// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 1cadb5952142df2d-vs.txt
// 3DMigoto: 1cadb5952142df2d |    Unity headers extracted from 0x002ad9f8.shader
//    Shader "Standard" {
//      Properties {
//       _Color ("Color", Color) = (1,1,1,1)
//       _MainTex ("Albedo", 2D) = "white" { }
//       _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
//       _Glossiness ("Smoothness", Range(0,1)) = 0.5
//      [Gamma]  _Metallic ("Metallic", Range(0,1)) = 0
//       _MetallicGlossMap ("Metallic", 2D) = "white" { }
//       _BumpScale ("Scale", Float) = 1
//       _BumpMap ("Normal Map", 2D) = "bump" { }
//       _Parallax ("Height Scale", Range(0.005,0.08)) = 0.02
//       _ParallaxMap ("Height Map", 2D) = "black" { }
//       _OcclusionStrength ("Strength", Range(0,1)) = 1
//       _OcclusionMap ("Occlusion", 2D) = "white" { }
//       _EmissionColor ("Color", Color) = (0,0,0,1)
//       _EmissionMap ("Emission", 2D) = "white" { }
//       _DetailMask ("Detail Mask", 2D) = "white" { }
//       _DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" { }
//       _DetailNormalMapScale ("Scale", Float) = 1
//       _DetailNormalMap ("Normal Map", 2D) = "bump" { }
//      [Enum(UV0,0,UV1,1)]  _UVSec ("UV Set for secondary textures", Float) = 0
//      [HideInInspector]  _Mode ("__mode", Float) = 0
//      [HideInInspector]  _SrcBlend ("__src", Float) = 1
//      [HideInInspector]  _DstBlend ("__dst", Float) = 0
//      [HideInInspector]  _ZWrite ("__zw", Float) = 1
//      }
//      Fallback "VertexLit"
//      SubShader 1/2 {
//        LOD 300
//        Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
//        Pass 1/4 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="ForwardBase" "SHADOWSUPPORT"="true" "RenderType"="Opaque" "PerformanceChecks"="False" }
//          ZWrite [_ZWrite]
//          Blend [_SrcBlend] [_DstBlend]
//          GpuProgramID 39223
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 1
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from 0x002ad9f8.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 33 0 0
//   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
//   undeciphered2: 1 0 4 0 0
//   undeciphered3: 27 4 0 0 1 2 3 4 4 5
//   ConstBuffer "$Globals" 240
//   Vector 160 [_MainTex_ST]
//   Vector 176 [_DetailAlbedoMap_ST]
//   Float 216 [_UVSec]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 720
//   Vector 656 [unity_SHBr]
//   Vector 672 [unity_SHBg]
//   Vector 688 [unity_SHBb]
//   Vector 704 [unity_SHC]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   Matrix 256 [_World2Object]
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityPerDraw" 3
//
// 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 23:42:31 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// NORMAL                   0   xyz         1     NONE   float   xyz
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1   xy          3     NONE   float   xy
//
//
// 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   xyz         2     NONE   float   xyz
// 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
// TEXCOORD                 8   xyz         7     NONE   float   xyz
//
vs_4_0
dcl_constantbuffer cb0[14], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[45], immediateIndexed
dcl_constantbuffer cb3[22], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v2.xy
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyz
dcl_temps 4
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r2.xyzw, l(0, 0, 0, 0), t125.xyzw


// Unity reflection/specular 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 1cadb5952142df2d-vs.txt

mul r2.w, -r2.x, r2.y
mad r3.xyz, -r2.wwww, cb10[0].xyzw, cb1[4].xyzw

mul r0.xyzw, v0.yyyy, cb3[1].xyzw
mad r0.xyzw, cb3[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb3[2].xyzw, v0.zzzz, r0.xyzw
mad o0.xyzw, cb3[3].xyzw, v0.wwww, r0.xyzw
eq r0.x, cb0[13].z, l(0.000000)
movc r0.xy, r0.xxxx, v2.xyxx, v3.xyxx
mad o1.zw, r0.xxxy, cb0[11].xxxy, cb0[11].zzzw
mad o1.xy, v2.xyxx, cb0[10].xyxx, cb0[10].zwzz
mul r0.xyz, v0.yyyy, cb3[13].xyzx
mad r0.xyz, cb3[12].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb3[14].xyzx, v0.zzzz, r0.xyzx
mad r0.xyz, cb3[15].xyzx, v0.wwww, r0.xyzx
add o2.xyz, r0.xyzx, -r3.xyzx
mov o7.xyz, r0.xyzx
mov o3.xyzw, l(0,0,0,0)
mov o4.xyzw, l(0,0,0,0)
mul r0.x, v1.x, cb3[16].x
mul r0.y, v1.x, cb3[17].x
mul r0.z, v1.x, cb3[18].x
mul r1.x, v1.y, cb3[16].y
mul r1.y, v1.y, cb3[17].y
mul r1.z, v1.y, cb3[18].y
add r0.xyz, r0.xyzx, r1.xyzx
mul r1.x, v1.z, cb3[16].z
mul r1.y, v1.z, cb3[17].z
mul r1.z, v1.z, cb3[18].z
add r0.xyz, r0.xyzx, r1.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mov o5.xyz, r0.xyzx
mov o5.w, l(0)
mul r0.w, r0.y, r0.y
mad r0.w, r0.x, r0.x, -r0.w
mul r1.xyzw, r0.yzzx, r0.xyzz
dp4 r0.x, cb2[41].xyzw, r1.xyzw
dp4 r0.y, cb2[42].xyzw, r1.xyzw
dp4 r0.z, cb2[43].xyzw, r1.xyzw
mad o6.xyz, cb2[44].xyzx, r0.wwww, r0.xyzx
mov o6.w, l(0)
ret
// Approximately 0 instruction slots used