// hlsltool.py -I ../.. --auto-fix-vertex-halo --fix-unity-reflection --fix-unity-frustum-world --only-autofixed --fxc /home/Ryan/fxc.exe 885bdbe6641568f1-vs_replace.txt
// 3DMigoto: 885bdbe6641568f1 |    Unity headers extracted from TransparentMapedWind.shader
//    Shader "Shader Forge/TransparentMapedWindSF" {
//      Properties {
//       _WindDirection ("WindDirection", Vector) = (1,0,0,0)
//       _DiffuseMap ("DiffuseMap", 2D) = "white" { }
//       _DiffColor ("DiffColor", Color) = (1,1,1,1)
//       _CutoutRange ("CutoutRange", Range(-0.55,0.55)) = 0.282051
//       _SpecColor ("SpecColor", Color) = (0.176471,0.176471,0.176471,1)
//       _GlossRange ("GlossRange", Range(0,1)) = 0.538462
//       _NormalMap ("NormalMap", 2D) = "bump" { }
//       _node_230 ("node_230", 2D) = "white" { }
//       _Time1 ("Time1", Float) = 5
//       _node_343 ("node_343", 2D) = "black" { }
//       _Time2 ("Time2", Float) = 5
//       _node_343_copy ("node_343_copy", 2D) = "black" { }
//       _node_416 ("node_416", Float) = 1
//      [HideInInspector]  _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
//      }
//      Fallback "Diffuse"
//      SubShader 1/1 {
//        Tags { "QUEUE"="Transparent+50" "RenderType"="Opaque" }
//        Pass 3/3 {
//          Name "SHADOWCASTER"
//          Tags { "LIGHTMODE"="SHADOWCASTER" "QUEUE"="Transparent+50" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
//          Offset 1, 1
//          GpuProgramID 172163
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 385
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from TransparentMapedWind.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 31 0 0
//   Keywords { "SHADOWS_DEPTH" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
//   undeciphered2: 1 3 4 3 0
//   undeciphered3: 57 4 0 0 3 4 4 5 5 6
//   ConstBuffer "$Globals" 288
//   Vector 128 [_TimeEditor]
//   Vector 144 [_WindDirection]
//   Vector 192 [_node_230_ST]
//   Float 208 [_Time1]
//   Vector 224 [_node_343_ST]
//   Float 240 [_Time2]
//   Vector 256 [_node_343_copy_ST]
//   Float 272 [_node_416]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 0 [_Time]
//   ConstBuffer "UnityShadows" 416
//   Vector 80 [unity_LightShadowBias]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   SetTexture 0 [_node_230] 2D 0
//   SetTexture 1 [_node_343] 2D 1
//   SetTexture 2 [_node_343_copy] 2D 2
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityShadows" 2
//   BindCB "UnityPerDraw" 3
//
// 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 03:40:14 2016
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
  float4 cb3[16];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[6];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[1];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[18];
}




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


void main( 
  float4 v0 : POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  float2 v3 : TEXCOORD2,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD1,
  out float2 p1 : TEXCOORD2,
  out float4 o2 : TEXCOORD3,
  out float4 o3 : TEXCOORD4)
{
  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.xy = v1.xy * cb0[16].xy + cb0[16].zw;
  r0.xyzw = t2.SampleLevel(s2_s, r0.xy, 0).xyzw;
  r1.xyz = cb1[0].yzw + cb0[8].yzw;
  r0.w = cb0[15].x * r1.z;
  r1.xy = cb0[13].xx * r1.xy;
  r1.xy = sin(r1.xy);
  r0.w = sin(-r0.w);
  r2.xyz = cb0[9].xyz * r0.www;
  r0.xyz = r2.xyz * r0.xyz;
  r1.yzw = cb0[9].xyz * r1.yyy;
  r0.w = 1 + r1.x;
  r0.w = cb0[17].x * r0.w;
  r2.xyz = cb0[9].xyz * r0.www;
  r3.xy = v1.xy * cb0[14].xy + cb0[14].zw;
  r3.xyzw = t1.SampleLevel(s1_s, r3.xy, 0).xyzw;
  r1.xyz = r3.xyz * r1.yzw;
  r0.xyz = r1.xyz * r0.xyz;
  r1.xy = v1.xy * cb0[12].xy + cb0[12].zw;
  r1.xyzw = t0.SampleLevel(s0_s, r1.xy, 0).xyzw;
  r0.xyz = r1.xyz * r2.xyz + r0.xyz;
  r0.xyz = v0.xyz + r0.xyz;
  r1.xyzw = cb3[1].xyzw * r0.yyyy;
  r1.xyzw = cb3[0].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb3[2].xyzw * r0.zzzz + r1.xyzw;
  r1.xyzw = cb3[3].xyzw + r1.xyzw;

o0.xyw = r1.xyw; // Relocated to here with hlsltool.py

// 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 885bdbe6641568f1-vs_replace.txt
if (r1.w != 1.0) { r1.x += separation * (r1.w - convergence); }

  r0.w = saturate(cb2[5].x / r1.w);
  r0.w = r1.z + r0.w;

  // o0.xyw = r1.xyw; // Relocated from here with hlsltool.py

  r1.x = max(0, r0.w);
  r1.x = r1.x + -r0.w;
  o0.z = cb2[5].y * r1.x + r0.w;
  o1.xy = v1.xy;
  p1.xy = v2.xy;
  o2.xy = v3.xy;
  r1.xyzw = cb3[13].xyzw * r0.yyyy;
  r1.xyzw = cb3[12].xyzw * r0.xxxx + r1.xyzw;
  r0.xyzw = cb3[14].xyzw * r0.zzzz + r1.xyzw;
  o3.xyzw = cb3[15].xyzw * v0.wwww + r0.xyzw;
  return;
}

/****************************** COMPILE WARNINGS ******************************
X:\SteamLibrary\steamapps\common\I am weapon Revival\ShaderFixes\885bdbe6641568f1-vs_replace.txt(121,14-15): warning X3578: Output value 'o2' is not completely initialized

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