// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 44f29e0f9b285e79-vs.txt
// 3DMigoto: 44f29e0f9b285e79 | Matched 2 variants of 2 shaders: FX/Alpha Blend Additive Green, FX/Alpha Blend Without Fog
//
// 1:    Unity headers extracted from AlphaBlendAdditiveGreen.shader
// 2:    Unity headers extracted from AlphaBlendNoFog.shader
// 1:    Shader "FX/Alpha Blend Additive Green" {
// 2:    Shader "FX/Alpha Blend Without Fog" {
//         Properties {
// 2:       _MainTex ("Base (RGB)", 2D) = "white" { }
// 1:       _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
// 1:       _AdditiveTintColor ("Additive Color", Color) = (0.5,0.5,0.5,0.5)
// 2:       _Color ("Main Color", Color) = (1,1,1,1)
// 1:       _MainTex ("Texture", 2D) = "white" { }
//         }
//         Fallback "Diffuse"
//         SubShader 1/1 {
//           Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
// 1:        Pass 1/10 {
// 2:        Pass 1/5 {
//             Name "FORWARD"
//             Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="Transparent" }
// 1:          ZTest Always
//             ZWrite Off
//             Cull Off
//             Blend SrcAlpha OneMinusSrcAlpha
// 2:          GpuProgramID 43121
// 1:          GpuProgramID 47927
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 10
//               }
//             }
//           }
//         }
//       }
//
// 1: Unity 5.3 headers extracted from AlphaBlendAdditiveGreen.shader.decompressed:
// 2: Unity 5.3 headers extracted from AlphaBlendNoFog.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 65 0 0
//      Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
//      undeciphered2: 1 0 4 0 0
//      undeciphered3: 15 4 0 0 2 1 1 2 3 4
//      ConstBuffer "$Globals" 160
//      Vector 48 [unity_ColorSpaceLuminance]
//      Vector 144 [_MainTex_ST]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityLighting" 720
//      Vector 32 [unity_4LightPosX0]
//      Vector 48 [unity_4LightPosY0]
//      Vector 64 [unity_4LightPosZ0]
//      Vector 80 [unity_4LightAtten0]
//      Vector 96 [unity_LightColor0]
//      Vector 112 [unity_LightColor1]
//      Vector 128 [unity_LightColor2]
//      Vector 144 [unity_LightColor3]
//      Vector 160 [unity_LightColor4]
//      Vector 176 [unity_LightColor5]
//      Vector 192 [unity_LightColor6]
//      Vector 208 [unity_LightColor7]
//      Vector 608 [unity_SHAr]
//      Vector 624 [unity_SHAg]
//      Vector 640 [unity_SHAb]
//      Vector 656 [unity_SHBr]
//      Vector 672 [unity_SHBg]
//      Vector 688 [unity_SHBb]
//      Vector 704 [unity_SHC]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      Matrix 256 [_World2Object]
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityLighting" 2
//      BindCB "UnityPerDraw" 3
//
// 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 23:43:43 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TANGENT                  0   xyzw        1     NONE   float
// NORMAL                   0   xyz         2     NONE   float   xyz
// TEXCOORD                 0   xyzw        3     NONE   float   xy
// TEXCOORD                 1   xyzw        4     NONE   float
// TEXCOORD                 2   xyzw        5     NONE   float
// TEXCOORD                 3   xyzw        6     NONE   float
// COLOR                    0   xyzw        7     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// COLOR                    0   xyzw        4     NONE   float   xyzw
// TEXCOORD                 3   xyz         5     NONE   float   xyz
// TEXCOORD                 4   xyzw        6     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[10], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[45], immediateIndexed
dcl_constantbuffer cb3[19], immediateIndexed
dcl_input v0.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_input v7.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyz
dcl_output o3.xyz
dcl_output o4.xyzw
dcl_output o5.xyz
dcl_output o6.xyzw
dcl_temps 8

