// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 5a8a37332035310e-vs.txt
// 3DMigoto: 5a8a37332035310e | Matched 9 variants of 9 shaders: Hidden/UberShader/5A048376E410560FA864783B232D12DD, Hidden/UberShader/5CD836A5DE5B953F9C5250031F330D0F, Hidden/UberShader/8264FF95C351BA32F4D8A637882550D0_FB, Hidden/UberShader/A487E50C41E5BF5092CB7AAE8200AB50, Hidden/UberShader/A73849C1D598325202F44C30AAB73565, Hidden/UberShader/ACBB545FD1FCDE78047491622F0CF77D, Hidden/UberShader/B53E59BAC900DE10F77811FE8602282D, Hidden/UberShader/CE2F1ACF1BE8E8C544DE01D69C90488D, Hidden/UberShader/F51EA4B6B381B50D4ABEEACD1D4DB3B2
//
// 002:    Unity headers extracted from 5A048376E410560FA864783B232D12DD.shader
// 080:    Unity headers extracted from 5CD836A5DE5B953F9C5250031F330D0F.shader
// 001:    Unity headers extracted from 8264FF95C351BA32F4D8A637882550D0_FB.shader
// 100:    Unity headers extracted from A487E50C41E5BF5092CB7AAE8200AB50.shader
// 020:    Unity headers extracted from A73849C1D598325202F44C30AAB73565.shader
// 008:    Unity headers extracted from ACBB545FD1FCDE78047491622F0CF77D.shader
// 040:    Unity headers extracted from B53E59BAC900DE10F77811FE8602282D.shader
// 010:    Unity headers extracted from CE2F1ACF1BE8E8C544DE01D69C90488D.shader
// 004:    Unity headers extracted from F51EA4B6B381B50D4ABEEACD1D4DB3B2.shader
// 002:    Shader "Hidden/UberShader/5A048376E410560FA864783B232D12DD" {
// 080:    Shader "Hidden/UberShader/5CD836A5DE5B953F9C5250031F330D0F" {
// 001:    Shader "Hidden/UberShader/8264FF95C351BA32F4D8A637882550D0_FB" {
// 100:    Shader "Hidden/UberShader/A487E50C41E5BF5092CB7AAE8200AB50" {
// 020:    Shader "Hidden/UberShader/A73849C1D598325202F44C30AAB73565" {
// 008:    Shader "Hidden/UberShader/ACBB545FD1FCDE78047491622F0CF77D" {
// 040:    Shader "Hidden/UberShader/B53E59BAC900DE10F77811FE8602282D" {
// 010:    Shader "Hidden/UberShader/CE2F1ACF1BE8E8C544DE01D69C90488D" {
// 004:    Shader "Hidden/UberShader/F51EA4B6B381B50D4ABEEACD1D4DB3B2" {
//           Properties {
//            _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//            _UberShaderColorMask ("Uber color mask", Float) = 15
//            _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 085:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 008:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 008:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 085:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 008:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 085:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 008:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 085:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 008:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 085:       _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)
// 140:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 010:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 022:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 010:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 140:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 022:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 010:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 140:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 022:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 010:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 140:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 022:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 010:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 140:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 022:       _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)
//            _TurbulenceDistortionBias ("Turbulence Distortion Bias", Vector) = (0,0,0,0)
//            _TurbulenceDistortionMaskTex ("Turbulence Distortion Mask Tex", 2D) = "white" { }
//            _TurbulenceDistortionMaskTex_US_ST ("Turbulence Distortion Mask Tex_US_ST", Vector) = (0,0,0,0)
