// CRC32: 8117FB91 | Matched 24 variants of 12 shaders: Custom/SimpleGlowMask, Decal/Cutout Diffuse, EasyRoads3D/Diffuse, EasyRoads3D/Road Edit Mode, Hidden/TerrainEngine/Splatmap/Specular-Base, Legacy Shaders/Bumped Specular, Legacy Shaders/Diffuse, Legacy Shaders/Specular, Legacy Shaders/Transparent/Cutout/Diffuse, Legacy Shaders/Transparent/Cutout/Specular, _LongDark/DiffuseCutout_2Sided, _LongDark/GLB_TLD_ColorNoise
// 
//    Unity headers extracted from SimpleGlowMask.shader
//    Shader "Custom/SimpleGlowMask" {
//      Properties {
//       _Color ("Glow Color", Color) = (1,0,0,1)
//       _MainTex ("Base (RGB) Glow (A)", 2D) = "white" { }
//      }
//      Fallback "Diffuse"
//      SubShader 1/1 {
//        LOD 200
//        Tags { "RenderType"="Opaque" }
//        Pass 4/5 {
//          Name "PREPASS"
//          Tags { "LIGHTMODE"="PrePassFinal" "RenderType"="Opaque" }
//          ZWrite Off
//          GpuProgramID 229313
//          Program "vp" {
//            SubProgram "d3d9 " {
// 1:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" "LIGHTMAP_OFF" }
// 2:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "UNITY_HDR_ON" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 19 [_MainTex_ST]
//              Vector 10 [_ProjectionParams]
//              Vector 11 [_ScreenParams]
//              Vector 14 [unity_SHAb]
//              Vector 13 [unity_SHAg]
//              Vector 12 [unity_SHAr]
//              Vector 17 [unity_SHBb]
//              Vector 16 [unity_SHBg]
//              Vector 15 [unity_SHBr]
//              Vector 18 [unity_SHC]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from Decal-AlphaTest-Diffuse.shader
//    Shader "Decal/Cutout Diffuse" {
//      Properties {
//       _Color ("Main Color", Color) = (1,1,1,1)
//       _MainTex ("Base (RGB) Trans (A)", 2D) = "white" { }
//       _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
//      }
//      Fallback "Decal/Cutout VertexLit"
//      SubShader 1/1 {
//        Tags { "QUEUE"="AlphaTest" "IGNOREPROJECTOR"="true" "RenderType"="TransparentCutout" }
//        Pass 4/5 {
//          Name "PREPASS"
//          Tags { "LIGHTMODE"="PrePassFinal" "QUEUE"="AlphaTest" "IGNOREPROJECTOR"="true" "RenderType"="TransparentCutout" }
//          ZWrite Off
//          Offset -1, -1
//          GpuProgramID 228727
//          Program "vp" {
//            SubProgram "d3d9 " {
// 1:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" "LIGHTMAP_OFF" }
// 2:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "UNITY_HDR_ON" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 19 [_MainTex_ST]
//              Vector 10 [_ProjectionParams]
//              Vector 11 [_ScreenParams]
//              Vector 14 [unity_SHAb]
//              Vector 13 [unity_SHAg]
//              Vector 12 [unity_SHAr]
//              Vector 17 [unity_SHBb]
//              Vector 16 [unity_SHBg]
//              Vector 15 [unity_SHBr]
//              Vector 18 [unity_SHC]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from EasyRoads3D-Normal-Diffuse.shader
//    Shader "EasyRoads3D/Diffuse" {
//      Properties {
//       _Color ("Main Color", Color) = (1,1,1,1)
//       _MainTex ("Base (RGB)", 2D) = "white" { }
//      }
//      Fallback "VertexLit"
//      SubShader 1/1 {
//        LOD 200
//        Tags { "RenderType"="Opaque" }
//        Pass 4/5 {
//          Name "PREPASS"
//          Tags { "LIGHTMODE"="PrePassFinal" "RenderType"="Opaque" }
//          ZWrite Off
//          Offset -5, -5
//          GpuProgramID 262143
//          Program "vp" {
//            SubProgram "d3d9 " {
// 1:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" "LIGHTMAP_OFF" }
// 2:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "UNITY_HDR_ON" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 19 [_MainTex_ST]
//              Vector 10 [_ProjectionParams]
//              Vector 11 [_ScreenParams]
//              Vector 14 [unity_SHAb]
//              Vector 13 [unity_SHAg]
//              Vector 12 [unity_SHAr]
//              Vector 17 [unity_SHBb]
//              Vector 16 [unity_SHBg]
//              Vector 15 [unity_SHBr]
