// CRC32: 05F7E52C | Matched 65 variants of 2 shaders: Hidden/Internal-DeferredShading, Hidden/Internal-PrePassLighting
// 
//          Unity headers extracted from Internal-DeferredShading.shader
//          Shader "Hidden/Internal-DeferredShading" {
//            Properties {
//             _LightTexture0 ("", any) = "" { }
//             _LightTextureB0 ("", 2D) = "" { }
//             _ShadowMapTexture ("", any) = "" { }
//             _SrcBlend ("", Float) = 1
//             _DstBlend ("", Float) = 1
//            }
//            Fallback Off
//            SubShader 1/1 {
//              Pass 1/2 {
//                Tags { "SHADOWSUPPORT"="true" }
//                ZWrite Off
//                Blend [_SrcBlend] [_DstBlend]
//                GpuProgramID 36028
//                Program "vp" {
//                  SubProgram "d3d9 " {
// 0004000:           Keywords { "DIRECTIONAL" "SHADOWS_OFF" "UNITY_HDR_ON" }
// 0000002:           Keywords { "DIRECTIONAL" "SHADOWS_OFF" }
// 0080000:           Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_HDR_ON" }
// 0000040:           Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
// 0020000:           Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_OFF" "UNITY_HDR_ON" }
// 0000010:           Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_OFF" }
// 0100000:           Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "UNITY_HDR_ON" }
// 0000080:           Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" }
// 1000000:           Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_HDR_ON" }
// 0000800:           Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
// 0200000:           Keywords { "POINT" "SHADOWS_CUBE" "UNITY_HDR_ON" }
// 0000100:           Keywords { "POINT" "SHADOWS_CUBE" }
// 0002000:           Keywords { "POINT" "SHADOWS_OFF" "UNITY_HDR_ON" }
// 0000001:           Keywords { "POINT" "SHADOWS_OFF" }
// 2000000:           Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_HDR_ON" }
// 0001000:           Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
// 0400000:           Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "UNITY_HDR_ON" }
// 0000200:           Keywords { "POINT_COOKIE" "SHADOWS_CUBE" }
// 0010000:           Keywords { "POINT_COOKIE" "SHADOWS_OFF" "UNITY_HDR_ON" }
// 0000008:           Keywords { "POINT_COOKIE" "SHADOWS_OFF" }
// 0800000:           Keywords { "SHADOWS_DEPTH" "SHADOWS_NATIVE" "SHADOWS_SOFT" "SPOT" "UNITY_HDR_ON" }
// 0000400:           Keywords { "SHADOWS_DEPTH" "SHADOWS_NATIVE" "SHADOWS_SOFT" "SPOT" }
// 0040000:           Keywords { "SHADOWS_DEPTH" "SHADOWS_NATIVE" "SPOT" "UNITY_HDR_ON" }
// 0000020:           Keywords { "SHADOWS_DEPTH" "SHADOWS_NATIVE" "SPOT" }
// 0008000:           Keywords { "SHADOWS_OFF" "SPOT" "UNITY_HDR_ON" }
// 0000004:           Keywords { "SHADOWS_OFF" "SPOT" }
//                    Bind "vertex" Vertex
//                    Bind "normal" Normal
//                    Matrix 4 [glstate_matrix_modelview0] 3
//                    Matrix 0 [glstate_matrix_mvp]
//                    Float 9 [_LightAsQuad]
//                    Vector 7 [_ProjectionParams]
//                    Vector 8 [_ScreenParams]
//                  }
//                }
//              }
//            }
//          }
// 
//             Unity headers extracted from Internal-PrePassLighting.shader
//             Shader "Hidden/Internal-PrePassLighting" {
//               Properties {
//                _LightTexture0 ("", any) = "" { }
//                _LightTextureB0 ("", 2D) = "" { }
//                _ShadowMapTexture ("", any) = "" { }
//               }
//               Fallback Off
//               SubShader 1/1 {
// 0000001fff:     Pass 1/3 {
// 0003ffe000:     Pass 2/3 {
// 7ffc000000:     Pass 3/3 {
//                   Tags { "SHADOWSUPPORT"="true" }
//                   ZWrite Off
// 0000001fff:       Blend DstColor Zero
// 7fffffe000:       Blend One One
// 0003ffe000:       GpuProgramID 113408
// 7ffc000000:       GpuProgramID 155461
// 0000001fff:       GpuProgramID 57115
//                   Program "vp" {
//                     SubProgram "d3d9 " {
// 0008004002:           Keywords { "DIRECTIONAL" "SHADOWS_OFF" }
// 0100080040:           Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
// 0040020010:           Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_OFF" }
// 0200100080:           Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" }
// 2001000800:           Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
// 0400200100:           Keywords { "POINT" "SHADOWS_CUBE" }
// 0004002001:           Keywords { "POINT" "SHADOWS_OFF" }
// 4002001000:           Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
// 0800400200:           Keywords { "POINT_COOKIE" "SHADOWS_CUBE" }
// 0020010008:           Keywords { "POINT_COOKIE" "SHADOWS_OFF" }
// 1000800400:           Keywords { "SHADOWS_DEPTH" "SHADOWS_NATIVE" "SHADOWS_SOFT" "SPOT" }
// 0080040020:           Keywords { "SHADOWS_DEPTH" "SHADOWS_NATIVE" "SPOT" }
// 0010008004:           Keywords { "SHADOWS_OFF" "SPOT" }
//                       Bind "vertex" Vertex
//                       Bind "normal" Normal
//                       Matrix 4 [glstate_matrix_modelview0] 3
//                       Matrix 0 [glstate_matrix_mvp]
//                       Float 9 [_LightAsQuad]
//                       Vector 7 [_ProjectionParams]
//                       Vector 8 [_ScreenParams]
//                     }
//                   }
//                 }
//               }
//             }
// 
// 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 c10, 0.5, -1, 1, 0
    dcl_position v0
    dcl_normal v1
    dcl_position o0
    dcl_texcoord o1
    dcl_texcoord1 o2.xyz

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

    dp4 r0.y, c1, v0
    mul r1.x, r0.y, c7.x
    mul r1.w, r1.x, c10.x
    dp4 r0.x, c0, v0
    dp4 r0.w, c3, v0

mov o0, r0 // Relocated from line 131 with shadertool.py

// Automatic vertex shader halo fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -I ../.. --auto-fix-vertex-halo --only-autofixed --add-fog-on-sm3-update --fix-unity-reflection --ignore-register-errors --force Hidden_Internal-DeferredShading\vp\05F7E52C.txt
texldl r31, c220.z, s0
add r31.w, r0.w, -r31.y
mad r0.x, r31.w, r31.x, r0.x

    mul r1.xz, r0.xyww, c10.x
    mad o1.xy, r1.z, c8.zwzw, r1.xwzw
    dp4 r1.x, c4, v0
    dp4 r1.y, c5, v0
    dp4 r1.z, c6, v0
    mul r2.xyz, r1, c10.yyzw
    mad r1.xyz, r1, -c10.yyzw, v1
    mad o2.xyz, c9.x, r1, r2
    dp4 r0.z, c2, v0

//     mov o0, r0 // Relocated to line 122 with shadertool.py
mov o0.z, r0 // Inserted by shadertool.py

    mov o1.zw, r0
