// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 32133fc9e512bbb4-vs.txt
// 3DMigoto: 32133fc9e512bbb4 | Matched 4 variants of 4 shaders: Hidden/UberShader/6A80C004E8E015D85BDE07BB03F765AC, Hidden/UberShader/80BE3ADE67AC4EF2832ADDE62B88E5D0, Hidden/UberShader/9497AB494A29013165323C1BCC5EE831, Hidden/UberShader/ABF3598068A9D0507365602A88B14AD3
//
// 4:    Unity headers extracted from 6A80C004E8E015D85BDE07BB03F765AC.shader
// 2:    Unity headers extracted from 80BE3ADE67AC4EF2832ADDE62B88E5D0.shader
// 8:    Unity headers extracted from 9497AB494A29013165323C1BCC5EE831.shader
// 1:    Unity headers extracted from ABF3598068A9D0507365602A88B14AD3.shader
// 4:    Shader "Hidden/UberShader/6A80C004E8E015D85BDE07BB03F765AC" {
// 2:    Shader "Hidden/UberShader/80BE3ADE67AC4EF2832ADDE62B88E5D0" {
// 8:    Shader "Hidden/UberShader/9497AB494A29013165323C1BCC5EE831" {
// 1:    Shader "Hidden/UberShader/ABF3598068A9D0507365602A88B14AD3" {
//         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)
//          _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)
//          _MaskStrength ("Mask Strength", Float) = 0
//          _MaskStrengthExtra ("Mask Strength Extra", Float) = 0
//          _MaskTexture ("Mask Texture", 2D) = "white" { }
//          _MaskTexture_US_ST ("Mask Texture_US_ST", Vector) = (0,0,0,0)
//          _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)
// 8:       _TintColor ("Tint Color", Color) = (1,1,1,1)
// 3:       _WaterlineColorUnder ("Waterline Color Under", Color) = (1,1,1,1)
// c:       _WaterlineColor ("Waterline Color", Color) = (1,1,1,1)
// 3:       _WaterlineSettingsUnder ("Waterline Settings Under", Vector) = (0,0,0,0)
// c:       _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]
// 8:          GpuProgramID 32829
// 1:          GpuProgramID 39219
// 4:          GpuProgramID 44870
// 2:          GpuProgramID 51742
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 1
//               }
//             }
//           }
//         }
//       }
//
// 4: Unity 5.3 headers extracted from 6A80C004E8E015D85BDE07BB03F765AC.shader.decompressed:
// 2: Unity 5.3 headers extracted from 80BE3ADE67AC4EF2832ADDE62B88E5D0.shader.decompressed:
// 8: Unity 5.3 headers extracted from 9497AB494A29013165323C1BCC5EE831.shader.decompressed:
// 1: Unity 5.3 headers extracted from ABF3598068A9D0507365602A88B14AD3.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 57 0 0
//      undeciphered2: 1 1 3 1 0
//      undeciphered3: 9 2 0 0 3 4
// 7:   ConstBuffer "$Globals" 496
// 8:   ConstBuffer "$Globals" 512
//      Float 0 [_FogGradientRange]
//      Float 112 [_GameTime]
//      Float 120 [_GlobalDebugScale]
//      Vector 128 [_DepthFlipScreen]
//      Vector 288 [_MainTex_ST]
//      Vector 304 [_MainTex_US_ST]
//      Vector 400 [_MaskTexture_ST]
//      Vector 416 [_MaskTexture_US_ST]
//      Vector 448 [_MaskTextureExtra_ST]
//      Vector 464 [_MaskTextureExtra_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 23:43:11 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
//
vs_4_0
dcl_constantbuffer cb0[30], 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_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 32133fc9e512bbb4-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[29].w, cb0[7].x, cb0[29].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[28].y, cb0[28].w
mad o3.w, cb0[29].y, cb0[7].x, r0.y
add r0.y, r0.z, l(0.500000)
mad r0.y, r0.y, cb0[28].x, cb0[28].z
mad o3.z, cb0[29].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 o4.w, -r0.x, r0.x, l(1.000000)
mul o4.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 o5.w, r0.z, r1.w
mov o5.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used