// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 22eb420d0bc723ff-vs.txt
// 3DMigoto: 22eb420d0bc723ff | Matched 14 variants of 14 shaders: Hidden/UberShader/5623FF0AB46ADFB371C6AD50142FAC09, Hidden/UberShader/6C8934DE2DB7790EC4236D9F76B3ED32, Hidden/UberShader/71B4D8CCA96FB88964C74B10C73E50A7, Hidden/UberShader/7752F4B8EBF39D14EACB53E60288D8DA, Hidden/UberShader/7EB94C1F531ACA1568099D141F5F2243, Hidden/UberShader/8392C8AD8473A87652FE0E78AF6A81BB, Hidden/UberShader/868E304FFB5F5ECA1355F1478630826F, Hidden/UberShader/92D0BF7E09F7FF1FD7A4ADCBE7A98C93, Hidden/UberShader/94C0412331A12F1F6531F3C90B85C7AF, Hidden/UberShader/A3CCADC8B3B02A04AD78E473383610D6, Hidden/UberShader/AC35AFA68139AC9A15DCB899BE15687F, Hidden/UberShader/BB9D458361B82CCF83E7FBCCEF15E0AC, Hidden/UberShader/CD446DDF05BC7103274725FCB04A57B0, Hidden/UberShader/DE29166FA3AFDBEC65498556A99F6212
//
// 0001:    Unity headers extracted from 5623FF0AB46ADFB371C6AD50142FAC09.shader
// 0020:    Unity headers extracted from 6C8934DE2DB7790EC4236D9F76B3ED32.shader
// 0200:    Unity headers extracted from 71B4D8CCA96FB88964C74B10C73E50A7.shader
// 2000:    Unity headers extracted from 7752F4B8EBF39D14EACB53E60288D8DA.shader
// 0004:    Unity headers extracted from 7EB94C1F531ACA1568099D141F5F2243.shader
// 0008:    Unity headers extracted from 8392C8AD8473A87652FE0E78AF6A81BB.shader
// 1000:    Unity headers extracted from 868E304FFB5F5ECA1355F1478630826F.shader
// 0002:    Unity headers extracted from 92D0BF7E09F7FF1FD7A4ADCBE7A98C93.shader
// 0400:    Unity headers extracted from 94C0412331A12F1F6531F3C90B85C7AF.shader
// 0800:    Unity headers extracted from A3CCADC8B3B02A04AD78E473383610D6.shader
// 0100:    Unity headers extracted from AC35AFA68139AC9A15DCB899BE15687F.shader
// 0010:    Unity headers extracted from BB9D458361B82CCF83E7FBCCEF15E0AC.shader
// 0080:    Unity headers extracted from CD446DDF05BC7103274725FCB04A57B0.shader
// 0040:    Unity headers extracted from DE29166FA3AFDBEC65498556A99F6212.shader
// 0001:    Shader "Hidden/UberShader/5623FF0AB46ADFB371C6AD50142FAC09" {
// 0020:    Shader "Hidden/UberShader/6C8934DE2DB7790EC4236D9F76B3ED32" {
// 0200:    Shader "Hidden/UberShader/71B4D8CCA96FB88964C74B10C73E50A7" {
// 2000:    Shader "Hidden/UberShader/7752F4B8EBF39D14EACB53E60288D8DA" {
// 0004:    Shader "Hidden/UberShader/7EB94C1F531ACA1568099D141F5F2243" {
// 0008:    Shader "Hidden/UberShader/8392C8AD8473A87652FE0E78AF6A81BB" {
// 1000:    Shader "Hidden/UberShader/868E304FFB5F5ECA1355F1478630826F" {
// 0002:    Shader "Hidden/UberShader/92D0BF7E09F7FF1FD7A4ADCBE7A98C93" {
// 0400:    Shader "Hidden/UberShader/94C0412331A12F1F6531F3C90B85C7AF" {
// 0800:    Shader "Hidden/UberShader/A3CCADC8B3B02A04AD78E473383610D6" {
// 0100:    Shader "Hidden/UberShader/AC35AFA68139AC9A15DCB899BE15687F" {
// 0010:    Shader "Hidden/UberShader/BB9D458361B82CCF83E7FBCCEF15E0AC" {
// 0080:    Shader "Hidden/UberShader/CD446DDF05BC7103274725FCB04A57B0" {
// 0040:    Shader "Hidden/UberShader/DE29166FA3AFDBEC65498556A99F6212" {
//            Properties {
//             _UberShaderColorMask ("Uber color mask", Float) = 15
//             _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 03c8:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 000c:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 000c:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 000c:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 000c:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 000c:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 03c8:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 03c8:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 03c8:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 03c8:       _AdditiveLayerTexture_US_ST ("Additive Layer Texture_US_ST", Vector) = (0,0,0,0)
