// CRC32: 4FA8DD70 | Unity headers extracted from Terrain Block.shader
// Shader "Custom/Terrain Block" {
//   Properties {
//    _MainTex ("Wall Texture (RGB)", 2D) = "white" { }
//    _GroundTex ("Floor Texture (RGB)", 2D) = "white" { }
//    _CeilingTex ("Ceiling Texture (RGB)", 2D) = "white" { }
//    _EdgeTex ("Edge Texture", 2D) = "" { }
//    _WallGlossinessTex ("Wall Glossiness (R)", 2D) = "black" { }
//    _GroundGlossinessTex ("Floor Glossiness (R)", 2D) = "black" { }
//    _CeilingGlossinessTex ("Ceiling Glossiness (R)", 2D) = "black" { }
//    _EmissiveTex ("Emissive (RGB)", 2D) = "black" { }
//    _SpecularPower ("Specular Power", Float) = 1
//    _Tiling ("Tiling - width of texture in tiles", Float) = 8
//    _StretchDownwardUV ("Downward Texture Stretching", Range(0,1)) = 1
//    _OriginalPosition ("Internal Use Only", Vector) = (0,0,0,0)
//    _OriginalPositionOffset ("Internal Use Only", Vector) = (0,0,0,0)
//    _OriginalRotation ("Internal Use Only", Float) = 0
//   }
//   Fallback Off
//   SubShader 1/1 {
//     Tags { "RenderType"="Opaque" }
//     Pass 1/3 {
//       Name "FORWARD"
//       Tags { "LIGHTMODE"="ForwardBase" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
//       GpuProgramID 30851
//       Program "vp" {
//         SubProgram "d3d9 " {
//           Keywords { "DIRECTIONAL" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "SHADOWS_OFF" }
//           Bind "vertex" Vertex
//           Bind "normal" Normal
//           Bind "texcoord" TexCoord0
//           Bind "texcoord1" TexCoord1
//           Matrix 4 [_Object2World] 3
//           Matrix 7 [_World2Object] 3
//           Matrix 0 [glstate_matrix_mvp]
//           Vector 23 [_EdgeTex_ST]
//           Vector 22 [_MainTex_ST]
//           Vector 18 [_OriginalPosition]
//           Vector 19 [_OriginalPositionOffset]
//           Float 20 [_OriginalRotation]
//           Float 17 [_StretchDownwardUV]
//           Float 21 [_ZI_LevelBottomBound]
//           Vector 12 [unity_SHAb]
//           Vector 11 [unity_SHAg]
//           Vector 10 [unity_SHAr]
//           Vector 15 [unity_SHBb]
//           Vector 14 [unity_SHBg]
//           Vector 13 [unity_SHBr]
//           Vector 16 [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
    def c24, 0, 30, 0.159154937, 0.5
    def c25, 6.28318548, -3.14159274, 1, 0
    dcl_position v0
    dcl_normal v1
    dcl_texcoord v2
    dcl_texcoord1 v3
    dcl_position o0
    dcl_texcoord o1
    dcl_texcoord1 o2.xyz
    dcl_texcoord2 o3.xyz
    dcl_texcoord3 o4.xyz
    dcl_texcoord4 o5.xyz
    dcl_texcoord6 o6
    add r0.x, c21.x, -v0.y
    slt r0.y, c24.x, r0.x
    mov r1.yzw, c24
    mad r0.x, r0.x, -r1.y, c21.x
    lrp r2.y, r0.y, r0.x, v0.y
    mov r2.xzw, v0
    dp4 o0.x, c0, r2
    dp4 o0.y, c1, r2
    dp4 o0.z, c2, r2
    dp4 o0.w, c3, r2
    mad o1.xy, v2, c22, c22.zwzw
    mad o1.zw, v3.xyxy, c23.xyxy, c23
    dp4 o3.x, c4, r2
    dp4 o3.y, c5, r2
    dp4 o3.z, c6, r2
    mul r0.xyz, c8, v1.y
    mad r0.xyz, c7, v1.x, r0
    mad r0.xyz, c9, v1.z, r0
    nrm r3.xyz, r0
    mul r0.x, r3.y, r3.y
    mad r0.x, r3.x, r3.x, -r0.x
    mul r4, r3.yzzx, r3.xyzz
    dp4 r5.x, c13, r4
    dp4 r5.y, c14, r4
    dp4 r5.z, c15, r4
    mad r0.xyz, c16, r0.x, r5
    mov r3.w, c25.z
    dp4 r4.x, c10, r3
    dp4 r4.y, c11, r3
    dp4 r4.z, c12, r3
    mov o2.xyz, r3
    add o5.xyz, r0, r4
    mad r0.x, c20.x, r1.z, r1.w
    frc r0.x, r0.x
    mad r0.x, r0.x, c25.x, c25.y
    sincos r1.xy, r0.x
    mul r0.xyz, r1.yxyw, v0.zxxw
    mad r2.z, v0.z, r1.x, -r0.z
    add r2.x, r0.y, r0.x
    mov r0.xyz, c18
    add r0.xyz, r0, c19
    add r0.xyz, r2, r0
    add r1.x, -r0.y, c21.x
    pow r2.x, r1.x, c17.x
    slt r1.x, c24.x, r1.x
    add r1.y, -r2.x, c21.x
    add r1.y, -r0.y, r1.y
    mad r0.w, r1.x, r1.y, r0.y
    mov o4.xyz, r0.xwzw
    mov o6, c24.x
