// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 57c41b4f3cc0ed03-vs.txt
// 3DMigoto: 57c41b4f3cc0ed03 | Matched 12 variants of 12 shaders: Hidden/UberShader/0FA1F03E889B7AD00F6C1AAB7D7012E4, Hidden/UberShader/57B89FA99471F6F377DC3D5845905F56, Hidden/UberShader/5DFA8525C3D8C4C5503656D11C55556B, Hidden/UberShader/639BAEF6FC51001C3A4EE970BF0A8FEE, Hidden/UberShader/88EE2A64C19AD5DC76F087A36DD39FCA, Hidden/UberShader/8E911FACF5EE8A4DD4A333704E3C19F8, Hidden/UberShader/A08601B33DE487632F09F8EF69996611, Hidden/UberShader/B93BB7A798F82E78D65EEF0158FA7792, Hidden/UberShader/BEC94A27BD5D099C6955167872284975, Hidden/UberShader/C33990BDB033CA23BCD9ACEC630111AB, Hidden/UberShader/DA4D5E1782FC581AB5B6C1D5C42D6D09, Hidden/UberShader/E518A9CF35FC35D91BEA22FFCA5064C8
//
// 002:    Unity headers extracted from 0FA1F03E889B7AD00F6C1AAB7D7012E4.shader
// 800:    Unity headers extracted from 57B89FA99471F6F377DC3D5845905F56.shader
// 004:    Unity headers extracted from 5DFA8525C3D8C4C5503656D11C55556B.shader
// 400:    Unity headers extracted from 639BAEF6FC51001C3A4EE970BF0A8FEE.shader
// 001:    Unity headers extracted from 88EE2A64C19AD5DC76F087A36DD39FCA.shader
// 010:    Unity headers extracted from 8E911FACF5EE8A4DD4A333704E3C19F8.shader
// 008:    Unity headers extracted from A08601B33DE487632F09F8EF69996611.shader
// 100:    Unity headers extracted from B93BB7A798F82E78D65EEF0158FA7792.shader
// 200:    Unity headers extracted from BEC94A27BD5D099C6955167872284975.shader
// 040:    Unity headers extracted from C33990BDB033CA23BCD9ACEC630111AB.shader
// 020:    Unity headers extracted from DA4D5E1782FC581AB5B6C1D5C42D6D09.shader
// 080:    Unity headers extracted from E518A9CF35FC35D91BEA22FFCA5064C8.shader
// 002:    Shader "Hidden/UberShader/0FA1F03E889B7AD00F6C1AAB7D7012E4" {
// 800:    Shader "Hidden/UberShader/57B89FA99471F6F377DC3D5845905F56" {
// 004:    Shader "Hidden/UberShader/5DFA8525C3D8C4C5503656D11C55556B" {
// 400:    Shader "Hidden/UberShader/639BAEF6FC51001C3A4EE970BF0A8FEE" {
// 001:    Shader "Hidden/UberShader/88EE2A64C19AD5DC76F087A36DD39FCA" {
// 010:    Shader "Hidden/UberShader/8E911FACF5EE8A4DD4A333704E3C19F8" {
// 008:    Shader "Hidden/UberShader/A08601B33DE487632F09F8EF69996611" {
// 100:    Shader "Hidden/UberShader/B93BB7A798F82E78D65EEF0158FA7792" {
// 200:    Shader "Hidden/UberShader/BEC94A27BD5D099C6955167872284975" {
// 040:    Shader "Hidden/UberShader/C33990BDB033CA23BCD9ACEC630111AB" {
// 020:    Shader "Hidden/UberShader/DA4D5E1782FC581AB5B6C1D5C42D6D09" {
// 080:    Shader "Hidden/UberShader/E518A9CF35FC35D91BEA22FFCA5064C8" {
//           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)
// 8eb:       _MaskStrength ("Mask Strength", Float) = 0
// 710:       _MaskStrengthExtra ("Mask Strength Extra", Float) = 0
// 8eb:       _MaskTexture ("Mask Texture", 2D) = "white" { }
// 710:       _MaskTextureExtra ("Mask Texture Extra", 2D) = "white" { }
// 710:       _MaskTextureExtra_US_ST ("Mask Texture Extra_US_ST", Vector) = (0,0,0,0)
// 8eb:       _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)
// 001:       _TintColor ("Tint Color", Color) = (1,1,1,1)
// 004:       _TurbulenceDistortionBias ("Turbulence Distortion Bias", Vector) = (0,0,0,0)
// 004:       _TurbulenceDistortionMaskTex ("Turbulence Distortion Mask Tex", 2D) = "white" { }
// 004:       _TurbulenceDistortionMaskTex_US_ST ("Turbulence Distortion Mask Tex_US_ST", Vector) = (0,0,0,0)
// 004:       _TurbulenceDistortionScaleVar ("Turbulence Distortion Scale Var", Vector) = (0,0,0,0)
// 004:       _TurbulenceLocalDistortSettings ("Turbulence Local Distort 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
// 7bf:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 840:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//               ColorMask [_UberShaderColorMask]
// 001:          GpuProgramID 11303
// 808:          GpuProgramID 17055
// 100:          GpuProgramID 19355
// 020:          GpuProgramID 1965
// 010:          GpuProgramID 26036
