// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 395c51749d6d5237-vs.txt
// 3DMigoto: 395c51749d6d5237 |    Unity headers extracted from 8FB0426FF6121756264514BF3E63C67A.shader
//    Shader "Hidden/UberShader/8FB0426FF6121756264514BF3E63C67A" {
//      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)
//       _InteractionDistortMask ("Interaction Distort Mask", 2D) = "white" { }
//       _InteractionDistortMask_US_ST ("Interaction Distort Mask_US_ST", Vector) = (0,0,0,0)
//       _InteractionParams2Rotation ("Interaction Params2 Rotation", Vector) = (0,0,0,0)
//       _InteractionParamsRotation ("Interaction Params Rotation", Vector) = (0,0,0,0)
//       _InteractionPosRotation ("Interaction Pos Rotation", Vector) = (0,0,0,0)
//       _InteractionRotationPivot ("Interaction Rotation Pivot", Vector) = (0,0,0,0)
//       _InteractionSettingsRotation ("Interaction Settings Rotation", Vector) = (0,0,0,0)
//       _InteractionVelocityRotation ("Interaction Velocity Rotation", 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
//       _MaskTexture ("Mask Texture", 2D) = "white" { }
//       _MaskTexture_US_ST ("Mask 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)
//      }
//      Fallback "Hidden/UberShader/8FB0426FF6121756264514BF3E63C67A_FB"
//      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 18893
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 0
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from 8FB0426FF6121756264514BF3E63C67A.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 130 0 0
//   undeciphered2: 1 5 3 5 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 656
//   Float 0 [_FogGradientRange]
//   Float 112 [_GameTime]
//   Float 120 [_GlobalDebugScale]
//   Vector 128 [_DepthFlipScreen]
//   Float 208 [_TurbulenceStrength]
//   Float 212 [_TurbulenceTime]
//   Float 216 [_TurbulenceOffset]
//   Vector 288 [_MainTex_ST]
//   Vector 304 [_MainTex_US_ST]
//   Vector 368 [_TurbulenceLocalRotationSettings]
//   Vector 384 [_TurbulenceRotationOffset]
//   Vector 400 [_TurbulenceRotationAnimMask_ST]
//   Vector 416 [_TurbulenceRotationAnimMask_US_ST]
//   Vector 432 [_TurbulenceRotationPivotMask]
//   Vector 448 [_PivotSettings]
//   Vector 464 [_InteractionCurveSettingsDefault]
//   Vector 496 [_InteractionDistortMask_ST]
//   Vector 512 [_InteractionDistortMask_US_ST]
//   Vector 528 [_InteractionParamsRotation]
//   Vector 544 [_InteractionParams2Rotation]
//   Vector 560 [_InteractionPosRotation]
//   Vector 576 [_InteractionRotationPivot]
//   Vector 592 [_InteractionSettingsRotation]
//   Vector 608 [_MaskTexture_ST]
//   Vector 624 [_MaskTexture_US_ST]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   ConstBuffer "UnityPerFrame" 256
//   Vector 64 [glstate_lightmodel_ambient]
//   SetTexture 0 [_TurbulenceTexture] 2D 1
//   SetTexture 1 [_TurbulenceRotationAnimMask] 2D 2
//   SetTexture 2 [_InteractionDistortMask] 2D 4
//   SetTexture 3 [_InteractionCurveDefault] 2D 3
//   SetTexture 4 [_FogGradientTex] 2D 0
//   BindCB "$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 23:43:23 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[40], 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_sampler s4, 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_resource_texture2d (float,float,float,float) t4
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 7

