// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 1f3ec8c8e1d84c4f-vs.txt
// 3DMigoto: 1f3ec8c8e1d84c4f | Matched 6 variants of 6 shaders: Hidden/UberShader/88DB602D5E5A579655C3EF438CB577C9_FB, Hidden/UberShader/8DB009315A318781969F5EE9990A35C1_FB, Hidden/UberShader/9C98481A301FB82EF405833B5186D740_FB, Hidden/UberShader/BCD74A5F49788E0B2B6D90F09A0C1881_FB, Hidden/UberShader/C2362AB55813F33AE0D9D2DAF3710A57_FB, Hidden/UberShader/CC4F3E9BBD990B1C82D569BDD069C95D_FB
//
// 08:    Unity headers extracted from 88DB602D5E5A579655C3EF438CB577C9_FB.shader
// 01:    Unity headers extracted from 8DB009315A318781969F5EE9990A35C1_FB.shader
// 20:    Unity headers extracted from 9C98481A301FB82EF405833B5186D740_FB.shader
// 02:    Unity headers extracted from BCD74A5F49788E0B2B6D90F09A0C1881_FB.shader
// 04:    Unity headers extracted from C2362AB55813F33AE0D9D2DAF3710A57_FB.shader
// 10:    Unity headers extracted from CC4F3E9BBD990B1C82D569BDD069C95D_FB.shader
// 08:    Shader "Hidden/UberShader/88DB602D5E5A579655C3EF438CB577C9_FB" {
// 01:    Shader "Hidden/UberShader/8DB009315A318781969F5EE9990A35C1_FB" {
// 20:    Shader "Hidden/UberShader/9C98481A301FB82EF405833B5186D740_FB" {
// 02:    Shader "Hidden/UberShader/BCD74A5F49788E0B2B6D90F09A0C1881_FB" {
// 04:    Shader "Hidden/UberShader/C2362AB55813F33AE0D9D2DAF3710A57_FB" {
// 10:    Shader "Hidden/UberShader/CC4F3E9BBD990B1C82D569BDD069C95D_FB" {
//          Properties {
//           _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)
//           _InteractionColorLight ("Interaction Color Light", Color) = (1,1,1,1)
// 02:       _InteractionDistortMask ("Interaction Distort Mask", 2D) = "white" { }
// 02:       _InteractionDistortMask_US_ST ("Interaction Distort Mask_US_ST", Vector) = (0,0,0,0)
//           _InteractionLightMask ("Interaction Light Mask", 2D) = "white" { }
//           _InteractionLightMask_US_ST ("Interaction Light Mask_US_ST", Vector) = (0,0,0,0)
//           _InteractionParams2Light ("Interaction Params2 Light", Vector) = (0,0,0,0)
//           _InteractionParamsLight ("Interaction Params Light", Vector) = (0,0,0,0)
//           _InteractionPosLight ("Interaction Pos Light", Vector) = (0,0,0,0)
// 02:       _InteractionRotationPivot ("Interaction Rotation Pivot", Vector) = (0,0,0,0)
//           _InteractionSettingsLight ("Interaction Settings Light", Vector) = (0,0,0,0)
// 02:       _InteractionSettingsRotation ("Interaction Settings Rotation", Vector) = (0,0,0,0)
//           _InteractionTintLight ("Interaction Tint Light", Color) = (1,1,1,1)
//           _InteractionVelocityLight ("Interaction Velocity Light", 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)
// 0e:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 01:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 30:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 01:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 0e:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 30:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 01:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 0e:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 30:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 01:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 0e:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 30:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 01:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 0e:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 30:       _MultiplyLayerThirdTexture_US_ST ("Multiply Layer Third Texture_US_ST", Vector) = (0,0,0,0)
//           _Screen ("Screen", Vector) = (0,0,0,0)