// 080:          GpuProgramID 39292
// 004:          GpuProgramID 39615
// 042:          GpuProgramID 50811
// 400:          GpuProgramID 61275
// 200:          GpuProgramID 61359
//               Program "vp" {
//                 SubProgram "d3d11 " {
//                   GpuProgramIndex 1
//                 }
//               }
//             }
//           }
//         }
//
// 002: Unity 5.3 headers extracted from 0FA1F03E889B7AD00F6C1AAB7D7012E4.shader.decompressed:
// 800: Unity 5.3 headers extracted from 57B89FA99471F6F377DC3D5845905F56.shader.decompressed:
// 004: Unity 5.3 headers extracted from 5DFA8525C3D8C4C5503656D11C55556B.shader.decompressed:
// 400: Unity 5.3 headers extracted from 639BAEF6FC51001C3A4EE970BF0A8FEE.shader.decompressed:
// 001: Unity 5.3 headers extracted from 88EE2A64C19AD5DC76F087A36DD39FCA.shader.decompressed:
// 010: Unity 5.3 headers extracted from 8E911FACF5EE8A4DD4A333704E3C19F8.shader.decompressed:
// 008: Unity 5.3 headers extracted from A08601B33DE487632F09F8EF69996611.shader.decompressed:
// 100: Unity 5.3 headers extracted from B93BB7A798F82E78D65EEF0158FA7792.shader.decompressed:
// 200: Unity 5.3 headers extracted from BEC94A27BD5D099C6955167872284975.shader.decompressed:
// 040: Unity 5.3 headers extracted from C33990BDB033CA23BCD9ACEC630111AB.shader.decompressed:
// 020: Unity 5.3 headers extracted from DA4D5E1782FC581AB5B6C1D5C42D6D09.shader.decompressed:
// 080: Unity 5.3 headers extracted from E518A9CF35FC35D91BEA22FFCA5064C8.shader.decompressed:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201509030 47 0 0
//        undeciphered2: 1 1 3 1 0
//        undeciphered3: 9 2 0 0 3 4
// ffa:   ConstBuffer "$Globals" 416
// 001:   ConstBuffer "$Globals" 432
// 004:   ConstBuffer "$Globals" 448
//        Float 0 [_FogGradientRange]
//        Float 112 [_GameTime]
//        Float 120 [_GlobalDebugScale]
//        Vector 128 [_DepthFlipScreen]
//        Vector 288 [_MainTex_ST]
//        Vector 304 [_MainTex_US_ST]
// 710:   Vector 368 [_MaskTextureExtra_ST]
// 8eb:   Vector 368 [_MaskTexture_ST]
// 004:   Vector 368 [_TurbulenceDistortionMaskTex_ST]
// 710:   Vector 384 [_MaskTextureExtra_US_ST]
// 8eb:   Vector 384 [_MaskTexture_US_ST]
// 004:   Vector 384 [_TurbulenceDistortionMaskTex_US_ST]
//        ConstBuffer "UnityPerDraw" 352
//        Matrix 0 [glstate_matrix_mvp]
//        Matrix 192 [_Object2World]
//        ConstBuffer "UnityPerFrame" 256
//        Vector 64 [glstate_lightmodel_ambient]
//        SetTexture 0 [_FogGradientTex] 2D 0
//        BindCB "$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 23:44:11 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   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[25], 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.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_temps 4

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

ld_indexable(texture2d)(float,float,float,float) r3.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 57c41b4f3cc0ed03-vs.txt
ne r3.w, r0.w, l(1.0)
if_nz r3.w
  add r3.w, r0.w, -r3.y
  mad r0.x, r3.w, r3.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
mad r0.w, cb0[24].w, cb0[7].x, cb0[24].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.z, r0.z, r2.x, -r1.x
mad r0.y, r0.y, r2.x, r1.y
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[23].y, cb0[23].w
mad o2.y, cb0[24].y, cb0[7].x, r0.y
add r0.y, r0.z, l(0.500000)
mad r0.y, r0.y, cb0[23].x, cb0[23].z
mad o2.x, cb0[24].x, cb0[7].x, r0.y
mov o2.zw, l(0,0,0,0)
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 o3.w, -r0.x, r0.x, l(1.000000)
mul o3.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mul r0.x, v0.y, cb1[13].z
mad r0.x, cb1[12].z, v0.x, r0.x
mad r0.x, cb1[14].z, v0.z, r0.x
mad r0.x, cb1[15].z, v0.w, r0.x
div r0.x, r0.x, cb0[0].x
add r0.x, r0.x, l(0.500000)
mov r0.y, l(0)
sample_l r1.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
mul o4.w, r0.z, r1.w
mov o4.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used