//              Vector 18 [unity_SHC]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from EasyRoads3D-Road-Edit-Mode.shader
//    Shader "EasyRoads3D/Road Edit Mode" {
//      Properties {
//       _Color ("Main Color", Color) = (1,1,1,1)
//       _MainTex ("Base (RGB)", 2D) = "white" { }
//      }
//      Fallback "VertexLit"
//      SubShader 1/1 {
//        LOD 200
//        Tags { "QUEUE"="Overlay+150" }
//        Pass 4/5 {
//          Name "PREPASS"
//          Tags { "LIGHTMODE"="PrePassFinal" "QUEUE"="Overlay+150" }
//          ZTest Always
//          ZWrite Off
//          GpuProgramID 211928
//          Program "vp" {
//            SubProgram "d3d9 " {
// 1:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" "LIGHTMAP_OFF" }
// 2:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "UNITY_HDR_ON" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 19 [_MainTex_ST]
//              Vector 10 [_ProjectionParams]
//              Vector 11 [_ScreenParams]
//              Vector 14 [unity_SHAb]
//              Vector 13 [unity_SHAg]
//              Vector 12 [unity_SHAr]
//              Vector 17 [unity_SHBb]
//              Vector 16 [unity_SHBg]
//              Vector 15 [unity_SHBr]
//              Vector 18 [unity_SHC]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from Specular-Base.shader
//    Shader "Hidden/TerrainEngine/Splatmap/Specular-Base" {
//      Properties {
//       _SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1)
//       _Shininess ("Shininess", Range(0.03,1)) = 0.078125
//       _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" { }
//       _Color ("Main Color", Color) = (1,1,1,1)
//      }
//      Fallback "Legacy Shaders/Specular"
//      SubShader 1/1 {
//        LOD 200
//        Tags { "QUEUE"="Geometry-100" "RenderType"="Opaque" }
//        Pass 4/4 {
//          Name "PREPASS"
//          Tags { "LIGHTMODE"="PrePassFinal" "QUEUE"="Geometry-100" "RenderType"="Opaque" }
//          ZWrite Off
//          GpuProgramID 259592
//          Program "vp" {
//            SubProgram "d3d9 " {
// 1:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" "LIGHTMAP_OFF" }
// 2:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "UNITY_HDR_ON" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 19 [_MainTex_ST]
//              Vector 10 [_ProjectionParams]
//              Vector 11 [_ScreenParams]
//              Vector 14 [unity_SHAb]
//              Vector 13 [unity_SHAg]
//              Vector 12 [unity_SHAr]
//              Vector 17 [unity_SHBb]
//              Vector 16 [unity_SHBg]
//              Vector 15 [unity_SHBr]
//              Vector 18 [unity_SHC]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from Normal-BumpSpec.shader
//    Shader "Legacy Shaders/Bumped Specular" {
//      Properties {
//       _Color ("Main Color", Color) = (1,1,1,1)
//       _SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1)
//       _Shininess ("Shininess", Range(0.03,1)) = 0.078125
//       _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" { }
//       _BumpMap ("Normalmap", 2D) = "bump" { }
//      }
//      Fallback "Legacy Shaders/Specular"
//      SubShader 2/2 {
//        LOD 400
//        Tags { "RenderType"="Opaque" }
//        Pass 4/5 {
//          Name "PREPASS"
//          Tags { "LIGHTMODE"="PrePassFinal" "RenderType"="Opaque" }
//          ZWrite Off
//          GpuProgramID 633687
//          Program "vp" {
//            SubProgram "d3d9 " {
// 1:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" "LIGHTMAP_OFF" }
// 2:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "UNITY_HDR_ON" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 19 [_MainTex_ST]
//              Vector 10 [_ProjectionParams]
//              Vector 11 [_ScreenParams]
//              Vector 14 [unity_SHAb]
//              Vector 13 [unity_SHAg]
//              Vector 12 [unity_SHAr]
//              Vector 17 [unity_SHBb]
//              Vector 16 [unity_SHBg]
//              Vector 15 [unity_SHBr]
//              Vector 18 [unity_SHC]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from Normal-Diffuse.shader
//    Shader "Legacy Shaders/Diffuse" {
//      Properties {