//           _ScreenMask ("Screen Mask", Vector) = (0,0,0,0)
// 02:       _TurbulenceLocalRotationSettings ("Turbulence Local Rotation Settings", Vector) = (0,0,0,0)
// 02:       _TurbulenceRotationAnimMask ("Turbulence Rotation Anim Mask", 2D) = "white" { }
// 02:       _TurbulenceRotationAnimMask_US_ST ("Turbulence Rotation Anim Mask_US_ST", Vector) = (0,0,0,0)
// 02:       _TurbulenceRotationOffset ("Turbulence Rotation Offset", Vector) = (0,0,0,0)
// 02:       _TurbulenceRotationPivotMask ("Turbulence Rotation Pivot 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
// 1f:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 20:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 08:          GpuProgramID 25188
// 04:          GpuProgramID 26750
// 02:          GpuProgramID 4760
// 01:          GpuProgramID 54150
// 30:          GpuProgramID 7327
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 1
//                }
//              }
//            }
//          }
//        }
//
// 08: Unity 5.3 headers extracted from 88DB602D5E5A579655C3EF438CB577C9_FB.shader.decompressed:
// 01: Unity 5.3 headers extracted from 8DB009315A318781969F5EE9990A35C1_FB.shader.decompressed:
// 20: Unity 5.3 headers extracted from 9C98481A301FB82EF405833B5186D740_FB.shader.decompressed:
// 02: Unity 5.3 headers extracted from BCD74A5F49788E0B2B6D90F09A0C1881_FB.shader.decompressed:
// 04: Unity 5.3 headers extracted from C2362AB55813F33AE0D9D2DAF3710A57_FB.shader.decompressed:
// 10: Unity 5.3 headers extracted from CC4F3E9BBD990B1C82D569BDD069C95D_FB.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 115 0 0
//       undeciphered2: 1 2 3 2 0
//       undeciphered3: 13 3 0 0 2 1 3 4
//       ConstBuffer "$Globals" 608
//       Float 0 [_FogGradientRange]
//       Float 112 [_GameTime]
//       Float 120 [_GlobalDebugScale]
//       Vector 128 [_DepthFlipScreen]
//       Vector 288 [_MainTex_ST]
//       Vector 304 [_MainTex_US_ST]
//       Vector 384 [_InteractionCurveSettingsLight]
//       Vector 400 [_InteractionLightMask_ST]
//       Vector 416 [_InteractionLightMask_US_ST]
//       Vector 432 [_InteractionParamsLight]
//       Vector 448 [_InteractionParams2Light]
//       Vector 464 [_InteractionPosLight]
//       Vector 480 [_InteractionColorLight]
//       Vector 496 [_InteractionSettingsLight]
// 01:   Vector 528 [_MultiplyLayerExtraTexture_ST]
// 0e:   Vector 528 [_MultiplyLayerTexture_ST]
// 30:   Vector 528 [_MultiplyLayerThirdTexture_ST]
// 01:   Vector 544 [_MultiplyLayerExtraTexture_US_ST]
// 0e:   Vector 544 [_MultiplyLayerTexture_US_ST]
// 30:   Vector 544 [_MultiplyLayerThirdTexture_US_ST]
// 01:   Vector 560 [_MultiplyLayerExtraMaskTexture_ST]
// 0e:   Vector 560 [_MultiplyLayerMaskTexture_ST]
// 30:   Vector 560 [_MultiplyLayerThirdMaskTexture_ST]
// 01:   Vector 576 [_MultiplyLayerExtraMaskTexture_US_ST]
// 0e:   Vector 576 [_MultiplyLayerMaskTexture_US_ST]
// 30:   Vector 576 [_MultiplyLayerThirdMaskTexture_US_ST]
//       ConstBuffer "UnityPerDraw" 352
//       Matrix 0 [glstate_matrix_mvp]
//       Matrix 192 [_Object2World]
//       ConstBuffer "UnityPerFrame" 256
//       Vector 64 [glstate_lightmodel_ambient]
//       SetTexture 0 [_InteractionCurveLight] 2D 1
//       SetTexture 1 [_FogGradientTex] 2D 0
//       BindCB "$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 23:42:36 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    y
//
//
// 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[37], immediateIndexed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.y
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 5

