// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors fb6129572fb05094-vs_replace.txt
// 3DMigoto: fb6129572fb05094 | Matched 2 variants of 2 shaders: Legacy Shaders/Bumped Diffuse, Legacy Shaders/Transparent/Cutout/Bumped Diffuse
//
// 1:    Unity headers extracted from AlphaTest-Bumped.shader
// 2:    Unity headers extracted from Normal-Bumped.shader
// 2:    Shader "Legacy Shaders/Bumped Diffuse" {
// 1:    Shader "Legacy Shaders/Transparent/Cutout/Bumped Diffuse" {
//         Properties {
//          _Color ("Main Color", Color) = (1,1,1,1)
// 1:       _MainTex ("Base (RGB) Trans (A)", 2D) = "white" { }
// 2:       _MainTex ("Base (RGB)", 2D) = "white" { }
//          _BumpMap ("Normalmap", 2D) = "bump" { }
// 1:       _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
//         }
// 2:      Fallback "Legacy Shaders/Diffuse"
// 1:      Fallback "Legacy Shaders/Transparent/Cutout/Diffuse"
//         SubShader 1/1 {
//           LOD 300
// 1:        Tags { "QUEUE"="AlphaTest" "IGNOREPROJECTOR"="true" "RenderType"="TransparentCutout" }
// 2:        Tags { "RenderType"="Opaque" }
//           Pass 1/5 {
//             Name "FORWARD"
// 1:          Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="AlphaTest" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="TransparentCutout" }
// 2:          Tags { "LIGHTMODE"="ForwardBase" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
// 1:          ColorMask RGB
// 2:          GpuProgramID 38214
// 1:          GpuProgramID 16743
//             Program "vp" {
//               SubProgram "d3d11_9x " {
//                 GpuProgramIndex 5
//               }
//             }
//           }
//         }
//       }
//
// 1: Unity 5.3 headers extracted from AlphaTest-Bumped.shader.decompressed:
// 2: Unity 5.3 headers extracted from Normal-Bumped.shader.decompressed:
//      API d3d11_9x
//      Shader model vs_4_0_level_9_1
//      undeciphered1: 201509030 54 0 0
//      Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
//      undeciphered2: 1 0 4 0 0
//      undeciphered3: 143 5 0 0 2 1 1 2 3 4 7 8
// 2:   ConstBuffer "$Globals" 176
// 1:   ConstBuffer "$Globals" 192
//      Vector 144 [_MainTex_ST]
//      Vector 160 [_BumpMap_ST]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityLighting" 720
//      Vector 608 [unity_SHAr]
//      Vector 624 [unity_SHAg]
//      Vector 640 [unity_SHAb]
//      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 12:35:33 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[11];
}




// 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)
{
  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;

  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 fb6129572fb05094-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }

  o1.xy = v3.xy * cb0[9].xy + cb0[9].zw;
  o1.zw = v3.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;
  o2.w = r1.x;
  r1.x = cb3[21].w * v1.w;
  r2.xyz = cb3[13].yzx * v1.yyy;
  r2.xyz = cb3[12].yzx * v1.xxx + r2.xyz;
  r2.xyz = cb3[14].yzx * v1.zzz + r2.xyz;
  r1.w = dot(r2.xyz, r2.xyz);
  r1.w = rsqrt(r1.w);
  r2.xyz = r2.xyz * r1.www;
  r3.x = cb3[16].x * v2.x;
  r3.y = cb3[17].x * v2.x;
  r3.z = cb3[18].x * v2.x;
  r4.x = cb3[16].y * v2.y;
  r4.y = cb3[17].y * v2.y;
  r4.z = cb3[18].y * v2.y;
  r3.xyz = r4.xyz + r3.xyz;
  r4.x = cb3[16].z * v2.z;
  r4.y = cb3[17].z * v2.z;
  r4.z = cb3[18].z * v2.z;
  r3.xyz = r4.xyz + r3.xyz;
  r1.w = dot(r3.xyz, r3.xyz);
  r1.w = rsqrt(r1.w);
  r3.xyz = r3.xyz * r1.www;
  r4.xyz = r3.zxy * r2.xyz;
  r4.xyz = r3.yzx * r2.yzx + -r4.xyz;
  r4.xyz = r4.xyz * r1.xxx;
  o2.y = r4.x;
  o2.x = r2.z;
  o2.z = r3.x;
  o3.x = r2.x;
  o4.x = r2.y;
  o3.w = r1.y;
  o4.w = r1.z;
  o3.y = r4.y;
  o4.y = r4.z;
  o3.z = r3.y;
  o4.z = r3.z;
  r1.x = r3.y * r3.y;
  r1.x = r3.x * r3.x + -r1.x;
  r2.xyzw = r3.xyzz * r3.yzzx;
  r4.x = dot(cb2[41].xyzw, r2.xyzw);
  r4.y = dot(cb2[42].xyzw, r2.xyzw);
  r4.z = dot(cb2[43].xyzw, r2.xyzw);
  r1.xyz = cb2[44].xyz * r1.xxx + r4.xyz;
  r3.w = 1;
  r2.x = dot(cb2[38].xyzw, r3.xyzw);
  r2.y = dot(cb2[39].xyzw, r3.xyzw);
  r2.z = dot(cb2[40].xyzw, r3.xyzw);
  r1.xyz = r2.xyz + r1.xyz;
  r1.xyz = max(float3(0,0,0), r1.xyz);
  r1.xyz = log2(r1.xyz);
  r1.xyz = float3(0.416666657,0.416666657,0.416666657) * r1.xyz;
  r1.xyz = exp2(r1.xyz);
  r1.xyz = r1.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
  o5.xyz = max(float3(0,0,0), r1.xyz);
  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;
}
