// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 0d0285903810203c-vs.txt
// 3DMigoto: 0d0285903810203c |    Unity headers extracted from DBC4F6CFF447CFE14D1C324747322890.shader
//    Shader "Hidden/UberShader/DBC4F6CFF447CFE14D1C324747322890" {
//      Properties {
//       _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//       _UberShaderColorMask ("Uber color mask", Float) = 15
//       _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
//       _Color ("Color", Color) = (1,1,1,1)
//       _DepthFlipScreen ("Depth Flip Screen", Vector) = (0,0,0,0)
//       _DistortionMaskTex ("Distortion Mask Tex", 2D) = "white" { }
//       _DistortionMaskTex_US_ST ("Distortion Mask Tex_US_ST", Vector) = (0,0,0,0)
//       _DistortionSettings ("Distortion Settings", Vector) = (0,0,0,0)
//       _DistortionTex ("Distortion Tex", 2D) = "white" { }
//       _DistortionTex_US_ST ("Distortion Tex_US_ST", Vector) = (0,0,0,0)
//       _InteractionParams2Punch ("Interaction Params2 Punch", Vector) = (0,0,0,0)
//       _InteractionParamsPunch ("Interaction Params Punch", Vector) = (0,0,0,0)
//       _InteractionPosPunch ("Interaction Pos Punch", Vector) = (0,0,0,0)
//       _InteractionPunchDistortMask ("Interaction Punch Distort Mask", 2D) = "white" { }
//       _InteractionPunchDistortMask_US_ST ("Interaction Punch Distort Mask_US_ST", Vector) = (0,0,0,0)
//       _InteractionSettingsPunch ("Interaction Settings Punch", Vector) = (0,0,0,0)
//       _InteractionVelocityPunch ("Interaction Velocity Punch", Vector) = (0,0,0,0)
//       _MainTex ("Main Tex", 2D) = "white" { }
//       _MainTex_US_ATLAS ("Main Tex_US_ATLAS", Vector) = (0,0,1,1)
//       _MainTex_US_ATLAS_ST ("Main Tex_US_ATLAS_ST", Vector) = (0,0,1,1)
//       _MainTex_US_ST ("Main Tex_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
//       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
//       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
//       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
//       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
//       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
//       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
//       _Offset ("Offset", Vector) = (0,0,0,0)
//       _RotationAnimMask ("Rotation Anim Mask", 2D) = "white" { }
//       _RotationAnimMask_US_ST ("Rotation Anim Mask_US_ST", Vector) = (0,0,0,0)
//       _RotationCurve ("Rotation Curve", 2D) = "white" { }
//       _RotationCurve_AnimationSettings ("Rotation Curve_Animation Settings", Vector) = (0,0,0,0)
//       _Screen ("Screen", Vector) = (0,0,0,0)
//       _ScreenMask ("Screen Mask", Vector) = (0,0,0,0)
//      }
//      SubShader 1/1 {
//        Tags { "IGNOREPROJECTOR"="true" "RenderType"="TransparentCutout" "UberShaderShader"="true" }
//        Pass 1/1 {
//          Tags { "IGNOREPROJECTOR"="true" "RenderType"="TransparentCutout" "UberShaderShader"="true" }
//          ZTest Less
//          ZWrite Off
//          Cull Off
//          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
//          ColorMask [_UberShaderColorMask]
//          GpuProgramID 47687
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 1
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from DBC4F6CFF447CFE14D1C324747322890.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 161 0 0
//   undeciphered2: 1 4 3 4 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 832
//   Float 0 [_FogGradientRange]
//   Float 112 [_GameTime]
//   Float 120 [_GlobalDebugScale]
//   Vector 128 [_DepthFlipScreen]
//   Vector 288 [_MainTex_ST]
//   Vector 304 [_MainTex_US_ST]
//   Vector 368 [_InteractionCurveSettingsDefault]
//   Vector 432 [_InteractionParamsPunch]
//   Vector 448 [_InteractionParams2Punch]
//   Vector 464 [_InteractionPosPunch]
//   Vector 480 [_InteractionVelocityPunch]
//   Vector 496 [_InteractionSettingsPunch]
//   Vector 512 [_PivotSettings]
//   Vector 528 [_RotationCurve_AnimationSettings]
//   Vector 544 [_Offset]
//   Vector 560 [_RotationAnimMask_ST]
//   Vector 576 [_RotationAnimMask_US_ST]
//   Vector 608 [_DistortionTex_ST]
//   Vector 624 [_DistortionTex_US_ST]
//   Vector 640 [_DistortionMaskTex_ST]
//   Vector 656 [_DistortionMaskTex_US_ST]
//   Vector 672 [_MultiplyLayerTexture_ST]
//   Vector 688 [_MultiplyLayerTexture_US_ST]
//   Vector 704 [_MultiplyLayerMaskTexture_ST]
//   Vector 720 [_MultiplyLayerMaskTexture_US_ST]
//   Vector 752 [_MultiplyLayerExtraTexture_ST]
//   Vector 768 [_MultiplyLayerExtraTexture_US_ST]
//   Vector 784 [_MultiplyLayerExtraMaskTexture_ST]
//   Vector 800 [_MultiplyLayerExtraMaskTexture_US_ST]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   ConstBuffer "UnityPerFrame" 256
//   Vector 64 [glstate_lightmodel_ambient]
//   SetTexture 0 [_InteractionCurveDefault] 2D 1
//   SetTexture 1 [_RotationAnimMask] 2D 3
//   SetTexture 2 [_RotationCurve] 2D 2
//   SetTexture 3 [_FogGradientTex] 2D 0
//   BindCB "$Globals" 0
//   BindCB "UnityPerDraw" 1
//   BindCB "UnityPerFrame" 2
//
// Headers extracted with DarkStarSword's extract_unity53_shaders.py
// https://github.com/DarkStarSword/3d-fixes

