// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 45dfbf43874c4d3e-vs.txt
// 3DMigoto: 45dfbf43874c4d3e | Matched 9 variants of 9 shaders: Hidden/UberShader/47096F905D86250A0EEC799C331C7E17, Hidden/UberShader/6348D2958AFAC8F39889D99C4A876DFF, Hidden/UberShader/692082D3E77292486D7EC8C566529915, Hidden/UberShader/7C173CDF3AF05999DE83590F84378E18, Hidden/UberShader/9D90A9E9EDE1286F6E01F6C7194CFA05, Hidden/UberShader/BA3317A0DC621F5810EAE1397C8C1001, Hidden/UberShader/E2A337BC20DDA03A168FD85266538EEE, Hidden/UberShader/EE6D9CA7512AD05ECB4461FFECC0FE87, Hidden/UberShader/F4D07346475609D9C4783807B8B161C1
//
// 100:    Unity headers extracted from 47096F905D86250A0EEC799C331C7E17.shader
// 080:    Unity headers extracted from 6348D2958AFAC8F39889D99C4A876DFF.shader
// 020:    Unity headers extracted from 692082D3E77292486D7EC8C566529915.shader
// 010:    Unity headers extracted from 7C173CDF3AF05999DE83590F84378E18.shader
// 040:    Unity headers extracted from 9D90A9E9EDE1286F6E01F6C7194CFA05.shader
// 004:    Unity headers extracted from BA3317A0DC621F5810EAE1397C8C1001.shader
// 008:    Unity headers extracted from E2A337BC20DDA03A168FD85266538EEE.shader
// 001:    Unity headers extracted from EE6D9CA7512AD05ECB4461FFECC0FE87.shader
// 002:    Unity headers extracted from F4D07346475609D9C4783807B8B161C1.shader
// 100:    Shader "Hidden/UberShader/47096F905D86250A0EEC799C331C7E17" {
// 080:    Shader "Hidden/UberShader/6348D2958AFAC8F39889D99C4A876DFF" {
// 020:    Shader "Hidden/UberShader/692082D3E77292486D7EC8C566529915" {
// 010:    Shader "Hidden/UberShader/7C173CDF3AF05999DE83590F84378E18" {
// 040:    Shader "Hidden/UberShader/9D90A9E9EDE1286F6E01F6C7194CFA05" {
// 004:    Shader "Hidden/UberShader/BA3317A0DC621F5810EAE1397C8C1001" {
// 008:    Shader "Hidden/UberShader/E2A337BC20DDA03A168FD85266538EEE" {
// 001:    Shader "Hidden/UberShader/EE6D9CA7512AD05ECB4461FFECC0FE87" {
// 002:    Shader "Hidden/UberShader/F4D07346475609D9C4783807B8B161C1" {
//           Properties {
//            _UberShaderColorMask ("Uber color mask", Float) = 15
// 108:       _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)
//            _Screen ("Screen", Vector) = (0,0,0,0)
//            _ScreenMask ("Screen Mask", Vector) = (0,0,0,0)
// 020:       _TransparancyCurve ("Transparancy Curve", 2D) = "white" { }
// 0c0:       _TurbulenceLocalTranspSettings ("Turbulence Local Transp Settings", Vector) = (0,0,0,0)
// 020:       _TransparancyCurve_AnimationSettings ("Transparancy Curve_Animation Settings", Vector) = (0,0,0,0)
// 0c0:       _TurbulenceTranspScaleVar ("Turbulence Transp Scale Var", 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
// 0f7:          Blend DstColor SrcColor, Zero OneMinusSrcAlpha
// 108:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//               ColorMask [_UberShaderColorMask]
// 080:          GpuProgramID 23634
// 014:          GpuProgramID 31198
// 100:          GpuProgramID 39243
// 020:          GpuProgramID 4443
// 003:          GpuProgramID 48009
// 008:          GpuProgramID 62652
// 040:          GpuProgramID 65411
//               Program "vp" {
//                 SubProgram "d3d11 " {
//                   GpuProgramIndex 1
//                 }
//               }
//             }
//           }
//         }
//
// 100: Unity 5.3 headers extracted from 47096F905D86250A0EEC799C331C7E17.shader.decompressed:
// 080: Unity 5.3 headers extracted from 6348D2958AFAC8F39889D99C4A876DFF.shader.decompressed:
// 020: Unity 5.3 headers extracted from 692082D3E77292486D7EC8C566529915.shader.decompressed:
// 010: Unity 5.3 headers extracted from 7C173CDF3AF05999DE83590F84378E18.shader.decompressed:
// 040: Unity 5.3 headers extracted from 9D90A9E9EDE1286F6E01F6C7194CFA05.shader.decompressed:
// 004: Unity 5.3 headers extracted from BA3317A0DC621F5810EAE1397C8C1001.shader.decompressed:
// 008: Unity 5.3 headers extracted from E2A337BC20DDA03A168FD85266538EEE.shader.decompressed:
// 001: Unity 5.3 headers extracted from EE6D9CA7512AD05ECB4461FFECC0FE87.shader.decompressed:
// 002: Unity 5.3 headers extracted from F4D07346475609D9C4783807B8B161C1.shader.decompressed:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201509030 21 0 0
//        undeciphered2: 1 0 2 0 0
//        undeciphered3: 9 2 0 0 3 4
// 11f:   ConstBuffer "$Globals" 352
// 020:   ConstBuffer "$Globals" 368
// 0c0:   ConstBuffer "$Globals" 400
//        Float 96 [_GameTime]
//        Float 104 [_GlobalDebugScale]
//        Vector 112 [_DepthFlipScreen]
//        Vector 272 [_MainTex_ST]
//        Vector 288 [_MainTex_US_ST]
//        ConstBuffer "UnityPerDraw" 352
//        Matrix 0 [glstate_matrix_mvp]
//        BindCB "$Globals" 0
//        BindCB "UnityPerDraw" 1
//
// 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 23:43:44 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   xyzw        2     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[19], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 3