//             _Color ("Color", Color) = (1,1,1,1)
//             _DepthFlipScreen ("Depth Flip Screen", 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)
// 3df6:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 0633:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 0633:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 0633:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 0633:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 0633:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 3df6:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 3df6:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 3df6:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 3df6:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 3801:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 3801:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 3801:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 3801:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 3801:       _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)
//             _WaterlineColor ("Waterline Color", Color) = (1,1,1,1)
//             _WaterlineSettings ("Waterline Settings", 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
// 3f7d:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 0082:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                ColorMask [_UberShaderColorMask]
// 0412:          GpuProgramID 13888
// 0200:          GpuProgramID 16934
// 3800:          GpuProgramID 17462
// 0020:          GpuProgramID 20547
// 0040:          GpuProgramID 27453
// 0001:          GpuProgramID 33628
// 0004:          GpuProgramID 33700
// 0008:          GpuProgramID 42098
// 0180:          GpuProgramID 57422
//                Program "vp" {
//                  SubProgram "d3d11 " {
//                    GpuProgramIndex 1
//                  }
//                }
//              }
//            }
//          }
//
// 0001: Unity 5.3 headers extracted from 5623FF0AB46ADFB371C6AD50142FAC09.shader.decompressed:
// 0020: Unity 5.3 headers extracted from 6C8934DE2DB7790EC4236D9F76B3ED32.shader.decompressed:
// 0200: Unity 5.3 headers extracted from 71B4D8CCA96FB88964C74B10C73E50A7.shader.decompressed:
// 2000: Unity 5.3 headers extracted from 7752F4B8EBF39D14EACB53E60288D8DA.shader.decompressed:
// 0004: Unity 5.3 headers extracted from 7EB94C1F531ACA1568099D141F5F2243.shader.decompressed:
// 0008: Unity 5.3 headers extracted from 8392C8AD8473A87652FE0E78AF6A81BB.shader.decompressed:
// 1000: Unity 5.3 headers extracted from 868E304FFB5F5ECA1355F1478630826F.shader.decompressed:
// 0002: Unity 5.3 headers extracted from 92D0BF7E09F7FF1FD7A4ADCBE7A98C93.shader.decompressed:
// 0400: Unity 5.3 headers extracted from 94C0412331A12F1F6531F3C90B85C7AF.shader.decompressed:
// 0800: Unity 5.3 headers extracted from A3CCADC8B3B02A04AD78E473383610D6.shader.decompressed:
// 0100: Unity 5.3 headers extracted from AC35AFA68139AC9A15DCB899BE15687F.shader.decompressed:
// 0010: Unity 5.3 headers extracted from BB9D458361B82CCF83E7FBCCEF15E0AC.shader.decompressed:
// 0080: Unity 5.3 headers extracted from CD446DDF05BC7103274725FCB04A57B0.shader.decompressed:
// 0040: Unity 5.3 headers extracted from DE29166FA3AFDBEC65498556A99F6212.shader.decompressed:
//         API d3d11
//         Shader model vs_4_0
//         undeciphered1: 201509030 77 0 0
//         undeciphered2: 1 1 3 1 0
//         undeciphered3: 9 2 0 0 3 4
