// Exhaust distortion from one of the ships that hovers near the sun

// CRC32: 62FDEBDB | Matched 2 variants of 2 shaders: FX/Glass/Stained BumpDistort, FX/Glass/Stained BumpDistort NoFog
// 
//    Unity headers extracted from Glass-Stained-BumpDistort.shader
//    Shader "FX/Glass/Stained BumpDistort" {
//      Properties {
//       _BumpAmt ("Distortion", Range(0,128)) = 10
//       _MainTex ("Tint Color (RGB)", 2D) = "white" { }
//       _BumpMap ("Normalmap", 2D) = "bump" { }
//      }
//      SubShader 1/2 {
//        Tags { "QUEUE"="Transparent" "RenderType"="Opaque" }
//        GrabPass {
//          Name "BASE"
//          Tags { "LIGHTMODE"="Always" }
//         }
//        Pass 1/1 {
//          Name "BASE"
//          Tags { "LIGHTMODE"="Always" "QUEUE"="Transparent" "RenderType"="Opaque" }
//          GpuProgramID 39173
//          Program "vp" {
//            SubProgram "d3d9 " {
//              Bind "vertex" Vertex
//              Bind "texcoord" TexCoord0
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 4 [_BumpMap_ST]
//              Vector 5 [_MainTex_ST]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from Glass-Stained-BumpDistortNoFog.shader
//    Shader "FX/Glass/Stained BumpDistort NoFog" {
//      Properties {
//       _BumpAmt ("Distortion", Range(0,128)) = 10
//       _MainTex ("Tint Color (RGB)", 2D) = "white" { }
//       _BumpMap ("Normalmap", 2D) = "bump" { }
//      }
//      SubShader 1/2 {
//        Tags { "QUEUE"="Transparent" "RenderType"="Opaque" }
//        GrabPass {
//          Name "BASE"
//          Tags { "LIGHTMODE"="Always" }
//         }
//        Pass 1/1 {
//          Name "BASE"
//          Tags { "LIGHTMODE"="Always" "QUEUE"="Transparent" "RenderType"="Opaque" }
//          GpuProgramID 39173
//          Program "vp" {
//            SubProgram "d3d9 " {
//              Bind "vertex" Vertex
//              Bind "texcoord" TexCoord0
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 4 [_BumpMap_ST]
//              Vector 5 [_MainTex_ST]
//            }
//          }
//        }
//      }
//    }
// 
// 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
    def c6, 0.5, 0, 0, 0
    dcl_position v0
    dcl_texcoord v1

dcl_texcoord o0
dcl_texcoord1 o1
dcl_texcoord2 o2
dcl_position o3

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

// Just a halo, but instructions were arranged in a strange manner.
// Rearranged to move the MVP matrix multiply and output position to the top
// then inserted the halo fix:

    dp4 r1.x, c0, v0
    dp4 r0.y, c1, v0
    dp4 r0.z, c2, v0
    dp4 r0.w, c3, v0
    mov o3.x, r1.x

texldl r31, c220.z, s0
add r31.w, r0.w, -r31.y
mad r1.x, r31.w, r31.x, r1.x

    mov r1.y, -r0.y
    add r1.yz, r0.w, r1.xxyw
    mul o0.xy, r1.yzzw, c6.x
    mad o1.xy, v1, c4, c4.zwzw
    mad o2.xy, v1, c5, c5.zwzw
    mov o3.yzw, r0
    mov o0.zw, r0

// approximately 12 instruction slots used
