// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 6c63c8b6b5420daa-vs.txt
// 3DMigoto: 6c63c8b6b5420daa | Matched 14 variants of 14 shaders: Hidden/UberShader/03B691F2E9F024D69417D75B8B0F6297, Hidden/UberShader/2435859A0401A2F07526BAC1EA020370, Hidden/UberShader/2F350AEC6D2C3B0EC4559834395752E3, Hidden/UberShader/2F62DD13A8D6B6D5314471CAAB66CCDC, Hidden/UberShader/3F416095E22F24DD59EBDB4562676885, Hidden/UberShader/4A2D732B601BA1963EDB6F04959FA14B, Hidden/UberShader/4AD3DE8722D604D23BB508CF8F022211, Hidden/UberShader/4E3EA6B810E1AFD24801D9A4141CCFD3, Hidden/UberShader/AE0912FE68C550E174D750C4F5B88F39, Hidden/UberShader/B0C135F72885F8215419827DDCEC1E92, Hidden/UberShader/BF634B8F2AE5981453F12A42473700AE, Hidden/UberShader/C5BD3E560CD2BA633952BB88A236B592, Hidden/UberShader/D38950DB5528BE9DC20B9D3FB174526A, Hidden/UberShader/FE07C9C2EB948160F88BC84C09E30F02
//
// 0080:    Unity headers extracted from 03B691F2E9F024D69417D75B8B0F6297.shader
// 0004:    Unity headers extracted from 2435859A0401A2F07526BAC1EA020370.shader
// 0020:    Unity headers extracted from 2F350AEC6D2C3B0EC4559834395752E3.shader
// 2000:    Unity headers extracted from 2F62DD13A8D6B6D5314471CAAB66CCDC.shader
// 0010:    Unity headers extracted from 3F416095E22F24DD59EBDB4562676885.shader
// 0001:    Unity headers extracted from 4A2D732B601BA1963EDB6F04959FA14B.shader
// 0040:    Unity headers extracted from 4AD3DE8722D604D23BB508CF8F022211.shader
// 0100:    Unity headers extracted from 4E3EA6B810E1AFD24801D9A4141CCFD3.shader
// 0200:    Unity headers extracted from AE0912FE68C550E174D750C4F5B88F39.shader
// 0002:    Unity headers extracted from B0C135F72885F8215419827DDCEC1E92.shader
// 1000:    Unity headers extracted from BF634B8F2AE5981453F12A42473700AE.shader
// 0008:    Unity headers extracted from C5BD3E560CD2BA633952BB88A236B592.shader
// 0800:    Unity headers extracted from D38950DB5528BE9DC20B9D3FB174526A.shader
// 0400:    Unity headers extracted from FE07C9C2EB948160F88BC84C09E30F02.shader
// 0080:    Shader "Hidden/UberShader/03B691F2E9F024D69417D75B8B0F6297" {
// 0004:    Shader "Hidden/UberShader/2435859A0401A2F07526BAC1EA020370" {
// 0020:    Shader "Hidden/UberShader/2F350AEC6D2C3B0EC4559834395752E3" {
// 2000:    Shader "Hidden/UberShader/2F62DD13A8D6B6D5314471CAAB66CCDC" {
// 0010:    Shader "Hidden/UberShader/3F416095E22F24DD59EBDB4562676885" {
// 0001:    Shader "Hidden/UberShader/4A2D732B601BA1963EDB6F04959FA14B" {
// 0040:    Shader "Hidden/UberShader/4AD3DE8722D604D23BB508CF8F022211" {
// 0100:    Shader "Hidden/UberShader/4E3EA6B810E1AFD24801D9A4141CCFD3" {
// 0200:    Shader "Hidden/UberShader/AE0912FE68C550E174D750C4F5B88F39" {
// 0002:    Shader "Hidden/UberShader/B0C135F72885F8215419827DDCEC1E92" {
// 1000:    Shader "Hidden/UberShader/BF634B8F2AE5981453F12A42473700AE" {
// 0008:    Shader "Hidden/UberShader/C5BD3E560CD2BA633952BB88A236B592" {
// 0800:    Shader "Hidden/UberShader/D38950DB5528BE9DC20B9D3FB174526A" {
// 0400:    Shader "Hidden/UberShader/FE07C9C2EB948160F88BC84C09E30F02" {
//            Properties {
//             _UberShaderColorMask ("Uber color mask", Float) = 15
//             _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 0002:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 1428:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 1428:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 0002:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 1428:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 0002:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1428:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 0002:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 1428:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 0002:       _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)
//             _DistortionMaskTex ("Distortion Mask Tex", 2D) = "white" { }
//             _DistortionMaskTex_US_ST ("Distortion Mask Tex_US_ST", Vector) = (0,0,0,0)
