// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 3e86946052c47d96-vs.txt
// 3DMigoto: 3e86946052c47d96 | Matched 12 variants of 12 shaders: Hidden/UberShader/15B4D93867AEB9C244F2F2F83804E7BF, Hidden/UberShader/26D6AD784F778C5C19A87647F0EC6C15, Hidden/UberShader/3E6F3498C654595D23B6A36880ED62CA, Hidden/UberShader/40EF4AE03B57CAE264DAC3FFEF126D48, Hidden/UberShader/47DA98827746781C5165B17420FD7FCA, Hidden/UberShader/7303330FDB7FC93F6FF19FA7A2A7CC43, Hidden/UberShader/87B5383FA1E2D35392067C2670AE5B9B, Hidden/UberShader/8D4ED63D19EE722F0BF891B5208EBCE7, Hidden/UberShader/914C6C3775C29CBB8DCC2831DD51B8F6, Hidden/UberShader/B3B6B0ED948C4FD7E1400D95FC9526BE, Hidden/UberShader/BA6D9C01ECCE3350B919B6FAA84BEAFC, Hidden/UberShader/E0FB4EE21B739E6AE638589BCFFA3635
//
// 004:    Unity headers extracted from 15B4D93867AEB9C244F2F2F83804E7BF.shader
// 100:    Unity headers extracted from 26D6AD784F778C5C19A87647F0EC6C15.shader
// 008:    Unity headers extracted from 3E6F3498C654595D23B6A36880ED62CA.shader
// 400:    Unity headers extracted from 40EF4AE03B57CAE264DAC3FFEF126D48.shader
// 010:    Unity headers extracted from 47DA98827746781C5165B17420FD7FCA.shader
// 002:    Unity headers extracted from 7303330FDB7FC93F6FF19FA7A2A7CC43.shader
// 040:    Unity headers extracted from 87B5383FA1E2D35392067C2670AE5B9B.shader
// 020:    Unity headers extracted from 8D4ED63D19EE722F0BF891B5208EBCE7.shader
// 001:    Unity headers extracted from 914C6C3775C29CBB8DCC2831DD51B8F6.shader
// 800:    Unity headers extracted from B3B6B0ED948C4FD7E1400D95FC9526BE.shader
// 080:    Unity headers extracted from BA6D9C01ECCE3350B919B6FAA84BEAFC.shader
// 200:    Unity headers extracted from E0FB4EE21B739E6AE638589BCFFA3635.shader
// 004:    Shader "Hidden/UberShader/15B4D93867AEB9C244F2F2F83804E7BF" {
// 100:    Shader "Hidden/UberShader/26D6AD784F778C5C19A87647F0EC6C15" {
// 008:    Shader "Hidden/UberShader/3E6F3498C654595D23B6A36880ED62CA" {
// 400:    Shader "Hidden/UberShader/40EF4AE03B57CAE264DAC3FFEF126D48" {
// 010:    Shader "Hidden/UberShader/47DA98827746781C5165B17420FD7FCA" {
// 002:    Shader "Hidden/UberShader/7303330FDB7FC93F6FF19FA7A2A7CC43" {
// 040:    Shader "Hidden/UberShader/87B5383FA1E2D35392067C2670AE5B9B" {
// 020:    Shader "Hidden/UberShader/8D4ED63D19EE722F0BF891B5208EBCE7" {
// 001:    Shader "Hidden/UberShader/914C6C3775C29CBB8DCC2831DD51B8F6" {
// 800:    Shader "Hidden/UberShader/B3B6B0ED948C4FD7E1400D95FC9526BE" {
// 080:    Shader "Hidden/UberShader/BA6D9C01ECCE3350B919B6FAA84BEAFC" {
// 200:    Shader "Hidden/UberShader/E0FB4EE21B739E6AE638589BCFFA3635" {
//           Properties {
//            _UberShaderColorMask ("Uber color mask", Float) = 15
//            _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 090:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 004:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 004:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 090:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 004:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 090:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 004:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 090:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 004:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 090:       _AdditiveLayerTexture_US_ST ("Additive Layer Texture_US_ST", Vector) = (0,0,0,0)
//            _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)
// c60:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 10a:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 201:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 10a:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// c60:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 201:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 10a:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// c60:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 201:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 10a:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// c60:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 201:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 10a:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// c60:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 201:       _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
