// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 263d68e9f35d8dba-vs.txt
// 3DMigoto: 263d68e9f35d8dba | Matched 4 variants of 4 shaders: Hidden/UberShader/5E7E10F08E596E5735A804A7116C6BDC_FB, Hidden/UberShader/6D129B1CB49F7BE5E6EA06ECDAFF978C_FB, Hidden/UberShader/8E8D61762660AE5798E7C2A8040F73CE_FB, Hidden/UberShader/AA204F12C607E2EA1FF96AA967A29115_FB
//
// 4:    Unity headers extracted from 5E7E10F08E596E5735A804A7116C6BDC_FB.shader
// 8:    Unity headers extracted from 6D129B1CB49F7BE5E6EA06ECDAFF978C_FB.shader
// 2:    Unity headers extracted from 8E8D61762660AE5798E7C2A8040F73CE_FB.shader
// 1:    Unity headers extracted from AA204F12C607E2EA1FF96AA967A29115_FB.shader
// 4:    Shader "Hidden/UberShader/5E7E10F08E596E5735A804A7116C6BDC_FB" {
// 8:    Shader "Hidden/UberShader/6D129B1CB49F7BE5E6EA06ECDAFF978C_FB" {
// 2:    Shader "Hidden/UberShader/8E8D61762660AE5798E7C2A8040F73CE_FB" {
// 1:    Shader "Hidden/UberShader/AA204F12C607E2EA1FF96AA967A29115_FB" {
//         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)
//          _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)
// 3:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// c:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// c:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 3:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// c:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 3:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// c:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 3:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// c:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 3:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
//          _Screen ("Screen", Vector) = (0,0,0,0)
//          _ScreenMask ("Screen Mask", Vector) = (0,0,0,0)
//          _TurbulenceLocalRotationSettings ("Turbulence Local Rotation Settings", Vector) = (0,0,0,0)
//          _TurbulenceRotationAnimMask ("Turbulence Rotation Anim Mask", 2D) = "white" { }
//          _TurbulenceRotationAnimMask_US_ST ("Turbulence Rotation Anim Mask_US_ST", Vector) = (0,0,0,0)
//          _TurbulenceRotationOffset ("Turbulence Rotation Offset", Vector) = (0,0,0,0)
//          _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
//             Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
//             ColorMask [_UberShaderColorMask]
// 8:          GpuProgramID 30715
// 4:          GpuProgramID 3769
// 2:          GpuProgramID 45232
// 1:          GpuProgramID 63195
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 1
//               }
//             }
//           }
//         }
//       }
//
// 4: Unity 5.3 headers extracted from 5E7E10F08E596E5735A804A7116C6BDC_FB.shader.decompressed:
// 8: Unity 5.3 headers extracted from 6D129B1CB49F7BE5E6EA06ECDAFF978C_FB.shader.decompressed:
// 2: Unity 5.3 headers extracted from 8E8D61762660AE5798E7C2A8040F73CE_FB.shader.decompressed:
// 1: Unity 5.3 headers extracted from AA204F12C607E2EA1FF96AA967A29115_FB.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 130 0 0
//      undeciphered2: 1 4 3 4 0
//      undeciphered3: 13 3 0 0 2 1 3 4
//      ConstBuffer "$Globals" 688
//      Float 0 [_FogGradientRange]
//      Float 112 [_GameTime]
//      Float 120 [_GlobalDebugScale]
//      Vector 128 [_DepthFlipScreen]
//      Float 208 [_TurbulenceStrength]
//      Float 212 [_TurbulenceTime]
//      Float 216 [_TurbulenceOffset]
//      Vector 288 [_MainTex_ST]
//      Vector 304 [_MainTex_US_ST]
//      Vector 368 [_TurbulenceLocalRotationSettings]
//      Vector 384 [_TurbulenceRotationOffset]
//      Vector 400 [_TurbulenceRotationAnimMask_ST]
//      Vector 416 [_TurbulenceRotationAnimMask_US_ST]
//      Vector 432 [_TurbulenceRotationPivotMask]
//      Vector 448 [_PivotSettings]
//      Vector 464 [_InteractionCurveSettingsDefault]
//      Vector 528 [_InteractionParamsPunch]
//      Vector 544 [_InteractionParams2Punch]
//      Vector 560 [_InteractionPosPunch]
//      Vector 576 [_InteractionVelocityPunch]
//      Vector 592 [_InteractionSettingsPunch]
// c:   Vector 608 [_MultiplyLayerExtraTexture_ST]
// 3:   Vector 608 [_MultiplyLayerTexture_ST]
// c:   Vector 624 [_MultiplyLayerExtraTexture_US_ST]
// 3:   Vector 624 [_MultiplyLayerTexture_US_ST]
// c:   Vector 640 [_MultiplyLayerExtraMaskTexture_ST]
