// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 70eabbcaae1046f4-vs.txt
// 3DMigoto: 70eabbcaae1046f4 | Matched 7 variants of 7 shaders: Hidden/UberShader/04DD71D1E551DF30CEEBD3091C417A3B, Hidden/UberShader/1B257E572D66B2DF264BBDFA62EB192A, Hidden/UberShader/434DA4A94269724C76A8E590D67C60E3, Hidden/UberShader/4682C2757F289286BA20449944BD7CA4, Hidden/UberShader/A40CCB1AE62A120E67B1CC5E62D96360, Hidden/UberShader/C392020D7DA1CD396B9036DAE1C997CA, Hidden/UberShader/D80D395530CA432ED4F1A40CEE36BB81
//
// 10:    Unity headers extracted from 04DD71D1E551DF30CEEBD3091C417A3B.shader
// 04:    Unity headers extracted from 1B257E572D66B2DF264BBDFA62EB192A.shader
// 20:    Unity headers extracted from 434DA4A94269724C76A8E590D67C60E3.shader
// 01:    Unity headers extracted from 4682C2757F289286BA20449944BD7CA4.shader
// 40:    Unity headers extracted from A40CCB1AE62A120E67B1CC5E62D96360.shader
// 02:    Unity headers extracted from C392020D7DA1CD396B9036DAE1C997CA.shader
// 08:    Unity headers extracted from D80D395530CA432ED4F1A40CEE36BB81.shader
// 10:    Shader "Hidden/UberShader/04DD71D1E551DF30CEEBD3091C417A3B" {
// 04:    Shader "Hidden/UberShader/1B257E572D66B2DF264BBDFA62EB192A" {
// 20:    Shader "Hidden/UberShader/434DA4A94269724C76A8E590D67C60E3" {
// 01:    Shader "Hidden/UberShader/4682C2757F289286BA20449944BD7CA4" {
// 40:    Shader "Hidden/UberShader/A40CCB1AE62A120E67B1CC5E62D96360" {
// 02:    Shader "Hidden/UberShader/C392020D7DA1CD396B9036DAE1C997CA" {
// 08:    Shader "Hidden/UberShader/D80D395530CA432ED4F1A40CEE36BB81" {
//          Properties {
//           _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//           _UberShaderColorMask ("Uber color mask", Float) = 15
//           _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
//           _Color ("Color", Color) = (1,1,1,1)
//           _DepthFlipScreen ("Depth Flip Screen", Vector) = (0,0,0,0)
// 13:       _HueShift ("Hue Shift", Float) = 0
//           _InteractionDistortMask ("Interaction Distort Mask", 2D) = "white" { }
//           _InteractionDistortMask_US_ST ("Interaction Distort Mask_US_ST", Vector) = (0,0,0,0)
//           _InteractionParams2Rotation ("Interaction Params2 Rotation", Vector) = (0,0,0,0)
//           _InteractionParamsRotation ("Interaction Params Rotation", Vector) = (0,0,0,0)
//           _InteractionPosRotation ("Interaction Pos Rotation", Vector) = (0,0,0,0)
//           _InteractionRotationPivot ("Interaction Rotation Pivot", Vector) = (0,0,0,0)
//           _InteractionSettingsRotation ("Interaction Settings Rotation", Vector) = (0,0,0,0)
//           _InteractionVelocityRotation ("Interaction Velocity Rotation", 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)
//           _Screen ("Screen", Vector) = (0,0,0,0)
//           _ScreenMask ("Screen Mask", Vector) = (0,0,0,0)
// 20:       _TintColor ("Tint Color", Color) = (1,1,1,1)
//           _TurbulenceLocalRotationSettings ("Turbulence Local Rotation Settings", Vector) = (0,0,0,0)