//            _TurbulenceDistortionScaleVar ("Turbulence Distortion Scale Var", Vector) = (0,0,0,0)
//            _TurbulenceLocalDistortSettings ("Turbulence Local Distort Settings", Vector) = (0,0,0,0)
//            _TurbulenceLocalRotationSettings ("Turbulence Local Rotation Settings", Vector) = (0,0,0,0)
//            _TurbulenceRotationAnimMask ("Turbulence Rotation Anim Mask", 2D) = "white" { }
//            _TurbulenceRotationAnimMask_US_ST ("Turbulence Rotation Anim Mask_US_ST", Vector) = (0,0,0,0)
//            _TurbulenceRotationOffset ("Turbulence Rotation Offset", Vector) = (0,0,0,0)
//            _TurbulenceRotationPivotMask ("Turbulence Rotation Pivot Mask", 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
// 1df:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 020:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//               ColorMask [_UberShaderColorMask]
// 001:          GpuProgramID 22858
// 084:          GpuProgramID 30036
// 010:          GpuProgramID 38499
// 022:          GpuProgramID 46630
// 100:          GpuProgramID 48190
// 008:          GpuProgramID 56353
// 040:          GpuProgramID 64872
//               Program "vp" {
//                 SubProgram "d3d11 " {
//                   GpuProgramIndex 1
//                 }
//               }
//             }
//           }
//         }
//
// 002: Unity 5.3 headers extracted from 5A048376E410560FA864783B232D12DD.shader.decompressed:
// 080: Unity 5.3 headers extracted from 5CD836A5DE5B953F9C5250031F330D0F.shader.decompressed:
// 001: Unity 5.3 headers extracted from 8264FF95C351BA32F4D8A637882550D0_FB.shader.decompressed:
// 100: Unity 5.3 headers extracted from A487E50C41E5BF5092CB7AAE8200AB50.shader.decompressed:
// 020: Unity 5.3 headers extracted from A73849C1D598325202F44C30AAB73565.shader.decompressed:
// 008: Unity 5.3 headers extracted from ACBB545FD1FCDE78047491622F0CF77D.shader.decompressed:
// 040: Unity 5.3 headers extracted from B53E59BAC900DE10F77811FE8602282D.shader.decompressed:
// 010: Unity 5.3 headers extracted from CE2F1ACF1BE8E8C544DE01D69C90488D.shader.decompressed:
// 004: Unity 5.3 headers extracted from F51EA4B6B381B50D4ABEEACD1D4DB3B2.shader.decompressed:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201509030 90 0 0
//        undeciphered2: 1 3 3 3 0
//        undeciphered3: 13 3 0 0 2 1 3 4
//        ConstBuffer "$Globals" 624
//        Float 0 [_FogGradientRange]
//        Float 112 [_GameTime]
//        Float 120 [_GlobalDebugScale]
//        Vector 128 [_DepthFlipScreen]
//        Float 208 [_TurbulenceStrength]
//        Float 212 [_TurbulenceTime]
//        Float 216 [_TurbulenceOffset]
//        Vector 288 [_MainTex_ST]
//        Vector 304 [_MainTex_US_ST]
//        Vector 368 [_TurbulenceDistortionMaskTex_ST]
//        Vector 384 [_TurbulenceDistortionMaskTex_US_ST]
//        Vector 448 [_TurbulenceLocalRotationSettings]
//        Vector 464 [_TurbulenceRotationOffset]
//        Vector 480 [_TurbulenceRotationAnimMask_ST]
//        Vector 496 [_TurbulenceRotationAnimMask_US_ST]
//        Vector 512 [_TurbulenceRotationPivotMask]
//        Vector 528 [_PivotSettings]
// 008:   Vector 544 [_AdditiveLayerExtraTexture_ST]
// 085:   Vector 544 [_AdditiveLayerTexture_ST]
// 010:   Vector 544 [_MultiplyLayerExtraTexture_ST]
// 140:   Vector 544 [_MultiplyLayerTexture_ST]
// 022:   Vector 544 [_MultiplyLayerThirdTexture_ST]
// 008:   Vector 560 [_AdditiveLayerExtraTexture_US_ST]
// 085:   Vector 560 [_AdditiveLayerTexture_US_ST]
// 010:   Vector 560 [_MultiplyLayerExtraTexture_US_ST]
// 140:   Vector 560 [_MultiplyLayerTexture_US_ST]
// 022:   Vector 560 [_MultiplyLayerThirdTexture_US_ST]
// 008:   Vector 576 [_AdditiveLayerExtraMaskTexture_ST]
// 085:   Vector 576 [_AdditiveLayerMaskTexture_ST]
// 010:   Vector 576 [_MultiplyLayerExtraMaskTexture_ST]
// 140:   Vector 576 [_MultiplyLayerMaskTexture_ST]
