// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 27fb1a934d208d58-vs.txt
// 3DMigoto: 27fb1a934d208d58 | Matched 5 variants of 5 shaders: Hidden/UberShader/3C1120D09C0EB7794DE77ABA23CC7BCF, Hidden/UberShader/6F730121955E2442709E8B29D8EAFFF1, Hidden/UberShader/8D52141A89EA3C9B7B1F5B3776885E53, Hidden/UberShader/A2C3DA7F03B691783E7042C433855A11, Hidden/UberShader/FE5B2D4711089E90F5380953D74C93F9
//
// 01:    Unity headers extracted from 3C1120D09C0EB7794DE77ABA23CC7BCF.shader
// 04:    Unity headers extracted from 6F730121955E2442709E8B29D8EAFFF1.shader
// 02:    Unity headers extracted from 8D52141A89EA3C9B7B1F5B3776885E53.shader
// 08:    Unity headers extracted from A2C3DA7F03B691783E7042C433855A11.shader
// 10:    Unity headers extracted from FE5B2D4711089E90F5380953D74C93F9.shader
// 01:    Shader "Hidden/UberShader/3C1120D09C0EB7794DE77ABA23CC7BCF" {
// 04:    Shader "Hidden/UberShader/6F730121955E2442709E8B29D8EAFFF1" {
// 02:    Shader "Hidden/UberShader/8D52141A89EA3C9B7B1F5B3776885E53" {
// 08:    Shader "Hidden/UberShader/A2C3DA7F03B691783E7042C433855A11" {
// 10:    Shader "Hidden/UberShader/FE5B2D4711089E90F5380953D74C93F9" {
//          Properties {
//           _UberShaderColorMask ("Uber color mask", Float) = 15
//           _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 10:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 10:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 10:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 10:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 10:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
//           _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)
// 07:       _MaskStrength ("Mask Strength", Float) = 0
// 18:       _MaskStrengthExtra ("Mask Strength Extra", Float) = 0
// 07:       _MaskTexture ("Mask Texture", 2D) = "white" { }
// 18:       _MaskTextureExtra ("Mask Texture Extra", 2D) = "white" { }
// 18:       _MaskTextureExtra_US_ST ("Mask Texture Extra_US_ST", Vector) = (0,0,0,0)
// 07:       _MaskTexture_US_ST ("Mask Texture_US_ST", Vector) = (0,0,0,0)
// 03:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 04:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 08:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 04:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 03:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 08:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 04:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 03:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 08:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 04:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 03:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 08:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 04:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 03:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 08:       _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
//              Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 02:          GpuProgramID 22044
// 10:          GpuProgramID 29691
// 08:          GpuProgramID 35383
// 04:          GpuProgramID 46636
// 01:          GpuProgramID 51371
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 1
//                }
//              }
//            }
//          }
//        }
//
// 01: Unity 5.3 headers extracted from 3C1120D09C0EB7794DE77ABA23CC7BCF.shader.decompressed:
// 04: Unity 5.3 headers extracted from 6F730121955E2442709E8B29D8EAFFF1.shader.decompressed:
// 02: Unity 5.3 headers extracted from 8D52141A89EA3C9B7B1F5B3776885E53.shader.decompressed:
// 08: Unity 5.3 headers extracted from A2C3DA7F03B691783E7042C433855A11.shader.decompressed:
// 10: Unity 5.3 headers extracted from FE5B2D4711089E90F5380953D74C93F9.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 87 0 0
//       undeciphered2: 1 1 3 1 0
//       undeciphered3: 9 2 0 0 3 4
//       ConstBuffer "$Globals" 608
//       Float 0 [_FogGradientRange]
//       Float 112 [_GameTime]
//       Float 120 [_GlobalDebugScale]
//       Vector 128 [_DepthFlipScreen]
//       Vector 288 [_MainTex_ST]
//       Vector 304 [_MainTex_US_ST]
//       Vector 384 [_DistortionTex_ST]
//       Vector 400 [_DistortionTex_US_ST]
//       Vector 416 [_DistortionMaskTex_ST]
//       Vector 432 [_DistortionMaskTex_US_ST]
// 18:   Vector 480 [_MaskTextureExtra_ST]
// 07:   Vector 480 [_MaskTexture_ST]
// 18:   Vector 496 [_MaskTextureExtra_US_ST]
// 07:   Vector 496 [_MaskTexture_US_ST]
// 10:   Vector 528 [_AdditiveLayerExtraTexture_ST]
// 04:   Vector 528 [_MultiplyLayerExtraTexture_ST]
// 03:   Vector 528 [_MultiplyLayerTexture_ST]
// 08:   Vector 528 [_MultiplyLayerThirdTexture_ST]
// 10:   Vector 544 [_AdditiveLayerExtraTexture_US_ST]
// 04:   Vector 544 [_MultiplyLayerExtraTexture_US_ST]
// 03:   Vector 544 [_MultiplyLayerTexture_US_ST]
// 08:   Vector 544 [_MultiplyLayerThirdTexture_US_ST]
// 10:   Vector 560 [_AdditiveLayerExtraMaskTexture_ST]
// 04:   Vector 560 [_MultiplyLayerExtraMaskTexture_ST]
// 03:   Vector 560 [_MultiplyLayerMaskTexture_ST]
// 08:   Vector 560 [_MultiplyLayerThirdMaskTexture_ST]
// 10:   Vector 576 [_AdditiveLayerExtraMaskTexture_US_ST]
// 04:   Vector 576 [_MultiplyLayerExtraMaskTexture_US_ST]
// 03:   Vector 576 [_MultiplyLayerMaskTexture_US_ST]
// 08:   Vector 576 [_MultiplyLayerThirdMaskTexture_US_ST]
//       ConstBuffer "UnityPerDraw" 352
//       Matrix 0 [glstate_matrix_mvp]
//       Matrix 192 [_Object2World]
//       ConstBuffer "UnityPerFrame" 256
//       Vector 64 [glstate_lightmodel_ambient]
//       SetTexture 0 [_FogGradientTex] 2D 0
//       BindCB "$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 23:42:52 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   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
// TEXCOORD                 6   xyzw        7     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_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.xyzw
dcl_output o3.xyz
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.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 27fb1a934d208d58-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
mad r0.w, cb0[25].w, cb0[7].x, cb0[25].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
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[24].y, cb0[24].w
mad o2.y, cb0[25].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[24].x, cb0[24].z
mad o2.x, cb0[25].x, cb0[7].x, r0.w
mad r0.w, cb0[27].w, cb0[7].x, cb0[27].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
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[26].y, cb0[26].w
mad o2.w, cb0[27].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[26].x, cb0[26].z
mad o2.z, cb0[27].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 o3.xyz, r1.xyzx
div r0.w, r1.z, cb0[0].x
add r1.x, r0.w, l(0.500000)
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[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 o4.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 o4.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 o5.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 o5.x, cb0[36].x, cb0[7].x, r0.y
mov o5.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 o6.w, -r0.x, r0.x, l(1.000000)
mul o6.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 o7.w, r0.z, r1.w
mov o7.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used