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

ld_indexable(texture2d)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw

add r0.x, cb0[7].z, l(1.000000)
mul r0.xy, r0.xxxx, v0.xyxx
mul r0.yzw, r0.yyyy, cb1[1].xxyw
mad r0.xyz, cb1[0].xywx, r0.xxxx, r0.yzwy
mad r0.xyz, cb1[2].xywx, v0.zzzz, r0.xyzx
mad r0.xyw, cb1[3].xyxw, v0.wwww, r0.xyxz
add r1.x, cb0[8].x, l(200.000000)

// Relocated to here with asmtool.py
mov o0.xyzw, r0.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 1f3ec8c8e1d84c4f-vs.txt
ne r4.w, r0.w, l(1.0)
if_nz r4.w
  add r4.w, r0.w, -r4.y
  mad r0.x, r4.w, r4.x, r0.x
endif

mul r1.x, r0.w, r1.x
mul r0.z, r1.x, l(0.000833333354)

// mov o0.xyzw, r0.xyzw // Relocated from here with asmtool.py
// Inserted by asmtool.py
mov o0.z, r0.z

dp4 r0.x, r0.xyzw, r0.xyzw
mov o1.zw, v1.zzzw
mad r0.y, cb0[19].w, cb0[7].x, cb0[19].z
sincos r1.x, r2.x, r0.y
add r0.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r1.xy, r1.xxxx, r0.yzyy
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r0.w
mul r1.xyz, v0.yyyy, cb1[13].xyzx
mad r1.xyz, cb1[12].xyzx, v0.xxxx, r1.xyzx
mad r1.xyz, cb1[14].xyzx, v0.zzzz, r1.xyzx
mad r1.xyz, cb1[15].xyzx, v0.wwww, r1.xyzx
add r2.xyzw, r1.xyxy, -cb0[29].xyzw
div r0.w, r1.z, cb0[0].x
add r1.x, r0.w, l(0.500000)
dp2 r0.w, r2.zwzz, r2.zwzz
sqrt r0.xw, r0.xxxw
add r0.w, r0.w, -cb0[28].z
max r0.w, r0.w, l(0.000000)
add r0.w, r0.w, -cb0[31].z
div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[31].z
mul_sat r0.w, r0.w, r1.z
mad r1.w, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r1.w
mul r3.xyzw, cb0[31].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r3.xyzw, r2.xyzw, r3.xyzw
dp2 r1.w, r2.xyxx, r2.xyxx
sqrt r1.w, r1.w
add r1.w, r1.w, -cb0[28].z
max r1.w, r1.w, l(0.000000)
add r1.w, r1.w, -cb0[31].z
mul_sat r1.z, r1.z, r1.w
dp2 r1.w, r3.zwzz, r3.zwzz
dp2 r2.x, r3.xyxx, r3.xyxx
sqrt r2.x, r2.x
add r2.x, r2.x, -cb0[28].z
max r2.x, r2.x, l(0.000000)
sqrt r1.w, r1.w
add r1.w, r1.w, -cb0[28].z
max r1.w, r1.w, l(0.000000)
add r2.y, v2.y, l(-0.500000)
mad r1.w, r2.y, l(0.500000), r1.w
mad r2.x, r2.y, l(0.500000), r2.x
add r2.yz, cb0[7].xxxx, -cb0[27].xxzx
add r1.w, -r1.w, r2.z
add r2.x, -r2.x, r2.y
mul r2.x, r2.x, cb0[31].w
mul r2.x, r2.x, cb0[24].y
mul r1.w, r1.w, cb0[31].w
mul r2.z, r1.w, cb0[24].y
mov r2.yw, l(0,0,0,0)
sample_l r3.xyzw, r2.zwzz, t0.xyzw, s1, l(0.000000)
sample_l r2.xyzw, r2.xyxx, t0.xyzw, s1, l(0.000000)
mad r1.w, r2.w, l(2.000000), l(-1.000000)
mul r1.w, r1.w, cb0[24].x
mad r2.x, r3.w, l(2.000000), l(-1.000000)
mul r2.x, r2.x, cb0[24].x
mul r0.w, r0.w, r2.x
mul r0.w, r0.w, |cb0[27].w|
mad r2.x, r1.z, l(-2.000000), l(3.000000)
mul r1.z, r1.z, r1.z
mul r1.z, r1.z, r2.x
mul r1.z, r1.z, r1.w
mad r0.w, r1.z, |cb0[27].y|, r0.w
mul o2.xyzw, r0.wwww, cb0[30].xyzw
mad r0.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r2.x, r3.x, r0.w
mul r1.zw, r0.yyyz, r2.xxxx
mad r0.w, r0.z, r3.x, -r1.z
mad r1.z, r0.y, r3.x, r1.w
add r1.z, r1.z, l(0.500000)
mad r1.z, r1.z, cb0[25].y, cb0[25].w
mad o3.y, cb0[26].y, cb0[7].x, r1.z
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[25].x, cb0[25].z
mad o3.x, cb0[26].x, cb0[7].x, r0.w
mad r0.w, cb0[34].w, cb0[7].x, cb0[34].z
sincos r2.x, r3.x, r0.w
mul r1.zw, r0.yyyz, r2.xxxx
mad r0.w, r0.z, r3.x, -r1.z
mad r1.z, r0.y, r3.x, r1.w
add r1.z, r1.z, l(0.500000)
mad r1.z, r1.z, cb0[33].y, cb0[33].w
mad o3.w, cb0[34].y, cb0[7].x, r1.z
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[33].x, cb0[33].z
mad o3.z, cb0[34].x, cb0[7].x, r0.w
mad r0.w, cb0[36].w, cb0[7].x, cb0[36].z
sincos r2.x, r3.x, r0.w
mul r1.zw, r0.yyyz, r2.xxxx
mad r0.z, r0.z, r3.x, -r1.z
mad r0.y, r0.y, r3.x, r1.w
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[35].y, cb0[35].w
mad o4.y, cb0[36].y, cb0[7].x, r0.y
add r0.y, r0.z, l(0.500000)
mad r0.y, r0.y, cb0[35].x, cb0[35].z
mad o4.x, cb0[36].x, cb0[7].x, r0.y
mov o4.zw, l(0,0,0,0)
mul r0.yz, cb2[4].wwww, l(0.000000, 0.200000, 4.000000, 0.000000)
round_ni r0.z, r0.z
add r0.z, -r0.z, l(1.000000)
mul r0.y, r0.z, r0.y
mul r0.x, r0.y, r0.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)
mov r1.y, l(0)
sample_l r1.xyzw, r1.xyxx, t1.xyzw, s0, l(0.000000)
mul o6.w, r0.z, r1.w
mov o6.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used