//         ConstBuffer "$Globals" 560
//         Float 0 [_FogGradientRange]
//         Float 112 [_GameTime]
//         Float 120 [_GlobalDebugScale]
//         Vector 128 [_DepthFlipScreen]
//         Vector 288 [_MainTex_ST]
//         Vector 304 [_MainTex_US_ST]
// 0008:   Vector 400 [_AdditiveLayerTexture_ST]
// 0201:   Vector 400 [_MultiplyLayerExtraTexture_ST]
// 3df6:   Vector 400 [_MultiplyLayerTexture_ST]
// 0008:   Vector 416 [_AdditiveLayerTexture_US_ST]
// 0201:   Vector 416 [_MultiplyLayerExtraTexture_US_ST]
// 3df6:   Vector 416 [_MultiplyLayerTexture_US_ST]
// 0008:   Vector 432 [_AdditiveLayerMaskTexture_ST]
// 0201:   Vector 432 [_MultiplyLayerExtraMaskTexture_ST]
// 3df6:   Vector 432 [_MultiplyLayerMaskTexture_ST]
// 0008:   Vector 448 [_AdditiveLayerMaskTexture_US_ST]
// 0201:   Vector 448 [_MultiplyLayerExtraMaskTexture_US_ST]
// 3df6:   Vector 448 [_MultiplyLayerMaskTexture_US_ST]
// 000c:   Vector 480 [_AdditiveLayerExtraTexture_ST]
// 03c0:   Vector 480 [_AdditiveLayerTexture_ST]
// 0432:   Vector 480 [_MultiplyLayerExtraTexture_ST]
// 3801:   Vector 480 [_MultiplyLayerThirdTexture_ST]
// 000c:   Vector 496 [_AdditiveLayerExtraTexture_US_ST]
// 03c0:   Vector 496 [_AdditiveLayerTexture_US_ST]
// 0432:   Vector 496 [_MultiplyLayerExtraTexture_US_ST]
// 3801:   Vector 496 [_MultiplyLayerThirdTexture_US_ST]
// 000c:   Vector 512 [_AdditiveLayerExtraMaskTexture_ST]
// 03c0:   Vector 512 [_AdditiveLayerMaskTexture_ST]
// 0432:   Vector 512 [_MultiplyLayerExtraMaskTexture_ST]
// 3801:   Vector 512 [_MultiplyLayerThirdMaskTexture_ST]
// 000c:   Vector 528 [_AdditiveLayerExtraMaskTexture_US_ST]
// 03c0:   Vector 528 [_AdditiveLayerMaskTexture_US_ST]
// 0432:   Vector 528 [_MultiplyLayerExtraMaskTexture_US_ST]
// 3801:   Vector 528 [_MultiplyLayerThirdMaskTexture_US_ST]
//         ConstBuffer "UnityPerDraw" 352
//         Matrix 0 [glstate_matrix_mvp]
//         Matrix 192 [_Object2World]
//         ConstBuffer "UnityPerFrame" 256
//         Vector 64 [glstate_lightmodel_ambient]
//         SetTexture 0 [_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 23:42:42 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
//
//
// 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
//
vs_4_0
dcl_constantbuffer cb0[34], immediateIndexed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v0.xyzw
dcl_input v1.xyzw
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_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 22eb420d0bc723ff-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
sqrt r0.x, r0.x
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
mov o2.xyz, r1.xyzx
div r0.w, r1.z, cb0[0].x
add r1.x, r0.w, l(0.500000)
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[28].w, cb0[7].x, cb0[28].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[27].y, cb0[27].w
mad o3.w, cb0[28].y, cb0[7].x, r1.z
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[27].x, cb0[27].z
mad o3.z, cb0[28].x, cb0[7].x, r0.w
mad r0.w, cb0[31].w, cb0[7].x, cb0[31].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[30].y, cb0[30].w
mad o4.y, cb0[31].y, cb0[7].x, r1.z
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[30].x, cb0[30].z
mad o4.x, cb0[31].x, cb0[7].x, r0.w
mad r0.w, cb0[33].w, cb0[7].x, cb0[33].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[32].y, cb0[32].w
mad o4.w, cb0[33].y, cb0[7].x, r0.y
add r0.y, r0.z, l(0.500000)
mad r0.y, r0.y, cb0[32].x, cb0[32].z
mad o4.z, cb0[33].x, cb0[7].x, r0.y
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, t0.xyzw, s0, l(0.000000)
mul o6.w, r0.z, r1.w
mov o6.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used