// Moon in Coach's Brain, next to punch game that opens gate.
// Also brain loading/splash screen.
//
// Shader 11
//
// [VSFE2D73C7] Shader 11 Coach's Brain punch game
// Mod:
//   2FEFB366;  Moon near punch game
// No Mod:
//   FF000000;  Spotlights around punch game
//   9C29A9AA;  Coach movie on wall in punch game
//   B3638961;  Guitar figment outside gate
//   6DF07E7F;  Figments outside gate
//   E19B1CC0;  Duck Figments near punch game
//   CE67D2D4;  Figments near punch game
//   01084115; unknown
//   7E7FCFF6; unknown
//   775AFBD3; unknown
//   629BC53B; unknown
//   88851049; unknown

	vs_3_0

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

	dcl_position v0
    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
	// The moon is in the wrong plane.

	// Check for key which toggles effect on/off.
	// If it's off, skip fixing the texture so we can see it.
	mov r30.x, c250.x
	if_eq r30.x, c200.x

		// If the current texture is on the Val Defined list, we want 
		// to move the vertex out to sky level to fix a glitch.
		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
	//  mov o1, c2

	// Default path, assume that we aren't going pinkify the output color
	mov o1, c2

	// Check if pinking is enabled or to be skipped altogether.
	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, c251.x
		if_eq r30.x, c200.y
		    mov o1, c201
		endif
	endif

	// Normal texcoord output
    mul o2.xy, v3, c94

// approximately 9 instruction slots used
 