//             _DistortionSettings ("Distortion Settings", Vector) = (0,0,0,0)
//             _DistortionTex ("Distortion Tex", 2D) = "white" { }
//             _DistortionTex_US_ST ("Distortion Tex_US_ST", 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)
// 3d8f:       _MaskStrength ("Mask Strength", Float) = 0
// 0270:       _MaskStrengthExtra ("Mask Strength Extra", Float) = 0
// 3d8f:       _MaskTexture ("Mask Texture", 2D) = "white" { }
// 0270:       _MaskTextureExtra ("Mask Texture Extra", 2D) = "white" { }
// 0270:       _MaskTextureExtra_US_ST ("Mask Texture Extra_US_ST", Vector) = (0,0,0,0)
// 3d8f:       _MaskTexture_US_ST ("Mask Texture_US_ST", Vector) = (0,0,0,0)
// 02c5:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 0910:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 2000:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 0910:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 02c5:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 2000:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 0910:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 02c5:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 2000:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 0910:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 02c5:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 2000:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 0910:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 02c5:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 2000:       _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)
//            }
//            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
// 2fff:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 1000:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                ColorMask [_UberShaderColorMask]
// 0100:          GpuProgramID 16910
// 0800:          GpuProgramID 2407
// 0200:          GpuProgramID 30750
// 0004:          GpuProgramID 31541
// 0020:          GpuProgramID 3292
// 0040:          GpuProgramID 33474
// 0010:          GpuProgramID 38467
// 0002:          GpuProgramID 49600
// 2000:          GpuProgramID 58439
// 0080:          GpuProgramID 59006
// 0400:          GpuProgramID 64519
// 1008:          GpuProgramID 65430
// 0001:          GpuProgramID 8844
//                Program "vp" {
//                  SubProgram "d3d11 " {
//                    GpuProgramIndex 1
//                  }
//                }
//              }
//            }
//          }
//
// 0080: Unity 5.3 headers extracted from 03B691F2E9F024D69417D75B8B0F6297.shader.decompressed:
// 0004: Unity 5.3 headers extracted from 2435859A0401A2F07526BAC1EA020370.shader.decompressed:
// 0020: Unity 5.3 headers extracted from 2F350AEC6D2C3B0EC4559834395752E3.shader.decompressed:
// 2000: Unity 5.3 headers extracted from 2F62DD13A8D6B6D5314471CAAB66CCDC.shader.decompressed:
// 0010: Unity 5.3 headers extracted from 3F416095E22F24DD59EBDB4562676885.shader.decompressed:
// 0001: Unity 5.3 headers extracted from 4A2D732B601BA1963EDB6F04959FA14B.shader.decompressed:
// 0040: Unity 5.3 headers extracted from 4AD3DE8722D604D23BB508CF8F022211.shader.decompressed:
// 0100: Unity 5.3 headers extracted from 4E3EA6B810E1AFD24801D9A4141CCFD3.shader.decompressed:
// 0200: Unity 5.3 headers extracted from AE0912FE68C550E174D750C4F5B88F39.shader.decompressed:
// 0002: Unity 5.3 headers extracted from B0C135F72885F8215419827DDCEC1E92.shader.decompressed:
// 1000: Unity 5.3 headers extracted from BF634B8F2AE5981453F12A42473700AE.shader.decompressed:
// 0008: Unity 5.3 headers extracted from C5BD3E560CD2BA633952BB88A236B592.shader.decompressed:
// 0800: Unity 5.3 headers extracted from D38950DB5528BE9DC20B9D3FB174526A.shader.decompressed:
// 0400: Unity 5.3 headers extracted from FE07C9C2EB948160F88BC84C09E30F02.shader.decompressed:
//         API d3d11
//         Shader model vs_4_0
//         undeciphered1: 201509030 87 0 0
//         undeciphered2: 1 1 3 1 0
//         undeciphered3: 9 2 0 0 3 4