// ebf:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 140:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//               ColorMask [_UberShaderColorMask]
// 080:          GpuProgramID 17922
// 102:          GpuProgramID 19320
// 020:          GpuProgramID 19786
// 008:          GpuProgramID 26449
// c40:          GpuProgramID 29026
// 201:          GpuProgramID 32632
// 010:          GpuProgramID 41894
// 004:          GpuProgramID 4235
//               Program "vp" {
//                 SubProgram "d3d11 " {
//                   GpuProgramIndex 1
//                 }
//               }
//             }
//           }
//         }
//
// 004: Unity 5.3 headers extracted from 15B4D93867AEB9C244F2F2F83804E7BF.shader.decompressed:
// 100: Unity 5.3 headers extracted from 26D6AD784F778C5C19A87647F0EC6C15.shader.decompressed:
// 008: Unity 5.3 headers extracted from 3E6F3498C654595D23B6A36880ED62CA.shader.decompressed:
// 400: Unity 5.3 headers extracted from 40EF4AE03B57CAE264DAC3FFEF126D48.shader.decompressed:
// 010: Unity 5.3 headers extracted from 47DA98827746781C5165B17420FD7FCA.shader.decompressed:
// 002: Unity 5.3 headers extracted from 7303330FDB7FC93F6FF19FA7A2A7CC43.shader.decompressed:
// 040: Unity 5.3 headers extracted from 87B5383FA1E2D35392067C2670AE5B9B.shader.decompressed:
// 020: Unity 5.3 headers extracted from 8D4ED63D19EE722F0BF891B5208EBCE7.shader.decompressed:
// 001: Unity 5.3 headers extracted from 914C6C3775C29CBB8DCC2831DD51B8F6.shader.decompressed:
// 800: Unity 5.3 headers extracted from B3B6B0ED948C4FD7E1400D95FC9526BE.shader.decompressed:
// 080: Unity 5.3 headers extracted from BA6D9C01ECCE3350B919B6FAA84BEAFC.shader.decompressed:
// 200: Unity 5.3 headers extracted from E0FB4EE21B739E6AE638589BCFFA3635.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
//        ConstBuffer "$Globals" 480
//        Float 0 [_FogGradientRange]
//        Float 112 [_GameTime]
//        Float 120 [_GlobalDebugScale]
//        Vector 128 [_DepthFlipScreen]
//        Vector 288 [_MainTex_ST]
//        Vector 304 [_MainTex_US_ST]
// 004:   Vector 400 [_AdditiveLayerExtraTexture_ST]
// 090:   Vector 400 [_AdditiveLayerTexture_ST]
// 10a:   Vector 400 [_MultiplyLayerExtraTexture_ST]
// c60:   Vector 400 [_MultiplyLayerTexture_ST]
// 201:   Vector 400 [_MultiplyLayerThirdTexture_ST]
// 004:   Vector 416 [_AdditiveLayerExtraTexture_US_ST]
// 090:   Vector 416 [_AdditiveLayerTexture_US_ST]
// 10a:   Vector 416 [_MultiplyLayerExtraTexture_US_ST]
// c60:   Vector 416 [_MultiplyLayerTexture_US_ST]
// 201:   Vector 416 [_MultiplyLayerThirdTexture_US_ST]
// 004:   Vector 432 [_AdditiveLayerExtraMaskTexture_ST]
// 090:   Vector 432 [_AdditiveLayerMaskTexture_ST]
// 10a:   Vector 432 [_MultiplyLayerExtraMaskTexture_ST]
// c60:   Vector 432 [_MultiplyLayerMaskTexture_ST]
// 201:   Vector 432 [_MultiplyLayerThirdMaskTexture_ST]
// 004:   Vector 448 [_AdditiveLayerExtraMaskTexture_US_ST]
// 090:   Vector 448 [_AdditiveLayerMaskTexture_US_ST]
// 10a:   Vector 448 [_MultiplyLayerExtraMaskTexture_US_ST]
// c60:   Vector 448 [_MultiplyLayerMaskTexture_US_ST]
// 201:   Vector 448 [_MultiplyLayerThirdMaskTexture_US_ST]
//        ConstBuffer "UnityPerDraw" 352
//        Matrix 0 [glstate_matrix_mvp]
//        Matrix 192 [_Object2World]
//        ConstBuffer "UnityPerFrame" 256
//        Vector 64 [glstate_lightmodel_ambient]
//        SetTexture 0 [_FogGradientTex] 2D 0
//        BindCB "$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 23:43:31 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[29], 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 3e86946052c47d96-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[28].w, cb0[7].x, cb0[28].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[27].y, cb0[27].w
mad o3.w, cb0[28].y, cb0[7].x, r0.y
add r0.y, r0.z, l(0.500000)
mad r0.y, r0.y, cb0[27].x, cb0[27].z
mad o3.z, cb0[28].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