// Just replaced contents.  No idea if used, but was in Dumps.

// CRC32: 678DC18B | Matched 4 variants of 1 shaders: Hidden/Internal-PrePassCollectShadows
// 
//    Unity headers extracted from Internal-PrePassCollectShadows.shader
//    Shader "Hidden/Internal-PrePassCollectShadows" {
//      Properties {
//       _ShadowMapTexture ("", any) = "" { }
//      }
//      Fallback Off
//      SubShader 1/2 {
//        Pass 1/1 {
//          ZTest Always
//          ZWrite Off
//          Cull Off
//          GpuProgramID 58189
//          Program "vp" {
//            SubProgram "d3d9 " {
// 8:           Keywords { "SHADOWS_NATIVE" "SHADOWS_SINGLE_CASCADE" "SHADOWS_SPLIT_SPHERES" }
// 4:           Keywords { "SHADOWS_NATIVE" "SHADOWS_SINGLE_CASCADE" }
// 2:           Keywords { "SHADOWS_NATIVE" "SHADOWS_SPLIT_SPHERES" }
// 1:           Keywords { "SHADOWS_NATIVE" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 0 [glstate_matrix_mvp]
//              Matrix 4 [unity_CameraInvProjection] 3
//              Vector 7 [_ProjectionParams]
//            }
//          }
//        }
//      }
//    }
// 
// 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 c8, -1, 1, 0, 0
    dcl_position v0
    dcl_texcoord v1
    dcl_normal v2

dcl_texcoord o0
dcl_texcoord1 o1
dcl_texcoord2 o2
dcl_position o3

dcl_texcoord5 o5.x // New output to pass FOV from inverse projection matrix to pixel shaders

    dp4 o3.z, c2, v0
    dp4 o3.w, c3, v0
    dp4 r0.x, c1, v0
    mul r1.y, r0.x, c7.x
    mov o3.y, r0.x
    mov r1.zw, c8.xyxy
    dp4 r1.x, c0, v0
    dp4 o2.x, c4, r1
    dp4 o2.y, c5, r1
    dp4 r0.x, c6, r1
    dp4 r0.y, c6, r1.xyww
    mov o3.x, r1.x
    mov o2.zw, -r0.xyxy
    mov o0.xy, v1
    mov o1.xyz, v2

// Pass the inverse projection matrix to the pixel shaders to fix the directional shadows
mov o5.x, c4.x