Float) = 1
// 00ffff:      [HideInInspector]  _ShadowCull ("__shadowcull", Float) = 2
// 00ffff:      [Foldout]  _MainShown ("", Float) = 1
//              [Foldout]  _SecondaryShown ("", Float) = 1
//              [Foldout]  _PresetsShown ("", Float) = 0
// ff0000:      [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)
//              }
// ff0000:      Fallback "Standard (Specular setup)"
// 00ffff:      Fallback "Standard"
//              SubShader 1/1 {
//                LOD 700
//                Tags { "QUEUE"="Geometry+1" "RenderType"="Opaque" "PerformanceChecks"="False" "REFR"="Off" "TWO_LAYERS"="Off" }
//                Pass 2/4 {
//                  Name "FORWARD_DELTA"
//                  Tags { "LIGHTMODE"="ForwardAdd" "QUEUE"="Geometry+1" "SHADOWSUPPORT"="true" "RenderType"="Opaque" "PerformanceChecks"="False" "REFR"="Off" "TWO_LAYERS"="Off" }
//                  ZWrite Off
// 00ffff:          Cull Off
//                  Blend [_SrcBlend] One
// ff0000:          GpuProgramID 78503
// 00ffff:          GpuProgramID 84315
//                  Program "vp" {
//                    SubProgram "d3d11 " {
// 000001:              GpuProgramIndex 137
// 000002:              GpuProgramIndex 139
// 000004:              GpuProgramIndex 143
// 000008:              GpuProgramIndex 145
// 000010:              GpuProgramIndex 163
// 000020:              GpuProgramIndex 165
// 000040:              GpuProgramIndex 169
// 000080:              GpuProgramIndex 171
// 000100:              GpuProgramIndex 189
// 000200:              GpuProgramIndex 191
// 000400:              GpuProgramIndex 195
// 000800:              GpuProgramIndex 197
// 001000:              GpuProgramIndex 215
// 002000:              GpuProgramIndex 217
// 004000:              GpuProgramIndex 221
// 008000:              GpuProgramIndex 223
// 010000:              GpuProgramIndex 53
// 020000:              GpuProgramIndex 55
// 040000:              GpuProgramIndex 59
// 080000:              GpuProgramIndex 61
// 100000:              GpuProgramIndex 79
// 200000:              GpuProgramIndex 81
// 400000:              GpuProgramIndex 85
// 800000:              GpuProgramIndex 87
//                    }
//                  }
//                }
//              }
//            }
//
// 00ffff: Unity 5.3 headers extracted from _UBERShader_Metallic_2Sided.shader.decompressed:
// ff0000: Unity 5.3 headers extracted from _UBERShader_Specular.shader.decompressed:
//           API d3d11
//           Shader model vs_4_0
//           undeciphered1: 201509030 42 0 0
// 004000:   Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "_ALPHABLEND_ON" "_WETNESS_NONE" }
// 000400:   Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "_ALPHATEST_ON" "_WETNESS_NONE" }
// 400040:   Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "_WETNESS_NONE" "_DETAIL_TEXTURED" }
// 040004:   Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "_WETNESS_NONE" }
// 001000:   Keywords { "POINT" "SHADOWS_CUBE" "_ALPHABLEND_ON" "_WETNESS_NONE" }
// 000100:   Keywords { "POINT" "SHADOWS_CUBE" "_ALPHATEST_ON" "_WETNESS_NONE" }
// 100010:   Keywords { "POINT" "SHADOWS_CUBE" "_WETNESS_NONE" "_DETAIL_TEXTURED" }
// 010001:   Keywords { "POINT" "SHADOWS_CUBE" "_WETNESS_NONE" }
// 008000:   Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "_ALPHABLEND_ON" "_WETNESS_NONE" }
// 000800:   Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "_ALPHATEST_ON" "_WETNESS_NONE" }
// 800080:   Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "_WETNESS_NONE" "_DETAIL_TEXTURED" }
// 080008:   Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "_WETNESS_NONE" }
// 002000:   Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "_ALPHABLEND_ON" "_WETNESS_NONE" }
// 000200:   Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "_ALPHATEST_ON" "_WETNESS_NONE" }
// 200020:   Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "_WETNESS_NONE" "_DETAIL_TEXTURED" }
// 020002:   Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "_WETNESS_NONE" }
//           undeciphered2: 1 0 4 0 0
//           undeciphered3: 159 6 0 0 2 1 1 2 3 4 4 5 7 8
//           ConstBuffer "$Globals" 608
//           Matrix 544 [_LightMatrix0]
//           ConstBuffer "UnityPerCamera" 144
//           Vector 64 [_WorldSpaceCameraPos] 3
//           ConstBuffer "UnityLighting" 720
//           Vector 16 [_LightPositionRange]
//           ConstBuffer "UnityPerDraw" 352
//           Vector 336 [unity_WorldTransformParams]
//           Matrix 0 [glstate_matrix_mvp]
//           Matrix 192 [_Object2World]
//           Matrix 256 [_World2Object]
//           BindCB "$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 12:33:29 2017
cbuffer cb3 : register(b3)
{
  float4 cb3[22];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[2];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[38];
}




// 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 float4 o7 : TEXCOORD5,
  out float4 o8 : TEXCOORD6,
  out float3 o9 : TEXCOORD8)
{
  float4 r0,r1,r2,r3;
  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 ce3ba9f61664cd3e-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;
  o1.xy = v2.xy;
  o1.zw = v3.xy;
  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;
  o2.w = 0;
  r1.xyz = cb3[13].xyz * v4.yyy;
  r1.xyz = cb3[12].xyz * v4.xxx + r1.xyz;
  r1.xyz = cb3[14].xyz * v4.zzz + r1.xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  o3.xyz = r1.xyz;
  o3.w = 0;
  r2.x = cb3[16].x * v1.x;
  r2.y = cb3[17].x * v1.x;
  r2.z = cb3[18].x * v1.x;
  r3.x = cb3[16].y * v1.y;
  r3.y = cb3[17].y * v1.y;
  r3.z = cb3[18].y * v1.y;
  r2.xyz = r3.xyz + r2.xyz;
  r3.x = cb3[16].z * v1.z;
  r3.y = cb3[17].z * v1.z;
  r3.z = cb3[18].z * v1.z;
  r2.xyz = r3.xyz + r2.xyz;
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = r2.xyz * r0.www;
  r3.xyz = r2.zxy * r1.yzx;
  r1.xyz = r2.yzx * r1.zxy + -r3.xyz;
  o5.xyz = r2.xyz;
  r0.w = cb3[21].w * v4.w;
  o4.xyz = r1.xyz * r0.www;
  o4.w = 0;
  o5.w = 0;
  o6.xyzw = v5.xyzw;
  r1.xyzw = cb3[13].xyzw * v0.yyyy;
  r1.xyzw = cb3[12].xyzw * v0.xxxx + r1.xyzw;
  r1.xyzw = cb3[14].xyzw * v0.zzzz + r1.xyzw;
  r1.xyzw = cb3[15].xyzw * v0.wwww + r1.xyzw;
  r2.xyz = cb0[35].xyz * r1.yyy;
  r2.xyz = cb0[34].xyz * r1.xxx + r2.xyz;
  r1.xyz = cb0[36].xyz * r1.zzz + r2.xyz;
  o7.xyz = cb0[37].xyz * r1.www + r1.xyz;
  o8.xyz = -cb2[1].xyz + r0.xyz;
  o9.xyz = r0.xyz;
  return;
}
