// Sky in Coach's Brain, in punch game that opens gate.
// Shader 53
//
// Converted from 2_0 to 3_0 so we can use if_eq statement
// to skip textures that do not need to be moved to skybox.
//
// [VSA5F81EB7] Sky in Coach's Brain by punch game.
// Mod:
//  1326313C;  Camo pattern on the sky

	vs_3_0

	def c200, 666, 999, 0, 8000
	def c201, 1,0,1,1	// hot pink

	dcl_position v0
    dcl_color v2
    dcl_texcoord v3

	dcl_position o0
	dcl_color o1
	dcl_texcoord o2

	// Original sequence
	//  m4x4 r4, v0, c6
    //  add oPos, r4, c50

	m4x4 r4, v0, c6
	add r4, r4, c50

	// At this point r4 is the output position.
	// For sky elements it's too close.

	// Look for key toggle to turn fix on/off
	// This makes it easier to be sure we've found them all.
	mov r30.x, c250.x
	if_eq r30.x, c200.x

		// If texture defined in DX9Settings.ini, we do the fixup, if
		// not we skip it.  Thus we only move the vertex further out
		// for the textures specified in the ini.
		// As defined in ini, c251.x == 666 if we are supposed to fix it.
		mov r30, c251.x
		if_eq r30.x, c200.x
			mul r4, r4, c200.w
		endif
	endif

	// Send vertex, changed or not, to the output
	mov o0, r4
	
	// Original sequence
	//  mul o1, v2, c2

	// Default path assumes we do not pinkify the output
	mul o1, v2, c2

	// Only do this if we have enabled pinkify.
	mov r30.y, c250.y
	if_eq r30.y, c200.x
	
		// If the current texture is in the Not Defined
		// list, then show it in hot-pink coloring.  We
		// can disable this coloring from the ini file, by
		// commenting out the ValNotDefined.
		mov r30.x, c251.x
		if_eq r30.x, c200.y
			mov o1, c201
		endif
	endif

    mov r0, c12
    mul r0, r0, c94
    mad o2, v3, r0, c13

// approximately 11 instruction slots used
 