// hlsltool.py -I ../.. --auto-fix-vertex-halo --fix-unity-reflection --fix-unity-frustum-world --only-autofixed --fxc /home/Ryan/fxc.exe cfa672778629e624-vs_replace.txt
// 3DMigoto: cfa672778629e624 |    Unity headers extracted from DecalMultiplicative.shader
//    Shader "Shader Forge/DecalMultiplicative" {
//      Properties {
//       _MainTex ("MainTex", 2D) = "white" { }
//       _CutRange ("CutRange", Float) = 1
//      [HideInInspector]  _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
//      }
//      Fallback "Diffuse"
//      SubShader 1/1 {
//        Tags { "QUEUE"="AlphaTest" "RenderType"="TransparentCutout" }
//        Pass 2/2 {
//          Name "SHADOWCASTER"
//          Tags { "LIGHTMODE"="SHADOWCASTER" "QUEUE"="AlphaTest" "SHADOWSUPPORT"="true" "RenderType"="TransparentCutout" }
//          Offset 1, 1
//          GpuProgramID 66522
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 25
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from DecalMultiplicative.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 9 0 0
//   Keywords { "SHADOWS_DEPTH" }
//   undeciphered2: 1 0 2 0 0
//   undeciphered3: 9 2 0 0 3 4
//   ConstBuffer "UnityShadows" 416
//   Vector 80 [unity_LightShadowBias]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   BindCB "UnityShadows" 0
//   BindCB "UnityPerDraw" 1
//
// 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 03:40:18 2016
cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[6];
}




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


void main( 
  float4 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD1)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

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

  r0.xyzw = cb1[1].xyzw * v0.yyyy;
  r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb1[3].xyzw + r0.xyzw;

o0.xyw = r0.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 cfa672778629e624-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }

  r1.x = saturate(cb0[5].x / r0.w);
  r0.z = r1.x + r0.z;

  // o0.xyw = r0.xyw; // Relocated from here with hlsltool.py

  r0.x = max(0, r0.z);
  r0.x = r0.x + -r0.z;
  o0.z = cb0[5].y * r0.x + r0.z;
  o1.xy = v1.xy;
  return;
}