// 3:   Vector 640 [_MultiplyLayerMaskTexture_ST]
// c:   Vector 656 [_MultiplyLayerExtraMaskTexture_US_ST]
// 3:   Vector 656 [_MultiplyLayerMaskTexture_US_ST]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      ConstBuffer "UnityPerFrame" 256
//      Vector 64 [glstate_lightmodel_ambient]
//      SetTexture 0 [_TurbulenceTexture] 2D 1
//      SetTexture 1 [_TurbulenceRotationAnimMask] 2D 2
//      SetTexture 2 [_InteractionCurveDefault] 2D 3
//      SetTexture 3 [_FogGradientTex] 2D 0
//      BindCB "$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 23:42:49 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
//
vs_4_0
dcl_constantbuffer cb0[42], 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_temps 6

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

ld_indexable(texture2d)(float,float,float,float) r5.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[35].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[34].z
max r2.x, r2.x, l(0.000000)
add r2.x, r2.x, -cb0[37].z
div r2.y, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[37].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[37].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[34].z
max r1.x, r1.x, l(0.000000)
add r1.x, r1.x, -cb0[37].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[34].zzzz
max r1.yz, r1.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
add r2.yz, cb0[7].xxxx, -cb0[33].xxzx
add r1.yz, -r1.yyzy, r2.yyzy
mul r1.yz, r1.yyzy, cb0[37].wwww
mul r0.x, r1.z, cb0[29].y
mul r3.z, r1.y, cb0[29].y
mov r3.yw, l(0,0,0,0)
sample_l r4.xyzw, r3.zwzz, t2.xyzw, s3, l(0.000000)
mad r1.y, r4.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[29].x
mul r1.y, r2.x, r1.y
mad r1.z, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r1.z
mov r0.yw, l(0,0,0,0)
sample_l r2.xyzw, r0.xyxx, t2.xyzw, s3, l(0.000000)
sample_l r0.xyzw, r0.zwzz, t3.xyzw, s0, l(0.000000)
mad r1.z, r2.w, l(2.000000), l(-1.000000)
mul r1.z, r1.z, cb0[29].x
mul r1.x, r1.x, r1.z
mul r1.xy, r1.xyxx, cb0[33].wyww
add r2.xyzw, cb0[36].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r1.z, r2.zwzz, r2.zwzz
rsq r1.z, r1.z
mul r1.zw, r1.zzzz, r2.zzzw
mul r1.xz, r1.zzwz, 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.yyyy, r2.xyxx, r1.xzxx
mad r1.z, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r1.w, v1.xyxx, cb0[24].zwzz
add r3.x, r1.w, r1.z
sample_l r2.xyzw, r3.xyxx, t0.xyzw, s1, l(0.000000)
add r1.z, r2.w, cb0[23].w
add r1.z, r1.z, l(-0.500000)
mul r1.z, r1.z, cb0[13].x
mad r1.z, r1.z, cb0[23].y, cb0[13].z
mad r1.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r2.x, r3.x, r1.w
add r2.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r2.xw, r2.xxxx, r2.yyyz
mad r1.w, r2.z, r3.x, -r2.x
mad r2.x, r2.y, r3.x, r2.w
add r2.x, r2.x, l(0.500000)
mad r2.x, r2.x, cb0[25].y, cb0[25].w
mad r3.y, cb0[26].y, cb0[7].x, r2.x
add r1.w, r1.w, l(0.500000)
mad r1.w, r1.w, cb0[25].x, cb0[25].z
mad r3.x, cb0[26].x, cb0[7].x, r1.w
sample_l r3.xyzw, r3.xyxx, t1.xyzw, s2, l(0.000000)
mul r1.z, r1.z, r3.x
sincos r2.x, r3.x, r1.z
mul r1.zw, v0.yyyx, cb0[28].yyyx
mad r3.yz, -v0.xxyx, cb0[28].xxyx, cb0[24].xxyx
mad r1.zw, cb0[27].xxxy, r3.yyyz, r1.wwwz
mad r3.yz, v0.yyxy, cb0[28].yyxy, -r1.wwzw
mul r2.xw, r2.xxxx, r3.yyyz
mad r4.x, r3.z, r3.x, -r2.x
mad r4.y, r3.y, r3.x, r2.w
add r1.zw, r1.zzzw, r4.xxxy
add r1.xy, r1.xyxx, r1.zwzz
div r1.xy, r1.xyxx, cb0[28].xyxx
add r1.z, cb0[7].z, l(1.000000)
mul r1.xy, r1.zzzz, r1.xyxx
mul r1.yzw, r1.yyyy, cb1[1].xxyw
mad r1.xyz, cb1[0].xywx, r1.xxxx, r1.yzwy
mad r1.xyz, cb1[2].xywx, v0.zzzz, r1.xyzx
mad r1.xyw, cb1[3].xyxw, v0.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 263d68e9f35d8dba-vs.txt
ne r5.w, r1.w, l(1.0)
if_nz r5.w
  add r5.w, r1.w, -r5.y
  mad r1.x, r5.w, r5.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, r2.yyzy
mad r1.y, r2.z, r3.x, -r1.y
mad r1.z, r2.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, r2.yyzy
mad r1.y, r2.z, r3.x, -r1.y
mad r1.z, r2.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, r2.yyzy
mad r1.y, r2.z, r3.x, -r1.y
mad r1.z, r2.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
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 o4.w, r0.w, r1.z
mov o4.xyz, r0.xyzx
mul r0.x, r1.y, r1.x
exp r0.x, -|r0.x|
mad o3.w, -r0.x, r0.x, l(1.000000)
mul o3.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
ret
// Approximately 0 instruction slots used