//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.2 on Mon Jul 23 23:42:05 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// COLOR                    0   xyzw        2     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[51], immediateIndexed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_temps 7

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125

ld_indexable(texture2d)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.xyzw

mul r0.xyz, v0.yyyy, cb1[13].xyzx
mad r0.xyz, cb1[12].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb1[14].xyzx, v0.zzzz, r0.xyzx
mad r0.xyz, cb1[15].xyzx, v0.wwww, r0.xyzx
add r1.xyzw, r0.xyxy, -cb0[29].xyzw
div r0.x, r0.z, cb0[0].x
add r0.z, r0.x, l(0.500000)
dp2 r2.x, r1.xyxx, r1.xyxx
sqrt r2.x, r2.x
add r2.x, r2.x, -cb0[28].z
max r2.x, r2.x, l(0.000000)
add r2.x, r2.x, -cb0[31].z
div r2.y, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[31].z
mul_sat r2.x, r2.y, r2.x
mad r2.z, r2.x, l(-2.000000), l(3.000000)
mul r2.x, r2.x, r2.x
mul r2.x, r2.x, r2.z
mul r3.xyzw, cb0[31].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r3.xyzw, r1.xyzw, r3.xyzw
dp2 r1.x, r1.zwzz, r1.zwzz
sqrt r1.x, r1.x
add r1.x, r1.x, -cb0[28].z
max r1.x, r1.x, l(0.000000)
add r1.x, r1.x, -cb0[31].z
mul_sat r1.x, r2.y, r1.x
dp2 r1.y, r3.xyxx, r3.xyxx
dp2 r1.z, r3.zwzz, r3.zwzz
sqrt r1.yz, r1.yyzy
add r1.yz, r1.yyzy, -cb0[28].zzzz
max r1.yz, r1.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
add r2.yz, cb0[7].xxxx, -cb0[27].xxzx
add r1.yz, -r1.yyzy, r2.yyzy
mul r1.yz, r1.yyzy, cb0[31].wwww
mul r3.xz, r1.yyzy, cb0[23].yyyy
mov r3.yw, l(0,0,0,0)
sample_l r4.xyzw, r3.xyxx, t0.xyzw, s1, l(0.000000)
sample_l r3.xyzw, r3.zwzz, t0.xyzw, s1, l(0.000000)
mad r1.y, r3.w, l(2.000000), l(-1.000000)
mad r1.z, r4.w, l(2.000000), l(-1.000000)
mul r1.yz, r1.yyzy, cb0[23].xxxx
mul r1.z, r2.x, r1.z
mad r1.w, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r1.w
mul r1.x, r1.x, r1.y
mul r1.xz, r1.xxzx, cb0[27].wwyw
add r2.xyzw, cb0[30].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r1.y, r2.zwzz, r2.zwzz
rsq r1.y, r1.y
mul r1.yw, r1.yyyy, r2.zzzw
mul r1.xy, r1.ywyy, r1.xxxx
dp2 r1.w, r2.xyxx, r2.xyxx
rsq r1.w, r1.w
mul r2.xy, r1.wwww, r2.xyxx
mad r1.xy, r1.zzzz, r2.xyxx, r1.xyxx
mad r1.xy, v0.xyxx, cb0[32].xyxx, r1.xyxx
mov r2.xy, cb0[34].zwzz
mad r1.xy, r1.yxyy, r2.yxyy, -cb0[34].yxyy
div r1.z, cb0[7].x, cb0[33].y
add r0.x, r1.z, cb0[33].z
mov r0.yw, l(0,0,0,0)
sample_l r3.xyzw, r0.xyxx, t2.xyzw, s2, l(0.000000)
sample_l r0.xyzw, r0.zwzz, t3.xyzw, s0, l(0.000000)
mad r1.z, r3.w, l(2.000000), l(-1.000000)
mul r1.z, r1.z, cb0[33].x
mul r1.z, r1.z, l(0.0174527783)
mad r1.w, cb0[36].w, cb0[7].x, cb0[36].z
sincos r3.x, r4.x, r1.w
add r3.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r3.xw, r3.xxxx, r3.yyyz
mad r1.w, r3.z, r4.x, -r3.x
mad r3.x, r3.y, r4.x, r3.w
add r3.x, r3.x, l(0.500000)
mad r3.x, r3.x, cb0[35].y, cb0[35].w
mad r4.y, cb0[36].y, cb0[7].x, r3.x
add r1.w, r1.w, l(0.500000)
mad r1.w, r1.w, cb0[35].x, cb0[35].z
mad r4.x, cb0[36].x, cb0[7].x, r1.w
sample_l r4.xyzw, r4.xyxx, t1.xyzw, s3, l(0.000000)
mul r1.z, r1.z, r4.x
sincos r3.x, r4.x, r1.z
mul r1.zw, r1.xxxy, r3.xxxx
mad r5.x, r1.y, r4.x, -r1.z
mad r5.y, r1.x, r4.x, r1.w
add r1.xy, r5.xyxx, cb0[34].xyxx
mov r3.xw, v0.zzzw
mov r2.zw, l(0,0,1.000000,1.000000)
mul r1.zw, r2.zzzw, r3.xxxw
div r1.xyzw, r1.xyzw, r2.xyzw
div r1.xy, r1.xyxx, cb0[32].xyxx
add r2.x, cb0[7].z, l(1.000000)
mul r1.xy, r1.xyxx, r2.xxxx
mul r2.xyz, r1.yyyy, cb1[1].xywx
mad r2.xyz, cb1[0].xywx, r1.xxxx, r2.xyzx
mad r1.xyz, cb1[2].xywx, r1.zzzz, r2.xyzx
mad r1.xyw, cb1[3].xyxw, r1.wwww, r1.xyxz
add r2.x, cb0[8].x, l(200.000000)

