// hlsltool.py -I ../.. --auto-fix-vertex-halo --fix-unity-reflection --fix-unity-frustum-world --only-autofixed --fxc /home/Ryan/fxc.exe a4d9b92219a537f9-vs_replace.txt
// 3DMigoto: a4d9b92219a537f9 |    Unity headers extracted from SpecGrayscaleTranspDIllumSF.shader
//    Shader "Shader Forge/SpecGrayscaleTranspDIllumSF" {
//      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
//       _VertOffset ("VertOffset", Float) = 0
//      [HideInInspector]  _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
//      }
//      Fallback "Diffuse"
//      SubShader 1/1 {
//        Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
//        Pass 3/3 {
//          Name "SHADOWCASTER"
//          Tags { "LIGHTMODE"="SHADOWCASTER" "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="Transparent" }
//          Offset 1, 1
//          GpuProgramID 161827
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 193
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from SpecGrayscaleTranspDIllumSF.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 28 0 0
//   Keywords { "SHADOWS_DEPTH" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
//   undeciphered2: 1 0 3 0 0
//   undeciphered3: 51 4 0 0 1 2 4 5 5 6
//   ConstBuffer "$Globals" 144
//   Float 128 [_VertOffset]
//   ConstBuffer "UnityShadows" 416
//   Vector 80 [unity_LightShadowBias]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   Matrix 256 [_World2Object]
//   BindCB "$Globals" 0
//   BindCB "UnityShadows" 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 03:39:13 2016
cbuffer cb2 : register(b2)
{
  float4 cb2[19];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[9];
}




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


void main( 
  float4 v0 : POSITION0,
  float3 v1 : NORMAL0,
  float4 v2 : TEXCOORD1,
  float2 v3 : TEXCOORD2,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD1,
  out float2 p1 : TEXCOORD2,
  out float4 o2 : TEXCOORD3,
  out float3 o3 : TEXCOORD4)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

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

  r0.xyz = v1.xyz * cb0[8].xxx + v0.xyz;
  r1.xyzw = cb2[1].xyzw * r0.yyyy;
  r1.xyzw = cb2[0].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb2[2].xyzw * r0.zzzz + r1.xyzw;
  r1.xyzw = cb2[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 a4d9b92219a537f9-vs_replace.txt
if (r1.w != 1.0) { r1.x += separation * (r1.w - convergence); }

  r0.w = saturate(cb1[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 = cb1[5].y * r1.x + r0.w;
  o1.xy = v2.xy;
  p1.xy = v3.xy;
  r1.xyzw = cb2[13].xyzw * r0.yyyy;
  r1.xyzw = cb2[12].xyzw * r0.xxxx + r1.xyzw;
  r0.xyzw = cb2[14].xyzw * r0.zzzz + r1.xyzw;
  o2.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;
  r1.x = cb2[16].y * v1.y;
  r1.y = cb2[17].y * v1.y;
  r1.z = cb2[18].y * v1.y;
  r0.xyz = r1.xyz + r0.xyz;
  r1.x = cb2[16].z * v1.z;
  r1.y = cb2[17].z * v1.z;
  r1.z = cb2[18].z * v1.z;
  r0.xyz = r1.xyz + r0.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  o3.xyz = r0.xyz * r0.www;
  return;
}