//       _Color ("Main Color", Color) = (1,1,1,1)
//       _MainTex ("Base (RGB)", 2D) = "white" { }
//      }
//      Fallback "Legacy Shaders/VertexLit"
//      SubShader 1/1 {
//        LOD 200
//        Tags { "RenderType"="Opaque" }
//        Pass 4/5 {
//          Name "PREPASS"
//          Tags { "LIGHTMODE"="PrePassFinal" "RenderType"="Opaque" }
//          ZWrite Off
//          GpuProgramID 201509
//          Program "vp" {
//            SubProgram "d3d9 " {
// 1:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" "LIGHTMAP_OFF" }
// 2:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "UNITY_HDR_ON" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 19 [_MainTex_ST]
//              Vector 10 [_ProjectionParams]
//              Vector 11 [_ScreenParams]
//              Vector 14 [unity_SHAb]
//              Vector 13 [unity_SHAg]
//              Vector 12 [unity_SHAr]
//              Vector 17 [unity_SHBb]
//              Vector 16 [unity_SHBg]
//              Vector 15 [unity_SHBr]
//              Vector 18 [unity_SHC]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from Normal-Glossy.shader
//    Shader "Legacy Shaders/Specular" {
//      Properties {
//       _Color ("Main Color", Color) = (1,1,1,1)
//       _SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1)
//       _Shininess ("Shininess", Range(0.01,1)) = 0.078125
//       _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" { }
//      }
//      Fallback "Legacy Shaders/VertexLit"
//      SubShader 1/1 {
//        LOD 300
//        Tags { "RenderType"="Opaque" }
//        Pass 4/5 {
//          Name "PREPASS"
//          Tags { "LIGHTMODE"="PrePassFinal" "RenderType"="Opaque" }
//          ZWrite Off
//          GpuProgramID 214278
//          Program "vp" {
//            SubProgram "d3d9 " {
// 1:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" "LIGHTMAP_OFF" }
// 2:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "UNITY_HDR_ON" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 19 [_MainTex_ST]
//              Vector 10 [_ProjectionParams]
//              Vector 11 [_ScreenParams]
//              Vector 14 [unity_SHAb]
//              Vector 13 [unity_SHAg]
//              Vector 12 [unity_SHAr]
//              Vector 17 [unity_SHBb]
//              Vector 16 [unity_SHBg]
//              Vector 15 [unity_SHBr]
//              Vector 18 [unity_SHC]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from AlphaTest-Diffuse.shader
//    Shader "Legacy Shaders/Transparent/Cutout/Diffuse" {
//      Properties {
//       _Color ("Main Color", Color) = (1,1,1,1)
//       _MainTex ("Base (RGB) Trans (A)", 2D) = "white" { }
//       _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
//      }
//      Fallback "Legacy Shaders/Transparent/Cutout/VertexLit"
//      SubShader 1/1 {
//        LOD 200
//        Tags { "QUEUE"="AlphaTest" "IGNOREPROJECTOR"="true" "RenderType"="TransparentCutout" }
//        Pass 4/5 {
//          Name "PREPASS"
//          Tags { "LIGHTMODE"="PrePassFinal" "QUEUE"="AlphaTest" "IGNOREPROJECTOR"="true" "RenderType"="TransparentCutout" }
//          ZWrite Off
//          GpuProgramID 213615
//          Program "vp" {
//            SubProgram "d3d9 " {
// 1:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" "LIGHTMAP_OFF" }
// 2:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "UNITY_HDR_ON" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 19 [_MainTex_ST]
//              Vector 10 [_ProjectionParams]
//              Vector 11 [_ScreenParams]
//              Vector 14 [unity_SHAb]
//              Vector 13 [unity_SHAg]
//              Vector 12 [unity_SHAr]
//              Vector 17 [unity_SHBb]
//              Vector 16 [unity_SHBg]
//              Vector 15 [unity_SHBr]
//              Vector 18 [unity_SHC]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from AlphaTest-Glossy.shader
//    Shader "Legacy Shaders/Transparent/Cutout/Specular" {
//      Properties {
//       _Color ("Main Color", Color) = (1,1,1,1)
//       _SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,0)
//       _Shininess ("Shininess", Range(0.01,1)) = 0.078125
//       _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" { }