// Relocated to here with asmtool.py
mov o0.xyzw, r1.xyzw

// Automatic vertex shader halo fix inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 0d0285903810203c-vs.txt
ne r6.w, r1.w, l(1.0)
if_nz r6.w
  add r6.w, r1.w, -r6.y
  mad r1.x, r6.w, r6.x, r1.x
endif

mul r2.x, r1.w, r2.x
mul r1.z, r2.x, l(0.000833333354)

// mov o0.xyzw, r1.xyzw // Relocated from here with asmtool.py
// Inserted by asmtool.py
mov o0.z, r1.z

dp4 r1.x, r1.xyzw, r1.xyzw
sqrt r1.x, r1.x
mov o1.zw, v1.zzzw
mad r1.y, cb0[19].w, cb0[7].x, cb0[19].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r3.yyzy
mad r1.y, r3.z, r3.x, -r1.y
mad r1.z, r3.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r1.y
mad r1.y, cb0[39].w, cb0[7].x, cb0[39].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r3.yyzy
mad r1.y, r3.z, r3.x, -r1.y
mad r1.z, r3.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[38].y, cb0[38].w
mad o2.y, cb0[39].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[38].x, cb0[38].z
mad o2.x, cb0[39].x, cb0[7].x, r1.y
mad r1.y, cb0[41].w, cb0[7].x, cb0[41].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r3.yyzy
mad r1.y, r3.z, r3.x, -r1.y
mad r1.z, r3.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[40].y, cb0[40].w
mad o2.w, cb0[41].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[40].x, cb0[40].z
mad o2.z, cb0[41].x, cb0[7].x, r1.y
mad r1.y, cb0[43].w, cb0[7].x, cb0[43].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r3.yyzy
mad r1.y, r3.z, r3.x, -r1.y
mad r1.z, r3.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[42].y, cb0[42].w
mad o3.y, cb0[43].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[42].x, cb0[42].z
mad o3.x, cb0[43].x, cb0[7].x, r1.y
mad r1.y, cb0[45].w, cb0[7].x, cb0[45].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r3.yyzy
mad r1.y, r3.z, r3.x, -r1.y
mad r1.z, r3.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[44].y, cb0[44].w
mad o3.w, cb0[45].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[44].x, cb0[44].z
mad o3.z, cb0[45].x, cb0[7].x, r1.y
mad r1.y, cb0[48].w, cb0[7].x, cb0[48].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r3.yyzy
mad r1.y, r3.z, r3.x, -r1.y
mad r1.z, r3.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[47].y, cb0[47].w
mad o4.y, cb0[48].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[47].x, cb0[47].z
mad o4.x, cb0[48].x, cb0[7].x, r1.y
mad r1.y, cb0[50].w, cb0[7].x, cb0[50].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r3.yyzy
mad r1.y, r3.z, r3.x, -r1.y
mad r1.z, r3.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[49].y, cb0[49].w
mad o4.w, cb0[50].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[49].x, cb0[49].z
mad o4.z, cb0[50].x, cb0[7].x, r1.y
mul r1.yz, cb2[4].wwww, l(0.000000, 0.200000, 4.000000, 0.000000)
round_ni r1.z, r1.z
add r1.z, -r1.z, l(1.000000)
mul r1.y, r1.z, r1.y
mul o6.w, r0.w, r1.z
mov o6.xyz, r0.xyzx
mul r0.x, r1.y, r1.x
exp r0.x, -|r0.x|
mad o5.w, -r0.x, r0.x, l(1.000000)
mul o5.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
ret
// Approximately 0 instruction slots used