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

ld_indexable(texture2d)(float,float,float,float) r6.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.zwzz, r1.zwzz
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.xyxx, r1.xyxx
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.zwzz, r3.zwzz
dp2 r1.z, r3.xyxx, r3.xyxx
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.zzyz
mul r1.yz, r1.yyzy, cb0[37].wwww
mul r3.z, r1.z, cb0[29].y
mul r0.x, r1.y, cb0[29].y
mov r0.yw, l(0,0,0,0)
sample_l r4.xyzw, r0.xyxx, t3.xyzw, s3, l(0.000000)
sample_l r0.xyzw, r0.zwzz, t4.xyzw, s0, l(0.000000)
mad r1.y, r4.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[29].x
mad r1.z, cb0[32].w, cb0[7].x, cb0[32].z
sincos r4.x, r5.x, r1.z
add r1.zw, v1.yyyx, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r2.yz, r4.xxxx, r1.zzwz
mad r2.y, r1.w, r5.x, -r2.y
mad r2.z, r1.z, r5.x, r2.z
add r2.yz, r2.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r2.z, r2.z, cb0[31].y, cb0[31].w
mad r4.y, cb0[32].y, cb0[7].x, r2.z
mad r2.y, r2.y, cb0[31].x, cb0[31].z
mad r4.x, cb0[32].x, cb0[7].x, r2.y
sample_l r4.xyzw, r4.xyxx, t2.xyzw, s4, l(0.000000)
mul r1.y, r1.y, r4.x
mul r1.y, r2.x, r1.y
mul r1.y, r1.y, cb0[33].w
mad r2.x, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r2.x
mov r3.yw, l(0,0,0,0)
sample_l r2.xyzw, r3.zwzz, t3.xyzw, s3, l(0.000000)
mad r2.x, r2.w, l(2.000000), l(-1.000000)
mul r2.x, r2.x, cb0[29].x
mul r2.x, r4.x, r2.x
mul r1.x, r1.x, r2.x
mad r1.x, r1.x, cb0[33].y, r1.y
sincos r1.x, r2.x, r1.x
mad r1.y, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r2.y, v1.xyxx, cb0[24].zwzz
add r3.x, r1.y, r2.y
sample_l r3.xyzw, r3.xyxx, t0.xyzw, s1, l(0.000000)
add r1.y, r3.w, cb0[23].w
add r1.y, r1.y, l(-0.500000)
mul r1.y, r1.y, cb0[13].x
mad r1.y, r1.y, cb0[23].y, cb0[13].z
mad r2.y, cb0[26].w, cb0[7].x, cb0[26].z
sincos r3.x, r4.x, r2.y
mul r2.yz, r1.zzwz, r3.xxxx
mad r2.y, r1.w, r4.x, -r2.y
mad r2.z, r1.z, r4.x, r2.z
add r2.yz, r2.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r2.z, r2.z, cb0[25].y, cb0[25].w
mad r3.y, cb0[26].y, cb0[7].x, r2.z
mad r2.y, r2.y, cb0[25].x, cb0[25].z
mad r3.x, cb0[26].x, cb0[7].x, r2.y
sample_l r3.xyzw, r3.xyxx, t1.xyzw, s2, l(0.000000)
mul r1.y, r1.y, r3.x
sincos r3.x, r4.x, r1.y
mul r2.yz, v0.yyxy, cb0[28].yyxy
mad r3.yz, -v0.yyxy, cb0[28].yyxy, cb0[24].yyxy
mad r2.yz, cb0[27].yyxy, r3.yyzy, r2.yyzy
mad r3.yz, v0.yyxy, cb0[28].yyxy, -r2.yyzy
mul r3.xw, r3.xxxx, r3.yyyz
mad r5.y, r3.z, r4.x, -r3.x
mad r5.x, r3.y, r4.x, r3.w
add r2.yz, r2.yyzy, r5.xxyx
add r3.xy, -r2.zyzz, cb0[36].xyxx
mad r3.xy, cb0[36].zwzz, r3.xyxx, r2.zyzz
add r2.yz, r2.yyzy, -r3.yyxy
mul r1.xy, r1.xxxx, r2.yzyy
mad r4.x, r2.z, r2.x, -r1.x
mad r4.y, r2.y, r2.x, r1.y
add r1.xy, r3.xyxx, r4.xyxx
div r1.xy, r1.xyxx, cb0[28].xyxx
add r2.x, cb0[7].z, l(1.000000)
mul r1.xy, r1.xyxx, r2.xxxx
mul r2.xyz, r1.yyyy, cb1[1].xywx
mad r2.xyz, cb1[0].xywx, r1.xxxx, r2.xyzx
mad r2.xyz, cb1[2].xywx, v0.zzzz, r2.xyzx
mad r2.xyw, cb1[3].xyxw, v0.wwww, r2.xyxz
add r1.x, cb0[8].x, l(200.000000)

// Relocated to here with asmtool.py
mov o0.xyzw, r2.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 395c51749d6d5237-vs.txt
ne r6.w, r2.w, l(1.0)
if_nz r6.w
  add r6.w, r2.w, -r6.y
  mad r2.x, r6.w, r6.x, r2.x
endif

mul r1.x, r2.w, r1.x
mul r2.z, r1.x, l(0.000833333354)

// mov o0.xyzw, r2.xyzw // Relocated from here with asmtool.py
// Inserted by asmtool.py
mov o0.z, r2.z

dp4 r1.x, r2.xyzw, r2.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 r2.xy, r1.zwzz, r2.xxxx
mad r1.y, r1.w, r3.x, -r2.x
mad r2.x, r1.z, r3.x, r2.y
add r2.x, r2.x, l(0.500000)
mad r2.x, r2.x, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r2.x
add r1.y, r1.y, l(0.500000)
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 r2.xy, r1.zwzz, r2.xxxx
mad r1.y, r1.w, r3.x, -r2.x
mad r1.z, r1.z, r3.x, r2.y
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
mov o2.zw, l(0,0,0,0)
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