//       _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
//      }
//      Fallback "Legacy Shaders/Transparent/Cutout/VertexLit"
//      SubShader 1/1 {
//        LOD 300
//        Tags { "QUEUE"="AlphaTest" "IGNOREPROJECTOR"="true" "RenderType"="TransparentCutout" }
//        Pass 4/5 {
//          Name "PREPASS"
//          Tags { "LIGHTMODE"="PrePassFinal" "QUEUE"="AlphaTest" "IGNOREPROJECTOR"="true" "RenderType"="TransparentCutout" }
//          ZWrite Off
//          GpuProgramID 229192
//          Program "vp" {
//            SubProgram "d3d9 " {
// 1:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" "LIGHTMAP_OFF" }
// 2:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "UNITY_HDR_ON" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 19 [_MainTex_ST]
//              Vector 10 [_ProjectionParams]
//              Vector 11 [_ScreenParams]
//              Vector 14 [unity_SHAb]
//              Vector 13 [unity_SHAg]
//              Vector 12 [unity_SHAr]
//              Vector 17 [unity_SHBb]
//              Vector 16 [unity_SHBg]
//              Vector 15 [unity_SHBr]
//              Vector 18 [unity_SHC]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from Diffuse_Cutout_2Sided.shader
//    Shader "_LongDark/DiffuseCutout_2Sided" {
//      Properties {
//       _Color ("Main Color", Color) = (1,1,1,1)
//       _MainTex ("Base (RGB) Trans (A)", 2D) = "white" { }
//       _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
//      }
//      Fallback "Transparent/Cutout/VertexLit"
//      SubShader 1/1 {
//        LOD 200
//        Tags { "QUEUE"="AlphaTest" "IGNOREPROJECTOR"="true" "RenderType"="TransparentCutout" }
//        Pass 4/5 {
//          Name "PREPASS"
//          Tags { "LIGHTMODE"="PrePassFinal" "QUEUE"="AlphaTest" "IGNOREPROJECTOR"="true" "RenderType"="TransparentCutout" }
//          ZWrite Off
//          Cull Off
//          GpuProgramID 237442
//          Program "vp" {
//            SubProgram "d3d9 " {
// 1:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" "LIGHTMAP_OFF" }
// 2:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "UNITY_HDR_ON" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 19 [_MainTex_ST]
//              Vector 10 [_ProjectionParams]
//              Vector 11 [_ScreenParams]
//              Vector 14 [unity_SHAb]
//              Vector 13 [unity_SHAg]
//              Vector 12 [unity_SHAr]
//              Vector 17 [unity_SHBb]
//              Vector 16 [unity_SHBg]
//              Vector 15 [unity_SHBr]
//              Vector 18 [unity_SHC]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from Detail_Dif.shader
//    Shader "_LongDark/GLB_TLD_ColorNoise" {
//      Properties {
//       _Color ("Main Color", Color) = (0.5,0.5,0.5,0.5)
//       _MainTex ("Base (RGB)", 2D) = "white" { }
//       _GrainTex ("Grain (RGB)", 2D) = "white" { }
//       _GrainStrength ("Grain Strength", Float) = 0.7
//       _GrainTiling ("Grain Tiling", Float) = 7.5
//      }
//      Fallback "Diffuse"
//      SubShader 1/1 {
//        LOD 200
//        Tags { "RenderType"="Opaque" }
//        Pass 4/5 {
//          Name "PREPASS"
//          Tags { "LIGHTMODE"="PrePassFinal" "RenderType"="Opaque" }
//          ZWrite Off
//          GpuProgramID 216734
//          Program "vp" {
//            SubProgram "d3d9 " {
// 1:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" "LIGHTMAP_OFF" }
// 2:           Keywords { "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "UNITY_HDR_ON" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 19 [_MainTex_ST]
//              Vector 10 [_ProjectionParams]
//              Vector 11 [_ScreenParams]
//              Vector 14 [unity_SHAb]
//              Vector 13 [unity_SHAg]
//              Vector 12 [unity_SHAr]
//              Vector 17 [unity_SHBb]
//              Vector 16 [unity_SHBg]
//              Vector 15 [unity_SHBr]
//              Vector 18 [unity_SHC]
//            }
//          }
//        }
//      }
//    }
// 
// Headers extracted with DarkStarSword's extract_unity_shaders.py
// https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/extract_unity_shaders.py

