// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 656ab4e03b24e4f6-vs.txt
// 3DMigoto: 656ab4e03b24e4f6 |    Unity headers extracted from AlphaBlend.shader
//    Shader "FX/Alpha Blend" {
//      Properties {
//       _MainTex ("Base (RGB)", 2D) = "white" { }
//       _Color ("Main Color", Color) = (1,1,1,1)
//      }
//      Fallback Off
//      SubShader 1/1 {
//        Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
//        Pass 1/1 {
//          Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
//          ZWrite Off
//          Cull Off
//          Blend SrcAlpha OneMinusSrcAlpha
//          ColorMask RGB
//          GpuProgramID 5007
//          Program "vp" {
//            SubProgram "d3d11_9x " {
//              GpuProgramIndex 2
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from AlphaBlend.shader.decompressed:
//   API d3d11_9x
//   Shader model vs_4_0_level_9_1
//   undeciphered1: 201509030 24 0 0
//   undeciphered2: 1 0 3 0 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 144
//   Float 96 [_FogGradientRange]
//   Vector 112 [_MainTex_ST]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   ConstBuffer "UnityPerFrame" 256
//   Vector 64 [glstate_lightmodel_ambient]
//   BindCB "$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 23:44:36 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 4     z         1     NONE   float     z
// TEXCOORD                 5      w        1     NONE   float      w
// COLOR                    0   xyzw        2     NONE   float   xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
//
// Target Reg Buffer  Start Reg # of Regs        Data Conversion
// ---------- ------- --------- --------- ----------------------
// c1         cb0             6         2  ( FLT, FLT, FLT, FLT)
// c3         cb1             0         4  ( FLT, FLT, FLT, FLT)
// c7         cb1            12         4  ( FLT, FLT, FLT, FLT)
// c11        cb2             4         1  ( FLT, FLT, FLT, FLT)
//
//
// Runtime generated constant mappings:
//
// Target Reg                               Constant Description
// ---------- --------------------------------------------------
// c0                              Vertex Shader position offset
//
//
// Level9 shader bytecode:
//
    vs_2_0
    def c12, 0.200000003, 4.05999994, 1, 0.5
    def c13, 200, 0.000833333354, 0, 0
    dcl_texcoord v0
    dcl_texcoord1 v1
    dcl_texcoord2 v2
    mad oT0.xy, v1, c2, c2.zwzw
    mov r0.xy, c12
    mul r0.xy, r0, c11.w
    frc r0.z, r0.y
    add r0.y, -r0.z, r0.y
    add r0.y, -r0.y, c12.z
    mul r0.x, r0.y, r0.x
    mul r1, v0.y, c4
    mad r1, c3, v0.x, r1
    mad r1, c5, v0.z, r1
    mad r1, c6, v0.w, r1
    dp4 r0.y, r1, r1
    rsq r0.y, r0.y
    rcp r0.y, r0.y
    mul r0.x, r0.x, r0.y
    abs r0.x, r0.x
    expp r0.x, -r0.x
    mad oT0.z, r0.x, -r0.x, c12.z
    add r0.x, c1.x, c1.x
    rcp r0.x, r0.x
    mul r0.y, v0.y, c8.z
    mad r0.y, c7.z, v0.x, r0.y
    mad r0.y, c9.z, v0.z, r0.y
    mad r0.y, c10.z, v0.w, r0.y
    mad oT0.w, r0.y, r0.x, c12.w
    add r0.x, r0.y, c13.x
    mul r0.x, r1.w, r0.x
    mul oPos.z, r0.x, c13.y
    mad oPos.xy, r1.w, c0, r1
    mov oPos.w, r1.w
    mov oT1, v2

// approximately 31 instruction slots used
vs_4_0
dcl_constantbuffer cb0[8], immediateIndexed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.z
dcl_output o1.w
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

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
add r0.y, r0.x, l(200.000000)
mul r1.xyzw, v0.yyyy, cb1[1].xyzw
mad r1.xyzw, cb1[0].xyzw, v0.xxxx, r1.xyzw
mad r1.xyzw, cb1[2].xyzw, v0.zzzz, r1.xyzw
mad r1.xyzw, cb1[3].xyzw, v0.wwww, r1.xyzw

// Relocated to here with asmtool.py
mov o0.xyw, r1.xyxw

// 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 656ab4e03b24e4f6-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 r0.y, r0.y, r1.w
mul o0.z, r0.y, l(0.000833333354)

// mov o0.xyw, r1.xyxw // Relocated from here with asmtool.py

dp4 r0.y, r1.xyzw, r1.xyzw
sqrt r0.y, r0.y
mul r0.zw, cb2[4].wwww, l(0.000000, 0.000000, 0.200000, 4.060000)
round_ni r0.w, r0.w
add r0.w, -r0.w, l(1.000000)
mul r0.z, r0.w, r0.z
mul r0.y, r0.z, r0.y
exp r0.y, -|r0.y|
mad o1.z, -r0.y, r0.y, l(1.000000)
add r0.y, cb0[6].x, cb0[6].x
div r0.x, r0.x, r0.y
add o1.w, r0.x, l(0.500000)
mad o1.xy, v1.xyxx, cb0[7].xyxx, cb0[7].zwzz
mov o2.xyzw, v2.xyzw
ret
// Approximately 0 instruction slots used