// CRC32: C0AD78E4 | Matched 2 variants of 2 shaders: Custom/Regular Block, Custom/Regular Block (Background)
// 
//    Unity headers extracted from Regular Block.shader
//    Shader "Custom/Regular Block" {
//      Properties {
//       _MainTex ("Texture (RGB)", 2D) = "white" { }
//       _GlossTex ("Gloss Map", 2D) = "white" { }
//       _EmissionTex ("Emission Map", 2D) = "black" { }
//       _FastSimTex ("Fast Texture (RGB)", 2D) = "white" { }
//       _Glossiness ("Glossiness", Float) = 0.05
//       _SpecularPower ("Specular Power", Float) = 1
//       _ScrollRate ("Scroll Rate of Texture", Float) = 0
//       _EmissivePulseAmplitude ("Emissive Pulse Amplitude", Float) = 0
//      }
//      Fallback Off
//      SubShader 1/1 {
//        Tags { "RenderType"="Opaque" }
//        Pass 3/3 {
//          Name "SHADOWCASTER"
//          Tags { "LIGHTMODE"="SHADOWCASTER" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
//          GpuProgramID 181268
//          Program "vp" {
//            SubProgram "d3d9 " {
//              Keywords { "SHADOWS_DEPTH" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 8 [_Object2World] 3
//              Matrix 11 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Matrix 4 [unity_MatrixVP]
//              Vector 16 [_MainTex_ST]
//              Vector 14 [_WorldSpaceLightPos0]
//              Vector 15 [unity_LightShadowBias]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from Regular Block (Background).shader
//    Shader "Custom/Regular Block (Background)" {
//      Properties {
//       _MainTex ("Texture (RGB)", 2D) = "white" { }
//       _GlossTex ("Gloss Map", 2D) = "white" { }
//       _EmissionTex ("Emission Map", 2D) = "black" { }
//       _Glossiness ("Glossiness", Float) = 0.05
//       _SpecularPower ("Specular Power", Float) = 1
//       _BacklightDirection ("Backlight Direction", Vector) = (0,0,-1,0)
//       _BacklightColor ("Backlight Color", Color) = (0,0,0,0)
//       _BacklightPower ("Backlight Power", Float) = 1
//       _BacklightWraparound ("Backlight Wraparound", Range(0,1)) = 0
//      }
//      Fallback Off
//      SubShader 1/1 {
//        Tags { "RenderType"="Opaque" }
//        Pass 3/3 {
//          Name "SHADOWCASTER"
//          Tags { "LIGHTMODE"="SHADOWCASTER" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
//          GpuProgramID 168867
//          Program "vp" {
//            SubProgram "d3d9 " {
//              Keywords { "SHADOWS_DEPTH" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 8 [_Object2World] 3
//              Matrix 11 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Matrix 4 [unity_MatrixVP]
//              Vector 16 [_MainTex_ST]
//              Vector 14 [_WorldSpaceLightPos0]
//              Vector 15 [unity_LightShadowBias]
//            }
//          }
//        }
//      }
//    }
// 
// 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 c17, 1, 0, 0, 0
    dcl_position v0
    dcl_normal v1
    dcl_texcoord v2
    dcl_texcoord o0
    dcl_position o1
    dcl_texcoord1 o2.xy
    dcl_texcoord2 o3.xyz
    dcl_texcoord3 o4.xyz

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

    mad o2.xy, v2, c16, c16.zwzw
    dp4 o4.x, c8, v0
    dp4 o4.y, c9, v0
    dp4 o4.z, c10, v0
    abs r0.x, c15.z
    slt r0.x, -r0.x, r0.x
    mul r0.yzw, c12.xxyz, v1.y
    mad r0.yzw, c11.xxyz, v1.x, r0
    mad r0.yzw, c13.xxyz, v1.z, r0
    nrm r1.xyz, r0.yzww
    mad r2, v0.xyzx, c17.xxxy, c17.yyyx
    dp4 r3.x, c8, r2
    dp4 r3.y, c9, r2
    dp4 r3.z, c10, r2
    mad r0.yzw, r3.xxyz, -c14.w, c14.xxyz
    nrm r4.xyz, r0.yzww
    dp3 r0.y, r1, r4
    mad r0.y, r0.y, -r0.y, c17.x
    rsq r0.y, r0.y
    rcp r0.y, r0.y
    mul r0.y, r0.y, c15.z
    mad r3.xyz, r1, -r0.y, r3
    mov o3.xyz, r1
    mov r3.w, c17.x
    dp4 r1.x, c4, r3
    dp4 r1.y, c5, r3
    dp4 r1.z, c6, r3
    dp4 r1.w, c7, r3
    dp4 r3.x, c0, r2
    dp4 r3.y, c1, r2
    dp4 r3.z, c2, r2
    dp4 r3.w, c3, r2
    lrp r2, r0.x, r1, r3

mov o1, r2 // Relocated from line 132 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 Custom_Regular Block\vp\C0AD78E4.txt
texldl r31, c220.z, s0
add r31.w, r2.w, -r31.y
mad r2.x, r31.w, r31.x, r2.x

    rcp r0.x, r2.w
    mul_sat r0.x, r0.x, c15.x
    add r0.x, r0.x, r2.z
    max r0.y, r0.x, c17.y
    lrp r2.z, c15.y, r0.y, r0.x
    mov o0, r2

//     mov o1, r2 // Relocated to line 126 with shadertool.py
mov o1.z, r2 // Inserted by shadertool.py