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

ld_indexable(texture2d)(float,float,float,float) r7.xyzw, l(0, 0, 0, 0), t125.xyzw

mul r0.xyzw, v0.yyyy, cb3[1].xyzw
mad r0.xyzw, cb3[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb3[2].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb3[3].xyzw, v0.wwww, r0.xyzw
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 44f29e0f9b285e79-vs.txt
ne r7.w, r0.w, l(1.0)
if_nz r7.w
  add r7.w, r0.w, -r7.y
  mad r0.x, r7.w, r7.x, r0.x
endif

mad o1.xy, v3.xyxx, cb0[9].xyxx, cb0[9].zwzz
mul r1.x, v2.x, cb3[16].x
mul r1.y, v2.x, cb3[17].x
mul r1.z, v2.x, cb3[18].x
mul r2.x, v2.y, cb3[16].y
mul r2.y, v2.y, cb3[17].y
mul r2.z, v2.y, cb3[18].y
add r1.xyz, r1.xyzx, r2.xyzx
mul r2.x, v2.z, cb3[16].z
mul r2.y, v2.z, cb3[17].z
mul r2.z, v2.z, cb3[18].z
add r1.xyz, r1.xyzx, r2.xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
mov o2.xyz, r1.xyzx
mul r2.xyz, v0.yyyy, cb3[13].xyzx
mad r2.xyz, cb3[12].xyzx, v0.xxxx, r2.xyzx
mad r2.xyz, cb3[14].xyzx, v0.zzzz, r2.xyzx
mad r2.xyz, cb3[15].xyzx, v0.wwww, r2.xyzx
mov o3.xyz, r2.xyzx
mov o4.xyzw, v7.xyzw
mul r2.w, r1.y, r1.y
mad r2.w, r1.x, r1.x, -r2.w
mul r3.xyzw, r1.yzzx, r1.xyzz
dp4 r4.x, cb2[41].xyzw, r3.xyzw
dp4 r4.y, cb2[42].xyzw, r3.xyzw
dp4 r4.z, cb2[43].xyzw, r3.xyzw
mad r3.xyz, cb2[44].xyzx, r2.wwww, r4.xyzx
mov r1.w, l(1.000000)
dp4 r4.x, cb2[38].xyzw, r1.xyzw
dp4 r4.y, cb2[39].xyzw, r1.xyzw
dp4 r4.z, cb2[40].xyzw, r1.xyzw
add r3.xyz, r3.xyzx, r4.xyzx
max r4.xyz, r3.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
log r4.xyz, r4.xyzx
mul r4.xyz, r4.xyzx, l(0.416666657, 0.416666657, 0.416666657, 0.000000)
exp r4.xyz, r4.xyzx
mad r4.xyz, r4.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000)
max r4.xyz, r4.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
eq r1.w, cb0[3].w, l(0.000000)
movc r3.xyz, r1.wwww, r4.xyzx, r3.xyzx
max r3.xyz, r3.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
add r4.xyzw, -r2.yyyy, cb2[3].xyzw
mul r5.xyzw, r1.yyyy, r4.xyzw
mul r4.xyzw, r4.xyzw, r4.xyzw
add r6.xyzw, -r2.xxxx, cb2[2].xyzw
add r2.xyzw, -r2.zzzz, cb2[4].xyzw
mad r5.xyzw, r6.xyzw, r1.xxxx, r5.xyzw
mad r1.xyzw, r2.xyzw, r1.zzzz, r5.xyzw
mad r4.xyzw, r6.xyzw, r6.xyzw, r4.xyzw
mad r2.xyzw, r2.xyzw, r2.xyzw, r4.xyzw
rsq r4.xyzw, r2.xyzw
mad r2.xyzw, r2.xyzw, cb2[5].xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
div r2.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000), r2.xyzw
mul r1.xyzw, r1.xyzw, r4.xyzw
max r1.xyzw, r1.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r1.xyzw, r2.xyzw, r1.xyzw
mul r2.xyz, r1.yyyy, cb2[7].xyzx
mad r2.xyz, cb2[6].xyzx, r1.xxxx, r2.xyzx
mad r1.xyz, cb2[8].xyzx, r1.zzzz, r2.xyzx
mad r1.xyz, cb2[9].xyzx, r1.wwww, r1.xyzx
add o5.xyz, r3.xyzx, r1.xyzx
mul r0.y, r0.y, cb1[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o6.zw, r0.zzzw
add o6.xy, r1.zzzz, r1.xwxx
ret
// Approximately 0 instruction slots used