//           _TurbulenceLocalScaleSettings ("Turbulence Local Scale 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)
//           _TurbulenceScaleAnimMask ("Turbulence Scale Anim Mask", 2D) = "white" { }
//           _TurbulenceScaleAnimMask_US_ST ("Turbulence Scale Anim Mask_US_ST", Vector) = (0,0,0,0)
//           _TurbulenceScaleOffset ("Turbulence Scale Offset", Vector) = (0,0,0,0)
//           _TurbulenceSquishScale ("Turbulence Squish Scale", Vector) = (0,0,0,0)
//          }
// 10:      Fallback "Hidden/UberShader/04DD71D1E551DF30CEEBD3091C417A3B_FB"
// 04:      Fallback "Hidden/UberShader/1B257E572D66B2DF264BBDFA62EB192A_FB"
// 20:      Fallback "Hidden/UberShader/434DA4A94269724C76A8E590D67C60E3_FB"
// 01:      Fallback "Hidden/UberShader/4682C2757F289286BA20449944BD7CA4_FB"
// 40:      Fallback "Hidden/UberShader/A40CCB1AE62A120E67B1CC5E62D96360_FB"
// 02:      Fallback "Hidden/UberShader/C392020D7DA1CD396B9036DAE1C997CA_FB"
// 08:      Fallback "Hidden/UberShader/D80D395530CA432ED4F1A40CEE36BB81_FB"
//          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
// 76:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 09:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 03:          GpuProgramID 10491
// 40:          GpuProgramID 13603
// 20:          GpuProgramID 25560
// 0c:          GpuProgramID 38795
// 10:          GpuProgramID 51687
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 0
//                }
//              }
//            }
//          }
//        }
//
// 10: Unity 5.3 headers extracted from 04DD71D1E551DF30CEEBD3091C417A3B.shader.decompressed:
// 04: Unity 5.3 headers extracted from 1B257E572D66B2DF264BBDFA62EB192A.shader.decompressed:
// 20: Unity 5.3 headers extracted from 434DA4A94269724C76A8E590D67C60E3.shader.decompressed:
// 01: Unity 5.3 headers extracted from 4682C2757F289286BA20449944BD7CA4.shader.decompressed:
// 40: Unity 5.3 headers extracted from A40CCB1AE62A120E67B1CC5E62D96360.shader.decompressed:
// 02: Unity 5.3 headers extracted from C392020D7DA1CD396B9036DAE1C997CA.shader.decompressed:
// 08: Unity 5.3 headers extracted from D80D395530CA432ED4F1A40CEE36BB81.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 151 0 0
//       undeciphered2: 1 6 3 6 0
//       undeciphered3: 13 3 0 0 2 1 3 4
// 4c:   ConstBuffer "$Globals" 688
// 33:   ConstBuffer "$Globals" 704
//       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 [_TurbulenceLocalRotationSettings]
//       Vector 384 [_TurbulenceRotationOffset]
//       Vector 400 [_TurbulenceRotationAnimMask_ST]
//       Vector 416 [_TurbulenceRotationAnimMask_US_ST]
//       Vector 432 [_TurbulenceRotationPivotMask]
//       Vector 448 [_PivotSettings]
//       Vector 464 [_TurbulenceLocalScaleSettings]
//       Vector 480 [_TurbulenceScaleOffset]
//       Vector 496 [_TurbulenceScaleAnimMask_ST]
//       Vector 512 [_TurbulenceScaleAnimMask_US_ST]
