// CRC32: C5CD58AA | Unity headers extracted from GlassStainedBumpDistort.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 51746
//       Program "vp" {
//         SubProgram "d3d9 " {
//           Keywords { "FOG_LINEAR" }
//           Bind "vertex" Vertex
//           Bind "texcoord" TexCoord0
//           Matrix 0 [glstate_matrix_mvp]
//           Vector 5 [_BumpMap_ST]
//           Vector 6 [_MainTex_ST]
//           Vector 4 [unity_FogParams]
//         }
//       }
//     }
//   }
// }
// 
// 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 c7, 0.5, 0, 0, 0
    dcl_position v0
    dcl_texcoord v1

dcl_texcoord o0
dcl_texcoord1 o1
dcl_texcoord2 o2
dcl_texcoord3 o3
dcl_position o4

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

    // Rearranged instructions to put MVP matrix multiply in one spot:
    dp4 r1.x, c0, v0
    dp4 r0.y, c1, v0
    dp4 r0.z, c2, v0
    dp4 r0.w, c3, v0

    // Rearranged instructions to put output position move in one spot:
    mov o4.x, r1.x
    mov o4.yzw, r0

// Inserted stereo correction using X = r1.x, and W = r0.w:
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, c7.x
    mad o1.xy, v1, c5, c5.zwzw
    mad o2.xy, v1, c6, c6.zwzw
    mad o3.x, r0.z, c4.z, c4.w
    mov o0.zw, r0