//         ConstBuffer "$Globals" 576
//         Float 0 [_FogGradientRange]
//         Float 112 [_GameTime]
//         Float 120 [_GlobalDebugScale]
//         Vector 128 [_DepthFlipScreen]
//         Vector 288 [_MainTex_ST]
//         Vector 304 [_MainTex_US_ST]
//         Vector 384 [_DistortionTex_ST]
//         Vector 400 [_DistortionTex_US_ST]
//         Vector 416 [_DistortionMaskTex_ST]
//         Vector 432 [_DistortionMaskTex_US_ST]
// 0270:   Vector 448 [_MaskTextureExtra_ST]
// 3d8f:   Vector 448 [_MaskTexture_ST]
// 0270:   Vector 464 [_MaskTextureExtra_US_ST]
// 3d8f:   Vector 464 [_MaskTexture_US_ST]
// 1428:   Vector 496 [_AdditiveLayerExtraTexture_ST]
// 0002:   Vector 496 [_AdditiveLayerTexture_ST]
// 0910:   Vector 496 [_MultiplyLayerExtraTexture_ST]
// 02c5:   Vector 496 [_MultiplyLayerTexture_ST]
// 2000:   Vector 496 [_MultiplyLayerThirdTexture_ST]
// 1428:   Vector 512 [_AdditiveLayerExtraTexture_US_ST]
// 0002:   Vector 512 [_AdditiveLayerTexture_US_ST]
// 0910:   Vector 512 [_MultiplyLayerExtraTexture_US_ST]
// 02c5:   Vector 512 [_MultiplyLayerTexture_US_ST]
// 2000:   Vector 512 [_MultiplyLayerThirdTexture_US_ST]
// 1428:   Vector 528 [_AdditiveLayerExtraMaskTexture_ST]
// 0002:   Vector 528 [_AdditiveLayerMaskTexture_ST]
// 0910:   Vector 528 [_MultiplyLayerExtraMaskTexture_ST]
// 02c5:   Vector 528 [_MultiplyLayerMaskTexture_ST]
// 2000:   Vector 528 [_MultiplyLayerThirdMaskTexture_ST]
// 1428:   Vector 544 [_AdditiveLayerExtraMaskTexture_US_ST]
// 0002:   Vector 544 [_AdditiveLayerMaskTexture_US_ST]
// 0910:   Vector 544 [_MultiplyLayerExtraMaskTexture_US_ST]
// 02c5:   Vector 544 [_MultiplyLayerMaskTexture_US_ST]
// 2000:   Vector 544 [_MultiplyLayerThirdMaskTexture_US_ST]
//         ConstBuffer "UnityPerDraw" 352
//         Matrix 0 [glstate_matrix_mvp]
//         Matrix 192 [_Object2World]
//         ConstBuffer "UnityPerFrame" 256
//         Vector 64 [glstate_lightmodel_ambient]
//         SetTexture 0 [_FogGradientTex] 2D 0
//         BindCB "$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 23:44:49 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
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[35], 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_output o5.xyzw
dcl_output o6.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 6c63c8b6b5420daa-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[25].w, cb0[7].x, cb0[25].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
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[24].y, cb0[24].w
mad o2.y, cb0[25].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[24].x, cb0[24].z
mad o2.x, cb0[25].x, cb0[7].x, r0.w
mad r0.w, cb0[27].w, cb0[7].x, cb0[27].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
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[26].y, cb0[26].w
mad o2.w, cb0[27].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[26].x, cb0[26].z
mad o2.z, cb0[27].x, cb0[7].x, r0.w
mad r0.w, cb0[29].w, cb0[7].x, cb0[29].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
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[28].y, cb0[28].w
mad o3.y, cb0[29].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[28].x, cb0[28].z
mad o3.x, cb0[29].x, cb0[7].x, r0.w
mad r0.w, cb0[32].w, cb0[7].x, cb0[32].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
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[31].y, cb0[31].w
mad o3.w, cb0[32].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[31].x, cb0[31].z
mad o3.z, cb0[32].x, cb0[7].x, r0.w
mad r0.w, cb0[34].w, cb0[7].x, cb0[34].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[33].y, cb0[33].w
mad o4.y, cb0[34].y, cb0[7].x, r0.y
add r0.y, r0.z, l(0.500000)
mad r0.y, r0.y, cb0[33].x, cb0[33].z
mad o4.x, cb0[34].x, cb0[7].x, r0.y
mov o4.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 o5.w, -r0.x, r0.x, l(1.000000)
mul o5.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 o6.w, r0.z, r1.w
mov o6.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used