//       Vector 528 [_TurbulenceSquishScale]
//       Vector 544 [_InteractionCurveSettingsDefault]
//       Vector 576 [_InteractionDistortMask_ST]
//       Vector 592 [_InteractionDistortMask_US_ST]
//       Vector 608 [_InteractionParamsRotation]
//       Vector 624 [_InteractionParams2Rotation]
//       Vector 640 [_InteractionPosRotation]
//       Vector 656 [_InteractionRotationPivot]
//       Vector 672 [_InteractionSettingsRotation]
//       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 [_TurbulenceScaleAnimMask] 2D 3
//       SetTexture 3 [_InteractionDistortMask] 2D 5
//       SetTexture 4 [_InteractionCurveDefault] 2D 4
//       SetTexture 5 [_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 23:44:56 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   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[43], 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_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, 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_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 8

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125

ld_indexable(texture2d)(float,float,float,float) r7.xyzw, l(0, 0, 0, 0), t125.xyzw

mad r0.x, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r0.y, v1.xyxx, cb0[24].zwzz
add r0.x, r0.y, r0.x
add r0.yzw, v2.yyzw, l(0.000000, -0.500000, -0.500000, -0.500000)
mad r1.x, r0.y, l(0.500000), r0.x
mov r1.yw, l(0,0,0,0)
sample_l r2.xyzw, r1.xyxx, t0.xyzw, s1, l(0.000000)
add r0.x, r2.w, cb0[23].w
add r0.x, r0.x, l(-0.500000)
mul r0.x, r0.x, cb0[13].x
mad r0.x, r0.x, cb0[23].y, cb0[13].z
mad r1.x, cb0[26].w, cb0[7].x, cb0[26].z
sincos r1.x, r2.x, r1.x
add r2.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r1.xy, r1.xxxx, r2.yzyy
mad r1.x, r2.z, r2.x, -r1.x
mad r1.y, r2.y, r2.x, r1.y
add r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r1.y, r1.y, cb0[25].y, cb0[25].w
mad r3.y, cb0[26].y, cb0[7].x, r1.y
mad r1.x, r1.x, cb0[25].x, cb0[25].z
mad r3.x, cb0[26].x, cb0[7].x, r1.x
sample_l r3.xyzw, r3.xyxx, t1.xyzw, s2, l(0.000000)
mul r0.x, r0.x, r3.x
add r1.x, -v2.x, l(1.000000)
mul r0.x, r0.x, r1.x
sincos r0.x, r2.x, r0.x
mul r3.xy, v0.yxyy, cb0[28].yxyy
add r0.zw, r0.zzzw, r0.zzzw
mad r3.zw, r0.wwwz, cb0[28].wwwz, cb0[24].yyyx
mad r3.zw, -v0.yyyx, cb0[28].yyyx, r3.zzzw
mad r3.xy, cb0[27].yxyy, r3.zwzz, r3.xyxx
mad r3.zw, v0.yyyx, cb0[28].yyyx, -r3.xxxy
mul r4.xy, r0.xxxx, r3.zwzz
mad r5.y, r3.w, r2.x, -r4.x
mad r5.x, r3.z, r2.x, r4.y
add r2.xw, r3.xxxy, r5.xxxy
mad r3.xy, r0.wzww, cb0[28].wzww, cb0[30].yxyy
mad r0.xz, r0.zzwz, cb0[28].zzwz, cb0[41].xxyx
add r2.xw, r2.xxxw, -r3.xxxy
mad r0.w, cb0[13].y, cb0[29].x, cb0[29].z
dp2 r1.y, v1.xyxx, cb0[30].zwzz
add r0.w, r0.w, r1.y
mad r1.z, r0.y, l(0.500000), r0.w
sample_l r4.xyzw, r1.zwzz, t0.xyzw, s1, l(0.000000)
add r0.w, r4.w, cb0[29].w
add r0.w, r0.w, l(-0.500000)
mul r0.w, r0.w, cb0[13].x
mad r0.w, r0.w, cb0[29].y, cb0[13].z
mad r1.y, cb0[32].w, cb0[7].x, cb0[32].z
