// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 2f671037de2685c1-vs.txt
// 3DMigoto: 2f671037de2685c1 | Matched 8 variants of 8 shaders: Hidden/UberShader/0AB1EBD37B376C5FD0A606509E64E7E9, Hidden/UberShader/35787F7C198A0EC954223B07B84A28BD, Hidden/UberShader/417BB875F7CFD753A6317ED284C03293, Hidden/UberShader/522DB946C7D410065518FDC03741B790, Hidden/UberShader/54F37746255539F1C96010CC3D363B34, Hidden/UberShader/6D4E3176B398E089C77704C6AA627C4A, Hidden/UberShader/90D913ED9A1A7B307F31703F1F2FFDA0, Hidden/UberShader/F60B5F5FE81E861DE391CD5B96CB0613
//
// 40:    Unity headers extracted from 0AB1EBD37B376C5FD0A606509E64E7E9.shader
// 80:    Unity headers extracted from 35787F7C198A0EC954223B07B84A28BD.shader
// 01:    Unity headers extracted from 417BB875F7CFD753A6317ED284C03293.shader
// 10:    Unity headers extracted from 522DB946C7D410065518FDC03741B790.shader
// 20:    Unity headers extracted from 54F37746255539F1C96010CC3D363B34.shader
// 02:    Unity headers extracted from 6D4E3176B398E089C77704C6AA627C4A.shader
// 04:    Unity headers extracted from 90D913ED9A1A7B307F31703F1F2FFDA0.shader
// 08:    Unity headers extracted from F60B5F5FE81E861DE391CD5B96CB0613.shader
// 40:    Shader "Hidden/UberShader/0AB1EBD37B376C5FD0A606509E64E7E9" {
// 80:    Shader "Hidden/UberShader/35787F7C198A0EC954223B07B84A28BD" {
// 01:    Shader "Hidden/UberShader/417BB875F7CFD753A6317ED284C03293" {
// 10:    Shader "Hidden/UberShader/522DB946C7D410065518FDC03741B790" {
// 20:    Shader "Hidden/UberShader/54F37746255539F1C96010CC3D363B34" {
// 02:    Shader "Hidden/UberShader/6D4E3176B398E089C77704C6AA627C4A" {
// 04:    Shader "Hidden/UberShader/90D913ED9A1A7B307F31703F1F2FFDA0" {
// 08:    Shader "Hidden/UberShader/F60B5F5FE81E861DE391CD5B96CB0613" {
//          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)
// 10:       _HurtColor ("Hurt Color", Color) = (1,1,1,1)
//           _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)
//           _Screen ("Screen", Vector) = (0,0,0,0)
//           _ScreenMask ("Screen Mask", Vector) = (0,0,0,0)
// 80:       _SpiritLightFalloffGradientTexture ("Spirit Light Falloff Gradient Texture", 2D) = "white" { }
// 4b:       _WaterlineColor ("Waterline Color", Color) = (1,1,1,1)
// 24:       _WaterlineColorUnder ("Waterline Color Under", Color) = (1,1,1,1)
// 80:       _SpiritLightFalloffGradientTexture_US_ST ("Spirit Light Falloff Gradient Texture_US_ST", Vector) = (0,0,0,0)
// 4b:       _WaterlineSettings ("Waterline Settings", Vector) = (0,0,0,0)
// 24:       _WaterlineSettingsUnder ("Waterline Settings Under", Vector) = (0,0,0,0)
// 80:       _SpiritLightMaskSettings ("Spirit Light Mask Settings", Vector) = (0,0,0,0)
// 80:       _SpiritLightMaskSettingsB ("Spirit Light Mask Settings B", 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
// fd:          ZWrite Off
//              Cull Off
// fe:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 01:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 04:          GpuProgramID 11802
// 10:          GpuProgramID 21365
// 41:          GpuProgramID 38760
// 0a:          GpuProgramID 50494
// 80:          GpuProgramID 58444
// 20:          GpuProgramID 9172
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 1
//                }
//              }
//            }
//          }
//        }
//
// 40: Unity 5.3 headers extracted from 0AB1EBD37B376C5FD0A606509E64E7E9.shader.decompressed:
// 80: Unity 5.3 headers extracted from 35787F7C198A0EC954223B07B84A28BD.shader.decompressed:
// 01: Unity 5.3 headers extracted from 417BB875F7CFD753A6317ED284C03293.shader.decompressed:
// 10: Unity 5.3 headers extracted from 522DB946C7D410065518FDC03741B790.shader.decompressed:
// 20: Unity 5.3 headers extracted from 54F37746255539F1C96010CC3D363B34.shader.decompressed:
// 02: Unity 5.3 headers extracted from 6D4E3176B398E089C77704C6AA627C4A.shader.decompressed:
// 04: Unity 5.3 headers extracted from 90D913ED9A1A7B307F31703F1F2FFDA0.shader.decompressed:
// 08: Unity 5.3 headers extracted from F60B5F5FE81E861DE391CD5B96CB0613.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 37 0 0
//       undeciphered2: 1 1 3 1 0
//       undeciphered3: 9 2 0 0 3 4
// 6f:   ConstBuffer "$Globals" 400
// 10:   ConstBuffer "$Globals" 416
// 80:   ConstBuffer "$Globals" 880
//       Float 0 [_FogGradientRange]
//       Float 112 [_GameTime]
//       Float 120 [_GlobalDebugScale]
//       Vector 128 [_DepthFlipScreen]
//       Vector 288 [_MainTex_ST]
//       Vector 304 [_MainTex_US_ST]
//       ConstBuffer "UnityPerDraw" 352
//       Matrix 0 [glstate_matrix_mvp]
//       Matrix 192 [_Object2World]
//       ConstBuffer "UnityPerFrame" 256
//       Vector 64 [glstate_lightmodel_ambient]
//       SetTexture 0 [_FogGradientTex] 2D 0
//       BindCB "$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 23:43:07 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
//
vs_4_0
dcl_constantbuffer cb0[20], 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_temps 4

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

ld_indexable(texture2d)(float,float,float,float) r3.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 2f671037de2685c1-vs.txt
ne r3.w, r0.w, l(1.0)
if_nz r3.w
  add r3.w, r0.w, -r3.y
  mad r0.x, r3.w, r3.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
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.z, r0.z, r2.x, -r1.x
mad r0.y, r0.y, r2.x, r1.y
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r0.y
add r0.y, r0.z, 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
mov o1.zw, v1.zzzw
mul r0.yzw, v0.yyyy, cb1[13].xxyz
mad r0.yzw, cb1[12].xxyz, v0.xxxx, r0.yyzw
mad r0.yzw, cb1[14].xxyz, v0.zzzz, r0.yyzw
mad r0.yzw, cb1[15].xxyz, v0.wwww, r0.yyzw
mov o2.xyz, r0.yzwy
div r0.y, r0.w, cb0[0].x
add r1.x, r0.y, l(0.500000)
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 o3.w, -r0.x, r0.x, l(1.000000)
mul o3.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 o4.w, r0.z, r1.w
mov o4.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used