// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 58cc1bc8c1a93d12-vs.txt
// 3DMigoto: 58cc1bc8c1a93d12 | Matched 7 variants of 7 shaders: Hidden/UberShader/0F6DA5D3BC6708CEE545D1D909816FBD, Hidden/UberShader/38DB7A64A1E9D2269EEB18EC3BE72238, Hidden/UberShader/6FB8C168DE33937EEFB402911CF61545, Hidden/UberShader/BA634937F97A16BE9F07BF20747198A3, Hidden/UberShader/C8211417B8B7224320575A8768B67984, Hidden/UberShader/CFDB461493FE26AA1D0A463C50AF0C81, Hidden/UberShader/F473783183FBF66CEC29904C0227B20D
//
// 10:    Unity headers extracted from 0F6DA5D3BC6708CEE545D1D909816FBD.shader
// 40:    Unity headers extracted from 38DB7A64A1E9D2269EEB18EC3BE72238.shader
// 04:    Unity headers extracted from 6FB8C168DE33937EEFB402911CF61545.shader
// 08:    Unity headers extracted from BA634937F97A16BE9F07BF20747198A3.shader
// 01:    Unity headers extracted from C8211417B8B7224320575A8768B67984.shader
// 20:    Unity headers extracted from CFDB461493FE26AA1D0A463C50AF0C81.shader
// 02:    Unity headers extracted from F473783183FBF66CEC29904C0227B20D.shader
// 10:    Shader "Hidden/UberShader/0F6DA5D3BC6708CEE545D1D909816FBD" {
// 40:    Shader "Hidden/UberShader/38DB7A64A1E9D2269EEB18EC3BE72238" {
// 04:    Shader "Hidden/UberShader/6FB8C168DE33937EEFB402911CF61545" {
// 08:    Shader "Hidden/UberShader/BA634937F97A16BE9F07BF20747198A3" {
// 01:    Shader "Hidden/UberShader/C8211417B8B7224320575A8768B67984" {
// 20:    Shader "Hidden/UberShader/CFDB461493FE26AA1D0A463C50AF0C81" {
// 02:    Shader "Hidden/UberShader/F473783183FBF66CEC29904C0227B20D" {
//          Properties {
//           _UberShaderColorMask ("Uber color mask", Float) = 15
// 14:       _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)
//           _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)
// 28:       _TurbulenceLocalTranspSettings ("Turbulence Local Transp Settings", Vector) = (0,0,0,0)
// 28:       _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
// 6b:          Blend DstColor SrcColor, Zero OneMinusSrcAlpha
// 14:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 40:          GpuProgramID 37276
// 10:          GpuProgramID 38752
// 20:          GpuProgramID 43565
// 03:          GpuProgramID 50830
// 08:          GpuProgramID 51908
// 04:          GpuProgramID 64619
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 1
//                }
//              }
//            }
//          }
//        }
//
// 10: Unity 5.3 headers extracted from 0F6DA5D3BC6708CEE545D1D909816FBD.shader.decompressed:
// 40: Unity 5.3 headers extracted from 38DB7A64A1E9D2269EEB18EC3BE72238.shader.decompressed:
// 04: Unity 5.3 headers extracted from 6FB8C168DE33937EEFB402911CF61545.shader.decompressed:
// 08: Unity 5.3 headers extracted from BA634937F97A16BE9F07BF20747198A3.shader.decompressed:
// 01: Unity 5.3 headers extracted from C8211417B8B7224320575A8768B67984.shader.decompressed:
// 20: Unity 5.3 headers extracted from CFDB461493FE26AA1D0A463C50AF0C81.shader.decompressed:
// 02: Unity 5.3 headers extracted from F473783183FBF66CEC29904C0227B20D.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 30 0 0
//       undeciphered2: 1 0 2 0 0
//       undeciphered3: 9 2 0 0 3 4
// 57:   ConstBuffer "$Globals" 400
// 28:   ConstBuffer "$Globals" 448
//       Float 96 [_GameTime]
//       Float 104 [_GlobalDebugScale]
//       Vector 112 [_DepthFlipScreen]
//       Vector 272 [_MainTex_ST]
//       Vector 288 [_MainTex_US_ST]
//       Vector 352 [_MaskTexture_ST]
//       Vector 368 [_MaskTexture_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 23:44:12 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
//
vs_4_0
dcl_constantbuffer cb0[24], 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_output o3.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 58cc1bc8c1a93d12-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 o3.zw, r1.zzzw
mul r0.xyz, r1.xwyx, l(0.500000, 0.500000, -0.500000, 0.000000)
add o3.xy, r0.yyyy, r0.xzxx
mov o1.zw, v1.zzzw
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.w, r0.y, r1.x, r0.w
add r0.xw, r0.xxxw, l(0.500000, 0.000000, 0.000000, 0.500000)
mad r0.w, r0.w, cb0[17].y, cb0[17].w
mad o1.y, cb0[18].y, cb0[6].x, r0.w
mad r0.x, r0.x, cb0[17].x, cb0[17].z
mad o1.x, cb0[18].x, cb0[6].x, r0.x
mad r0.x, cb0[23].w, cb0[6].x, cb0[23].z
sincos r0.x, r1.x, r0.x
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[22].y, cb0[22].w
mad o2.y, cb0[23].y, cb0[6].x, r0.y
mad r0.x, r0.x, cb0[22].x, cb0[22].z
mad o2.x, cb0[23].x, cb0[6].x, r0.x
mov o2.zw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used