// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 265220f462d14b15-vs.txt
// 3DMigoto: 265220f462d14b15 |    Unity headers extracted from E7211E1606888E1B170106C3EFA48134.shader
//    Shader "Hidden/UberShader/E7211E1606888E1B170106C3EFA48134" {
//      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)
//       _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)
//       _MaskStrengthExtra ("Mask Strength Extra", Float) = 0
//       _MaskTextureExtra ("Mask Texture Extra", 2D) = "white" { }
//       _MaskTextureExtra_US_ST ("Mask Texture Extra_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]
//          GpuProgramID 1320
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 1
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from E7211E1606888E1B170106C3EFA48134.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 83 0 0
//   undeciphered2: 1 2 3 2 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 592
//   Float 0 [_FogGradientRange]
//   Float 112 [_GameTime]
//   Float 120 [_GlobalDebugScale]
//   Vector 128 [_DepthFlipScreen]
//   Float 208 [_TurbulenceStrength]
//   Float 212 [_TurbulenceTime]
//   Float 216 [_TurbulenceOffset]
//   Vector 288 [_MainTex_ST]
//   Vector 304 [_MainTex_US_ST]
//   Vector 368 [_TurbulenceLocalRotationSettings]
//   Vector 384 [_TurbulenceRotationOffset]
//   Vector 432 [_TurbulenceRotationPivotMask]
//   Vector 448 [_PivotSettings]
//   Vector 480 [_DistortionTex_ST]
//   Vector 496 [_DistortionTex_US_ST]
//   Vector 512 [_DistortionMaskTex_ST]
//   Vector 528 [_DistortionMaskTex_US_ST]
//   Vector 544 [_MaskTextureExtra_ST]
//   Vector 560 [_MaskTextureExtra_US_ST]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   ConstBuffer "UnityPerFrame" 256
//   Vector 64 [glstate_lightmodel_ambient]
//   SetTexture 0 [_TurbulenceTexture] 2D 1
//   SetTexture 1 [_FogGradientTex] 2D 0
//   BindCB "$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
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[36], 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_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_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

mad r0.x, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r0.y, v1.xyxx, cb0[24].zwzz
add r0.x, r0.y, r0.x
mov r0.yw, l(0,0,0,0)
sample_l r1.xyzw, r0.xyxx, t0.xyzw, s1, l(0.000000)
add r0.x, r1.w, cb0[23].w
add r0.x, r0.x, l(-0.500000)
mul r0.x, r0.x, cb0[13].x
mad r0.x, r0.x, cb0[23].y, cb0[13].z
sincos r0.x, r1.x, r0.x
mul r1.yz, v0.yyxy, cb0[28].yyxy
mad r2.xy, -v0.xyxx, cb0[28].xyxx, cb0[24].xyxx
mad r1.yz, cb0[27].xxyx, r2.xxyx, r1.zzyz
mad r2.xy, v0.yxyy, cb0[28].yxyy, -r1.zyzz
mul r0.xy, r0.xxxx, r2.xyxx
mad r3.x, r2.y, r1.x, -r0.x
mad r3.y, r2.x, r1.x, r0.y
add r0.xy, r1.yzyy, r3.xyxx
div r0.xy, r0.xyxx, cb0[28].xyxx
add r1.x, cb0[7].z, l(1.000000)
mul r0.xy, r0.xyxx, r1.xxxx
mul r1.xyz, r0.yyyy, cb1[1].xywx
mad r1.xyz, cb1[0].xywx, r0.xxxx, r1.xyzx
mad r1.xyz, cb1[2].xywx, v0.zzzz, r1.xyzx
mad r1.xyw, cb1[3].xyxw, v0.wwww, r1.xyxz
add r0.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 265220f462d14b15-vs.txt
ne r4.w, r1.w, l(1.0)
if_nz r4.w
  add r4.w, r1.w, -r4.y
  mad r1.x, r4.w, r4.x, r1.x
endif

mul r0.x, r1.w, r0.x
mul r1.z, r0.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 r0.x, r1.xyzw, r1.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 r1.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r1.xw, r1.xxxx, r1.yyyz
mad r0.y, r1.z, r2.x, -r1.x
mad r1.x, r1.y, r2.x, r1.w
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.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r0.y
mad r0.y, cb0[31].w, cb0[7].x, cb0[31].z
sincos r1.x, r2.x, r0.y
mul r1.xw, r1.xxxx, r1.yyyz
mad r0.y, r1.z, r2.x, -r1.x
mad r1.x, r1.y, r2.x, r1.w
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[30].y, cb0[30].w
mad o2.y, cb0[31].y, cb0[7].x, r1.x
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[30].x, cb0[30].z
mad o2.x, cb0[31].x, cb0[7].x, r0.y
mad r0.y, cb0[33].w, cb0[7].x, cb0[33].z
sincos r1.x, r2.x, r0.y
mul r1.xw, r1.xxxx, r1.yyyz
mad r0.y, r1.z, r2.x, -r1.x
mad r1.x, r1.y, r2.x, r1.w
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[32].y, cb0[32].w
mad o2.w, cb0[33].y, cb0[7].x, r1.x
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[32].x, cb0[32].z
mad o2.z, cb0[33].x, cb0[7].x, r0.y
mad r0.y, cb0[35].w, cb0[7].x, cb0[35].z
sincos r1.x, r2.x, r0.y
mul r1.xw, r1.xxxx, r1.yyyz
mad r0.y, r1.z, r2.x, -r1.x
mad r1.x, r1.y, r2.x, r1.w
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[34].y, cb0[34].w
mad o3.y, cb0[35].y, cb0[7].x, r1.x
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[34].x, cb0[34].z
mad o3.x, cb0[35].x, cb0[7].x, r0.y
mov o3.zw, l(0,0,0,0)
mul r1.xy, cb2[4].wwww, l(0.200000, 4.000000, 0.000000, 0.000000)
round_ni r0.y, r1.y
add r0.y, -r0.y, l(1.000000)
mul r1.x, r0.y, r1.x
mul r0.x, r0.x, r1.x
exp r0.x, -|r0.x|
mad o4.w, -r0.x, r0.x, l(1.000000)
mul o4.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mul r0.x, v0.y, cb1[13].z
mad r0.x, cb1[12].z, v0.x, r0.x
mad r0.x, cb1[14].z, v0.z, r0.x
mad r0.x, cb1[15].z, v0.w, r0.x
div r0.x, r0.x, cb0[0].x
add r0.z, r0.x, l(0.500000)
sample_l r1.xyzw, r0.zwzz, t1.xyzw, s0, l(0.000000)
mul o5.w, r0.y, r1.w
mov o5.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used