// hlsltool.py -I ../.. --auto-fix-vertex-halo --fix-unity-reflection --fix-unity-frustum-world --only-autofixed --fxc /home/Ryan/fxc.exe 1b4234c822f1c532-vs_replace.txt
// 3DMigoto: 1b4234c822f1c532 |    Unity headers extracted from SpecGrayscaleSkinedDIllumRandPulsSF.shader
//    Shader "Shader Forge/Spec/SpecGrayscaleDIllumRandPushSF" {
//      Properties {
//       _Diffuse ("Diffuse", 2D) = "white" { }
//       _DiffColor ("DiffColor", Color) = (1,1,1,1)
//       _NormalMap ("NormalMap", 2D) = "bump" { }
//       _Shining ("Shining", 2D) = "black" { }
//       _Cubemap ("Cubemap", CUBE) = "_Skybox" { }
//       _CubeColor ("CubeColor", Color) = (0.5,0.5,0.5,1)
//       _GlossHigh ("GlossHigh", Range(0,1)) = 0.71696
//       _HighSpecColor ("HighSpecColor", Color) = (1,1,1,1)
//       _GlossLow ("GlossLow", Range(0,1)) = 0.166634
//       _LowSpecColor ("LowSpecColor", Color) = (0.0735294,0.0735294,0.0735294,1)
//       _IllumText ("IllumText", 2D) = "white" { }
//       _IllumColor ("IllumColor", Color) = (1,1,1,1)
//       _HighSpecMultiplayerN ("HighSpecMultiplayerN", Range(0,6)) = 1
//       _SpecMetallic ("SpecMetallic", Range(0,1)) = 0
//       _Translucent ("Translucent", Color) = (1,0,0,1)
//       _TranslucentIntens ("TranslucentIntens", Range(0,6)) = 1
//       _TranslucentText ("TranslucentText", 2D) = "black" { }
//       _TranslucentRange ("TranslucentRange", Range(-5,5)) = 0
//       _IllumFlowTexture ("IllumFlowTexture", 2D) = "white" { }
//       _IllumFlowPower ("IllumFlowPower", Range(0,3)) = 0.187384
//       _TimeScale ("TimeScale", Float) = 1
//       _IllumShift ("IllumShift", Float) = 0.8
//       _PushMap1 ("PushMap1", 2D) = "white" { }
//       _PushMap2 ("PushMap2", 2D) = "black" { }
//       _PushFactor ("PushFactor", Float) = 0.1
//       _TimeFactor ("TimeFactor", Float) = 4
//       _FresnelRange ("FresnelRange", Range(1,3)) = 3
//       _FresnelColor ("FresnelColor", Color) = (1,1,1,1)
//       _NoiseSpeed ("NoiseSpeed", Float) = 1
//       _NMrotationSpeed ("NMrotationSpeed", Float) = 0.1
//      }
//      Fallback "Diffuse"
//      SubShader 1/1 {
//        Tags { "RenderType"="Opaque" }
//        Pass 1/3 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="ForwardBase" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
//          GpuProgramID 43022
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 3
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from SpecGrayscaleSkinedDIllumRandPulsSF.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 59 0 0
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
//   undeciphered2: 1 2 3 2 0
//   undeciphered3: 187 6 0 0 1 2 3 4 4 5 5 6 7 8
//   ConstBuffer "$Globals" 512
//   Vector 128 [_TimeEditor]
//   Vector 432 [_PushMap1_ST]
//   Vector 448 [_PushMap2_ST]
//   Float 464 [_PushFactor]
//   Float 468 [_TimeFactor]
//   Float 496 [_NoiseSpeed]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 0 [_Time]
//   Vector 80 [_ProjectionParams]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   Matrix 256 [_World2Object]
//   SetTexture 0 [_PushMap1] 2D 0
//   SetTexture 1 [_PushMap2] 2D 1
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityPerDraw" 2
//
// Headers extracted with DarkStarSword's extract_unity53_shaders.py
// https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/extract_unity53_shaders.py

// ---- Created with 3Dmigoto v1.2.30 on Thu Aug 18 03:40:03 2016
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
  float4 cb2[19];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[6];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[32];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main( 
  float4 v0 : POSITION0,
  float3 v1 : NORMAL0,
  float4 v2 : TANGENT0,
  float4 v3 : TEXCOORD0,
  float4 v4 : TEXCOORD1,
  float2 v5 : TEXCOORD2,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD0,
  out float2 p1 : TEXCOORD1,
  out float4 o2 : TEXCOORD2,
  out float4 o3 : TEXCOORD3,
  out float4 o4 : TEXCOORD4,
  out float4 o5 : TEXCOORD5,
  out float4 o6 : TEXCOORD6,
  out float4 o7 : TEXCOORD7,
  out float4 o8 : TEXCOORD10)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

float4 stereo = StereoParams.Load(0);
float separation = stereo.x, convergence = stereo.y, eye = stereo.z;

