// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 5bccab75d104e389-vs.txt
// 3DMigoto: 5bccab75d104e389 | Matched 2 variants of 2 shaders: Hidden/UberShader/9FFCFE0D519A2EEBB14D9D3763AD8A57, Hidden/UberShader/D27C67D75AED7665AFC049064E6B7EFD
//
// 2:    Unity headers extracted from 9FFCFE0D519A2EEBB14D9D3763AD8A57.shader
// 1:    Unity headers extracted from D27C67D75AED7665AFC049064E6B7EFD.shader
// 2:    Shader "Hidden/UberShader/9FFCFE0D519A2EEBB14D9D3763AD8A57" {
// 1:    Shader "Hidden/UberShader/D27C67D75AED7665AFC049064E6B7EFD" {
//         Properties {
//          _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//          _UberShaderColorMask ("Uber color mask", Float) = 15
//          _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)
// 1:       _TranslateXCurve ("Translate X Curve", 2D) = "white" { }
// 2:       _TranslateXCurve ("Translate XCurve", 2D) = "white" { }
// 1:       _TranslateXCurve_AnimationSettings ("Translate X Curve_Animation Settings", Vector) = (0,0,0,0)
// 2:       _TranslateXCurve_AnimationSettings ("Translate XCurve_Animation Settings", Vector) = (0,0,0,0)
// 1:       _TranslateYCurve ("Translate Y Curve", 2D) = "white" { }
// 2:       _TranslateYCurve ("Translate YCurve", 2D) = "white" { }
// 1:       _TranslateYCurve_AnimationSettings ("Translate Y Curve_Animation Settings", Vector) = (0,0,0,0)
// 2:       _TranslateYCurve_AnimationSettings ("Translate YCurve_Animation Settings", Vector) = (0,0,0,0)
//          _TransOffset ("Trans Offset", Vector) = (0,0,0,0)
//          _TurbulenceLocalTranslationSettings ("Turbulence Local Translation Settings", Vector) = (0,0,0,0)
//          _TurbulenceTranslationAnimMask ("Turbulence Translation Anim Mask", 2D) = "white" { }
//          _TurbulenceTranslationAnimMask_US_ST ("Turbulence Translation Anim Mask_US_ST", Vector) = (0,0,0,0)
//          _TurbulenceTranslationBiasSettings ("Turbulence Translation Bias Settings", Vector) = (0,0,0,0)
//          _TurbulenceTranslationScaleVar ("Turbulence Translation 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
//             Blend DstColor SrcColor, Zero OneMinusSrcAlpha
//             ColorMask [_UberShaderColorMask]
// 2:          GpuProgramID 15011
// 1:          GpuProgramID 64179
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 1
//               }
//             }
//           }
//         }
//       }
//
// 2: Unity 5.3 headers extracted from 9FFCFE0D519A2EEBB14D9D3763AD8A57.shader.decompressed:
// 1: Unity 5.3 headers extracted from D27C67D75AED7665AFC049064E6B7EFD.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 50 0 0
//      undeciphered2: 1 3 2 3 0
//      undeciphered3: 13 3 0 0 2 1 3 4
//      ConstBuffer "$Globals" 544
//      Float 96 [_GameTime]
//      Float 104 [_GlobalDebugScale]
//      Vector 112 [_DepthFlipScreen]
//      Float 192 [_TurbulenceStrength]
//      Float 196 [_TurbulenceTime]
//      Float 200 [_TurbulenceOffset]
//      Vector 272 [_MainTex_ST]
//      Vector 288 [_MainTex_US_ST]
//      Vector 352 [_TurbulenceLocalTranslationSettings]
//      Vector 368 [_TurbulenceTranslationScaleVar]
//      Vector 384 [_TurbulenceTranslationBiasSettings]
//      Vector 432 [_PivotSettings]
//      Vector 448 [_TransOffset]
//      Vector 464 [_TranslateXCurve_AnimationSettings]
//      Vector 480 [_TranslateYCurve_AnimationSettings]
//      Vector 496 [_MaskTexture_ST]
//      Vector 512 [_MaskTexture_US_ST]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      SetTexture 0 [_TurbulenceTexture] 2D 0
//      SetTexture 1 [_TranslateXCurve] 2D 1
//      SetTexture 2 [_TranslateYCurve] 2D 2
//      BindCB "$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 23:44:19 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
//
vs_4_0
dcl_constantbuffer cb0[33], immediateIndexed
dcl_constantbuffer cb1[4], 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_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

mad r0.x, cb0[12].y, cb0[22].x, cb0[22].z
dp2 r0.y, v1.xyxx, cb0[23].zwzz
add r0.x, r0.y, r0.x
mov r0.yw, l(0,0,0,0)
sample_l r1.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
add r0.xy, r1.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, cb0[12].xxxx
mad r0.xy, r0.xyxx, cb0[22].yyyy, cb0[12].zzzz
mad r0.xy, r0.xyxx, cb0[23].xyxx, cb0[24].xyxx
mad r0.xy, v0.xyxx, cb0[27].xyxx, r0.xyxx
mov r1.xy, cb0[28].zwzz
mad r0.xy, r0.xyxx, r1.xyxx, cb0[28].xyxx
div r2.x, cb0[6].x, cb0[29].y
add r0.z, r2.x, cb0[29].z
sample_l r2.xyzw, r0.zwzz, t1.xyzw, s1, l(0.000000)
mad r0.z, r2.w, l(2.000000), l(-1.000000)
mad r2.x, r0.z, cb0[29].x, r0.x
div r0.x, cb0[6].x, cb0[30].y
add r3.x, r0.x, cb0[30].z
mov r3.y, l(0)
sample_l r3.xyzw, r3.xyxx, t2.xyzw, s2, l(0.000000)
mad r0.x, r3.w, l(2.000000), l(-1.000000)
mad r2.y, r0.x, cb0[30].x, r0.y
mov r0.xy, v0.zwzz
mov r1.zw, l(0,0,1.000000,1.000000)
mul r2.zw, r0.xxxy, r1.zzzw
div r0.xyzw, r2.xyzw, r1.xyzw
div r0.xy, r0.xyxx, cb0[27].xyxx
add r1.x, cb0[6].z, l(1.000000)
mul r0.xy, r0.xyxx, r1.xxxx
mul r1.xyz, r0.yyyy, cb1[1].xywx
mad r1.xyz, cb1[0].xywx, r0.xxxx, r1.xyzx
mad r0.xyz, cb1[2].xywx, r0.zzzz, r1.xyzx
mad r0.xyw, cb1[3].xyxw, r0.wwww, r0.xyxz
add r1.x, cb0[7].x, l(200.000000)
mul r1.x, r1.x, l(0.000833333354)

// 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 5bccab75d104e389-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 r0.z, r0.w, r1.x

// mov o0.xyzw, r0.xyzw // Relocated from here with asmtool.py
mov o0.z, r0.z

mov o3.zw, r0.zzzw
mul r0.xyz, r0.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[32].w, cb0[6].x, cb0[32].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[31].y, cb0[31].w
mad o2.y, cb0[32].y, cb0[6].x, r0.y
mad r0.x, r0.x, cb0[31].x, cb0[31].z
mad o2.x, cb0[32].x, cb0[6].x, r0.x
mov o2.zw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used