// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors f10ac04926b7f7e9-vs_replace.txt
// 3DMigoto: f10ac04926b7f7e9 | Matched 20 variants of 4 shaders: Beautiful Dissolves/Standard Dissolve, Beautiful Dissolves/Standard Dissolve (Specular setup), Beautiful Dissolves/Standard Dissolve NoCull Fixed, Standard (Specular setup)
//
// c0000:    Unity headers extracted from Standard-Dissolve NoCull Fixed.shader
// 00007:    Unity headers extracted from Standard-Dissolve.shader
// 00038:    Unity headers extracted from Standard-DissolveSpecular.shader
// 3ffc0:    Unity headers extracted from StandardSpecular.shader
// 00038:    Shader "Beautiful Dissolves/Standard Dissolve (Specular setup)" {
// c0000:    Shader "Beautiful Dissolves/Standard Dissolve NoCull Fixed" {
// 00007:    Shader "Beautiful Dissolves/Standard Dissolve" {
// 3ffc0:    Shader "Standard (Specular setup)" {
//             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
// 3fff8:       _SpecColor ("Specular", Color) = (0.2,0.2,0.2,1)
// c0007:      [Gamma]  _Metallic ("Metallic", Range(0,1)) = 0
// c0007:       _MetallicGlossMap ("Metallic", 2D) = "white" { }
// 3fff8:       _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
// c003f:       _DissolveMap ("Dissolve Map", 2D) = "white" { }
// c003f:       _DissolveAmount ("Dissolve Amount", Range(0,1)) = 0.5
// c003f:       _GlowColor ("Glow Color", Color) = (0.2588,0.4118,0.8588,1)
// c003f:       _GlowIntensity ("Glow Intensity", Float) = 1
// c003f:       _OuterEdgeColor ("Outer Edge Color", Color) = (0,0.5,1,1)
// c003f:       _InnerEdgeColor ("Inner Edge Color", Color) = (1,1,0,1)
// c003f:       _OuterEdgeThickness ("Outer Edge Thickness", Range(0,1)) = 0.02
// c003f:       _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 2/2 {
//               LOD 150
//               Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
//               Pass 2/3 {
//                 Name "FORWARD_DELTA"
//                 Tags { "LIGHTMODE"="ForwardAdd" "SHADOWSUPPORT"="true" "RenderType"="Opaque" "PerformanceChecks"="False" }
//                 ZWrite Off
// c003f:          Cull Off
//                 Blend [_SrcBlend] One
// 00038:          GpuProgramID 418337
// c0007:          GpuProgramID 423979
// 3ffc0:          GpuProgramID 431502
//                 Program "vp" {
//                   SubProgram "d3d11 " {
// 00040:              GpuProgramIndex 1835
// 00080:              GpuProgramIndex 1865
// 00100:              GpuProgramIndex 1895
// 00200:              GpuProgramIndex 1925
// 00400:              GpuProgramIndex 1955
// 00800:              GpuProgramIndex 1985
// 01000:              GpuProgramIndex 2015
// 02000:              GpuProgramIndex 2045
// 04000:              GpuProgramIndex 2075
// 08000:              GpuProgramIndex 2105
// 10000:              GpuProgramIndex 2135
// 20000:              GpuProgramIndex 2165
// 40000:              GpuProgramIndex 347
// 80000:              GpuProgramIndex 377
// 00008:              GpuProgramIndex 465
// 00010:              GpuProgramIndex 495
// 00020:              GpuProgramIndex 525
// 00001:              GpuProgramIndex 561
// 00002:              GpuProgramIndex 591
// 00004:              GpuProgramIndex 621
//                   }
//                 }
//               }
//             }
//           }
//
// c0000: Unity 5.3 headers extracted from Standard-Dissolve NoCull Fixed.shader.decompressed:
// 00007: Unity 5.3 headers extracted from Standard-Dissolve.shader.decompressed:
// 00038: Unity 5.3 headers extracted from Standard-DissolveSpecular.shader.decompressed:
// 3ffc0: Unity 5.3 headers extracted from StandardSpecular.shader.decompressed:
//          API d3d11
//          Shader model vs_4_0
//          undeciphered1: 201509030 43 0 0
// 20000:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "_ALPHABLEND_ON" "_NORMALMAP" "_SPECGLOSSMAP" }
// 00800:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "_ALPHABLEND_ON" }
// 10000:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "_ALPHATEST_ON" "_NORMALMAP" "_SPECGLOSSMAP" }
// 00400:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "_ALPHATEST_ON" }
// 08000:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "_DETAIL_MULX2" "_NORMALMAP" "_SPECGLOSSMAP" }
// 02000:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "_DETAIL_MULX2" "_NORMALMAP" }
// 00200:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "_DETAIL_MULX2" "_SPECGLOSSMAP" }
// 00080:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "_DETAIL_MULX2" }
// 00004:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "_METALLICGLOSSMAP" "_NORMALMAP" }
// 04020:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "_NORMALMAP" "_SPECGLOSSMAP" }
// 81012:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "_NORMALMAP" }
// 00100:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "_SPECGLOSSMAP" }
// 40049:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
//          undeciphered2: 1 0 4 0 0
//          undeciphered3: 155 5 0 0 1 2 3 4 4 5 7 8
// 3ffc0:   ConstBuffer "$Globals" 240
// c003f:   ConstBuffer "$Globals" 320
//          Vector 160 [_MainTex_ST]
//          Vector 176 [_DetailAlbedoMap_ST]
//          Float 216 [_UVSec]
//          ConstBuffer "UnityPerCamera" 144
//          Vector 64 [_WorldSpaceCameraPos] 3
//          Vector 80 [_ProjectionParams]
//          ConstBuffer "UnityLighting" 720
//          Vector 0 [_WorldSpaceLightPos0]
//          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 12:35:05 2017
cbuffer cb3 : register(b3)
{
  float4 cb3[22];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[1];
}

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,
  float4 v4 : TANGENT0,
  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)
{
  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 f10ac04926b7f7e9-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;
  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 f10ac04926b7f7e9-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }

  r1.x = cmp(cb0[13].z == 0.000000);
  r1.xy = r1.xx ? v2.xy : v3.xy;
  o1.zw = r1.xy * cb0[11].xy + cb0[11].zw;
  o1.xy = v2.xy * cb0[10].xy + cb0[10].zw;
  r1.xyz = cb3[13].xyz * v0.yyy;
  r1.xyz = cb3[12].xyz * v0.xxx + r1.xyz;
  r1.xyz = cb3[14].xyz * v0.zzz + r1.xyz;
  r1.xyz = cb3[15].xyz * v0.www + r1.xyz;
  r2.xyz = -_WorldSpaceCameraPos.xyz + r1.xyz;
  r1.xyz = -r1.xyz * cb2[0].www + cb2[0].xyz;
  r1.w = dot(r2.xyz, r2.xyz);
  r1.w = rsqrt(r1.w);
  o2.xyz = r2.xyz * r1.www;
  o3.w = r1.x;
  r2.xyz = cb3[13].xyz * v4.yyy;
  r2.xyz = cb3[12].xyz * v4.xxx + r2.xyz;
  r2.xyz = cb3[14].xyz * v4.zzz + r2.xyz;
  r1.x = dot(r2.xyz, r2.xyz);
  r1.x = rsqrt(r1.x);
  r2.xyz = r2.xyz * r1.xxx;
  o3.xyz = r2.xyz;
  r3.x = cb3[16].x * v1.x;
  r3.y = cb3[17].x * v1.x;
  r3.z = cb3[18].x * v1.x;
  r4.x = cb3[16].y * v1.y;
  r4.y = cb3[17].y * v1.y;
  r4.z = cb3[18].y * v1.y;
  r3.xyz = r4.xyz + r3.xyz;
  r4.x = cb3[16].z * v1.z;
  r4.y = cb3[17].z * v1.z;
  r4.z = cb3[18].z * v1.z;
  r3.xyz = r4.xyz + r3.xyz;
  r1.x = dot(r3.xyz, r3.xyz);
  r1.x = rsqrt(r1.x);
  r3.xyz = r3.xyz * r1.xxx;
  r4.xyz = r3.zxy * r2.yzx;
  r2.xyz = r3.yzx * r2.zxy + -r4.xyz;
  o5.xyz = r3.xyz;
  r1.x = cb3[21].w * v4.w;
  o4.xyz = r2.xyz * r1.xxx;
  o4.w = r1.y;
  o5.w = r1.z;
  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;
}