  r0.x = cb1[0].y + cb0[8].y;
  r0.y = cb0[31].x * r0.x;
  r0.x = cb0[29].y * r0.x;
  r0.x = sin(r0.x);
  r0.x = 1 + r0.x;
  r0.x = 0.5 * r0.x;
  sincos(r0.y, r1.x, r2.x);
  r3.z = r1.x;
  r0.yz = float2(0.5,0.5) + -v3.xy;
  r3.y = r2.x;
  r3.x = -r1.x;
  r1.x = dot(r0.yz, r3.yz);
  r1.y = dot(r0.yz, r3.xy);
  r0.yz = float2(0.5,0.5) + r1.xy;
  r0.yz = r0.yz * cb0[28].xy + cb0[28].zw;
  r1.xyzw = t1.SampleLevel(s1_s, r0.yz, 0).xyzw;
  r0.yz = float2(-0.5,-0.5) + v3.xy;
  r2.x = dot(r0.yz, r3.yz);
  r2.y = dot(r0.yz, r3.xy);
  r0.yz = float2(0.5,0.5) + r2.xy;
  r0.yz = r0.yz * cb0[27].xy + cb0[27].zw;
  r2.xyzw = t0.SampleLevel(s0_s, r0.yz, 0).xyzw;
  r0.yzw = -r2.xyz + r1.xyz;
  r0.xyz = r0.xxx * r0.yzw + r2.xyz;
  r0.xyz = cb0[29].xxx * r0.xyz;
  r1.xyz = cb2[13].xyz * v2.yyy;
  r1.xyz = cb2[12].xyz * v2.xxx + r1.xyz;
  r1.xyz = cb2[14].xyz * v2.zzz + r1.xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  r0.xyz = r0.xyz * r1.xyz + v0.xyz;
  r2.xyzw = cb2[1].xyzw * r0.yyyy;
  r2.xyzw = cb2[0].xyzw * r0.xxxx + r2.xyzw;
  r2.xyzw = cb2[2].xyzw * r0.zzzz + r2.xyzw;
  r2.xyzw = cb2[3].xyzw * v0.wwww + r2.xyzw;
  o0.xyzw = r2.xyzw;

// Automatic vertex shader halo fix inserted with DarkStarSword's hlsltool.py:
// hlsltool.py -I ../.. --auto-fix-vertex-halo --fix-unity-reflection --fix-unity-frustum-world --only-autofixed --fxc /home/Ryan/fxc.exe 1b4234c822f1c532-vs_replace.txt
if (r2.w != 1.0) { r2.x += separation * (r2.w - convergence); }

  o1.xy = v3.xy;
  p1.xy = v4.xy;
  o2.xy = v5.xy;
  r3.xyzw = cb2[13].xyzw * r0.yyyy;
  r3.xyzw = cb2[12].xyzw * r0.xxxx + r3.xyzw;
  r0.xyzw = cb2[14].xyzw * r0.zzzz + r3.xyzw;
  o3.xyzw = cb2[15].xyzw * v0.wwww + r0.xyzw;
  r0.x = cb2[16].x * v1.x;
  r0.y = cb2[17].x * v1.x;
  r0.z = cb2[18].x * v1.x;
  r3.x = cb2[16].y * v1.y;
  r3.y = cb2[17].y * v1.y;
  r3.z = cb2[18].y * v1.y;
  r0.xyz = r3.xyz + r0.xyz;
  r3.x = cb2[16].z * v1.z;
  r3.y = cb2[17].z * v1.z;
  r3.z = cb2[18].z * v1.z;
  r0.xyz = r3.xyz + r0.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  o4.xyz = r0.xyz;
  o5.xyz = r1.xyz;
  r3.xyz = r0.zxy * r1.yzx;
  r0.xyz = r0.yzx * r1.zxy + -r3.xyz;
  r0.xyz = v2.www * r0.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  o6.xyz = r0.xyz * r0.www;
  r0.x = cb1[5].x * r2.y;
  r0.w = 0.5 * r0.x;
  r0.xz = float2(0.5,0.5) * r2.xw;
  o7.zw = r2.zw;
  o7.xy = r0.xw + r0.zz;
  o8.xyzw = float4(0,0,0,0);
  return;
}

/****************************** COMPILE WARNINGS ******************************
X:\SteamLibrary\steamapps\common\I am weapon Revival\ShaderFixes\1b4234c822f1c532-vs_replace.txt(125,14-15): warning X3578: Output value 'o2' is not completely initialized
X:\SteamLibrary\steamapps\common\I am weapon Revival\ShaderFixes\1b4234c822f1c532-vs_replace.txt(127,14-15): warning X3578: Output value 'o4' is not completely initialized
X:\SteamLibrary\steamapps\common\I am weapon Revival\ShaderFixes\1b4234c822f1c532-vs_replace.txt(128,14-15): warning X3578: Output value 'o5' is not completely initialized
X:\SteamLibrary\steamapps\common\I am weapon Revival\ShaderFixes\1b4234c822f1c532-vs_replace.txt(129,14-15): warning X3578: Output value 'o6' is not completely initialized

****************************** COMPILE WARNINGS ******************************/