// 022:   Vector 576 [_MultiplyLayerThirdMaskTexture_ST]
// 008:   Vector 592 [_AdditiveLayerExtraMaskTexture_US_ST]
// 085:   Vector 592 [_AdditiveLayerMaskTexture_US_ST]
// 010:   Vector 592 [_MultiplyLayerExtraMaskTexture_US_ST]
// 140:   Vector 592 [_MultiplyLayerMaskTexture_US_ST]
// 022:   Vector 592 [_MultiplyLayerThirdMaskTexture_US_ST]
//        ConstBuffer "UnityPerDraw" 352
//        Matrix 0 [glstate_matrix_mvp]
//        Matrix 192 [_Object2World]
//        ConstBuffer "UnityPerFrame" 256
//        Vector 64 [glstate_lightmodel_ambient]
//        SetTexture 0 [_TurbulenceTexture] 2D 1
//        SetTexture 1 [_TurbulenceRotationAnimMask] 2D 2
//        SetTexture 2 [_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 23:44:16 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// COLOR                    0   xyzw        2     NONE   float
//
//
// 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
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[38], immediateIndexed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
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_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

mul r0.xy, v0.yxyy, cb0[33].yxyy
mad r0.zw, -v0.xxxy, cb0[33].xxxy, cb0[29].xxxy
mad r0.xy, cb0[32].xyxx, r0.zwzz, r0.yxyy
mad r0.zw, v0.yyyx, cb0[33].yyyx, -r0.yyyx
mad r1.x, cb0[13].y, cb0[28].x, cb0[28].z
dp2 r1.y, v1.xyxx, cb0[29].zwzz
add r1.x, r1.y, r1.x
mov r1.yw, l(0,0,0,0)
sample_l r2.xyzw, r1.xyxx, t0.xyzw, s1, l(0.000000)
add r1.x, r2.w, cb0[28].w
add r1.x, r1.x, l(-0.500000)
mul r1.x, r1.x, cb0[13].x
mad r1.x, r1.x, cb0[28].y, cb0[13].z
mad r1.y, cb0[31].w, cb0[7].x, cb0[31].z
sincos r2.x, r3.x, r1.y
add r2.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r2.xw, r2.xxxx, r2.yyyz
mad r1.y, r2.z, r3.x, -r2.x
mad r2.x, r2.y, r3.x, r2.w
add r2.x, r2.x, l(0.500000)
mad r2.x, r2.x, cb0[30].y, cb0[30].w
mad r3.y, cb0[31].y, cb0[7].x, r2.x
add r1.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[30].x, cb0[30].z
mad r3.x, cb0[31].x, cb0[7].x, r1.y
sample_l r3.xyzw, r3.xyxx, t1.xyzw, s2, l(0.000000)
mul r1.x, r1.x, r3.x
sincos r1.x, r2.x, r1.x
mul r1.xy, r0.zwzz, r1.xxxx
mad r3.x, r0.w, r2.x, -r1.x
mad r3.y, r0.z, r2.x, r1.y
add r0.xy, r0.xyxx, r3.xyxx
div r0.xy, r0.xyxx, cb0[33].xyxx
add r0.z, cb0[7].z, l(1.000000)
mul r0.xy, r0.zzzz, r0.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 5a8a37332035310e-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
mul r0.yz, r1.xxxx, r2.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.y, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r0.y
mad r0.y, cb0[24].w, cb0[7].x, cb0[24].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r2.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.y, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[23].y, cb0[23].w
mad o2.y, cb0[24].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[23].x, cb0[23].z
mad o2.x, cb0[24].x, cb0[7].x, r0.y
mad r0.y, cb0[35].w, cb0[7].x, cb0[35].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r2.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.y, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[34].y, cb0[34].w
mad o2.w, cb0[35].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[34].x, cb0[34].z
mad o2.z, cb0[35].x, cb0[7].x, r0.y
mad r0.y, cb0[37].w, cb0[7].x, cb0[37].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r2.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.y, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[36].y, cb0[36].w
mad o3.y, cb0[37].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[36].x, cb0[36].z
mad o3.x, cb0[37].x, cb0[7].x, r0.y
mov o3.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 o4.w, -r0.x, r0.x, l(1.000000)
mul o4.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 r1.z, r0.x, l(0.500000)
sample_l r1.xyzw, r1.zwzz, t2.xyzw, s0, l(0.000000)
mul o5.w, r0.z, r1.w
mov o5.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used