    vs_3_0 // Converted from vs_2_0 with DarkStarSword's shadertool.py
dcl_fog o9 // Inserted by shadertool.py for fog compatibility on upgrade from vs_2_0 to vs_3_0
    def c20, 0.5, 1, 0, 0
    dcl_position v0
    dcl_normal v1
    dcl_texcoord v2

dcl_texcoord o0
dcl_texcoord1 o1
dcl_texcoord2 o2
dcl_texcoord3 o3
dcl_texcoord4 o4
dcl_position o5


def c220, 0, 1, 0.0625, 0.5
dcl_2d s0

    mad o0.xy, v2, c19, c19.zwzw
    dp4 o1.x, c4, v0
    dp4 o1.y, c5, v0
    dp4 o1.z, c6, v0
    dp4 r0.y, c1, v0
    mul r1.x, r0.y, c10.x
    mul r1.w, r1.x, c20.x
    dp4 r0.x, c0, v0
    dp4 r0.w, c3, v0

mov o5, r0 // Relocated from line 559 with shadertool.py

// Automatic vertex shader halo fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -I /home/ian/3d-fixes/TheLongDark/ --auto-fix-vertex-halo --only-autofixed --add-fog-on-sm3-update _LongDark_DiffuseCutout_2Sided/vp/8117FB91.txt
texldl r31, c220.z, s0
add r31.w, r0.w, -r31.y
mad r0.x, r31.w, r31.x, r0.x

    mul r1.xz, r0.xyww, c20.x
    mad o2.xy, r1.z, c11.zwzw, r1.xwzw
    mul r1.xyz, v1.y, c8
    mad r1.xyz, c7, v1.x, r1
    mad r1.xyz, c9, v1.z, r1
    nrm r2.xyz, r1
    mul r1.x, r2.y, r2.y
    mad r1.x, r2.x, r2.x, -r1.x
    mul r3, r2.yzzx, r2.xyzz
    dp4 r4.x, c15, r3
    dp4 r4.y, c16, r3
    dp4 r4.z, c17, r3
    mad r1.xyz, c18, r1.x, r4
    mov r2.w, c20.y
    dp4 r3.x, c12, r2
    dp4 r3.y, c13, r2
    dp4 r3.z, c14, r2
    add o4.xyz, r1, r3
    dp4 r0.z, c2, v0

//     mov o5, r0 // Relocated to line 540 with shadertool.py
mov o5.z, r0 // Inserted by shadertool.py

mov o9, r0.z // Inserted by shadertool.py for fog compatibility on upgrade from vs_2_0 to vs_3_0
    mov o2.zw, r0
    mov o3, c20.z