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

ld_indexable(texture2d)(float,float,float,float) r2.xyzw, l(0, 0, 0, 0), t125.xyzw

add r0.x, cb0[7].x, l(200.000000)
mul r0.x, r0.x, l(0.000833333354)
add r0.y, cb0[6].z, l(1.000000)
mul r0.yz, r0.yyyy, v0.xxyx
mul r1.xyz, r0.zzzz, cb1[1].xywx
mad r0.yzw, cb1[0].xxyw, r0.yyyy, r1.xxyz
mad r0.yzw, cb1[2].xxyw, v0.zzzz, r0.yyzw
mad r1.xyw, cb1[3].xyxw, v0.wwww, r0.yzyw

// Relocated to here with asmtool.py
mov o0.xyzw, r1.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 45dfbf43874c4d3e-vs.txt
ne r2.w, r1.w, l(1.0)
if_nz r2.w
  add r2.w, r1.w, -r2.y
  mad r1.x, r2.w, r2.x, r1.x
endif

mul r1.z, r0.x, r1.w

// mov o0.xyzw, r1.xyzw // Relocated from here with asmtool.py
mov o0.z, r1.z

mov o2.zw, r1.zzzw
mul r0.xyz, r1.xwyx, l(0.500000, 0.500000, -0.500000, 0.000000)
add o2.xy, r0.yyyy, r0.xzxx
mad r0.x, cb0[18].w, cb0[6].x, cb0[18].z
sincos r0.x, r1.x, r0.x
add r0.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r0.xw, r0.xxxx, r0.yyyz
mad r0.x, r0.z, r1.x, -r0.x
mad r0.y, r0.y, r1.x, r0.w
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r0.y, r0.y, cb0[17].y, cb0[17].w
mad o1.y, cb0[18].y, cb0[6].x, r0.y
mad r0.x, r0.x, cb0[17].x, cb0[17].z
mad o1.x, cb0[18].x, cb0[6].x, r0.x
mov o1.zw, v1.zzzw
ret
// Approximately 0 instruction slots used