sincos r4.x, r5.x, r1.y
mul r1.yz, r2.yyzy, r4.xxxx
mad r1.y, r2.z, r5.x, -r1.y
mad r1.z, r2.y, r5.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[31].y, cb0[31].w
mad r4.y, cb0[32].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[31].x, cb0[31].z
mad r4.x, cb0[32].x, cb0[7].x, r1.y
sample_l r4.xyzw, r4.xyxx, t2.xyzw, s3, l(0.000000)
mul r1.y, r1.x, r4.x
mul r0.w, r0.w, r1.y
mad r1.yz, r0.wwww, cb0[33].yyxy, l(0.000000, 1.000000, 1.000000, 0.000000)
mad r1.yz, r2.xxwx, r1.yyzy, r3.xxyx
add r0.xz, r0.xxzx, -r1.zzyz
mad r0.xz, cb0[41].zzwz, r0.xxzx, r1.zzyz
add r1.yz, -r0.zzxz, r1.yyzy
mad r0.w, cb0[37].w, cb0[7].x, cb0[37].z
sincos r2.x, r3.x, r0.w
mul r2.xw, r2.xxxx, r2.yyyz
mad r0.w, r2.z, r3.x, -r2.x
mad r1.w, r2.y, r3.x, r2.w
add r1.w, r1.w, l(0.500000)
mad r1.w, r1.w, cb0[36].y, cb0[36].w
mad r3.y, cb0[37].y, cb0[7].x, r1.w
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[36].x, cb0[36].z
mad r3.x, cb0[37].x, cb0[7].x, r0.w
sample_l r3.xyzw, r3.xyxx, t3.xyzw, s5, l(0.000000)
mul r0.w, r1.x, r3.x
mul r3.xyzw, cb0[42].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r4.xyz, v0.yyyy, cb1[13].xyzx
mad r4.xyz, cb1[12].xyzx, v0.xxxx, r4.xyzx
mad r4.xyz, cb1[14].xyzx, v0.zzzz, r4.xyzx
mad r4.xyz, cb1[15].xyzx, v0.wwww, r4.xyzx
add r5.xyzw, r4.xyxy, -cb0[40].xyzw
div r1.x, r4.z, cb0[0].x
add r4.x, r1.x, l(0.500000)
mul r3.xyzw, r3.xyzw, r5.xyzw
dp2 r1.x, r3.zwzz, r3.zwzz
dp2 r1.w, r3.xyxx, r3.xyxx
sqrt r1.xw, r1.xxxw
add r1.xw, r1.xxxw, -cb0[39].zzzz
max r1.xw, r1.xxxw, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r1.w, r0.y, l(0.500000), r1.w
mad r0.y, r0.y, l(0.500000), r1.x
add r2.xw, cb0[7].xxxx, -cb0[38].xxxz
add r0.y, -r0.y, r2.w
add r1.x, -r1.w, r2.x
mul r1.x, r1.x, cb0[42].w
mul r3.x, r1.x, cb0[34].y
mul r0.y, r0.y, cb0[42].w
mul r3.z, r0.y, cb0[34].y
mov r3.yw, l(0,0,0,0)
sample_l r6.xyzw, r3.zwzz, t4.xyzw, s4, l(0.000000)
sample_l r3.xyzw, r3.xyxx, t4.xyzw, s4, l(0.000000)
mad r0.y, r3.w, l(2.000000), l(-1.000000)
mul r0.y, r0.y, cb0[34].x
mul r0.y, r0.w, r0.y
mad r1.x, r6.w, l(2.000000), l(-1.000000)
mul r1.x, r1.x, cb0[34].x
mul r0.w, r0.w, r1.x
dp2 r1.x, r5.zwzz, r5.zwzz
dp2 r1.w, r5.xyxx, r5.xyxx
sqrt r1.xw, r1.xxxw
add r1.xw, r1.xxxw, -cb0[39].zzzz
max r1.xw, r1.xxxw, l(0.000000, 0.000000, 0.000000, 0.000000)
add r1.xw, r1.xxxw, -cb0[42].zzzz
div r2.x, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[42].z
mul_sat r1.xw, r1.xxxw, r2.xxxx
mad r2.x, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r2.x
mul r0.w, r0.w, r1.x
mul r0.w, r0.w, cb0[38].w
mad r1.x, r1.w, l(-2.000000), l(3.000000)
mul r1.w, r1.w, r1.w
mul r1.x, r1.w, r1.x
mul r0.y, r0.y, r1.x
mad r0.y, r0.y, cb0[38].y, r0.w
sincos r1.x, r2.x, r0.y
mul r0.yw, r1.xxxx, r1.yyyz
mad r3.x, r1.z, r2.x, -r0.y
mad r3.y, r1.y, r2.x, r0.w
add r0.xy, r0.xzxx, r3.xyxx
div r0.xy, r0.xyxx, cb0[28].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 70eabbcaae1046f4-vs.txt
ne r7.w, r0.w, l(1.0)
if_nz r7.w
  add r7.w, r0.w, -r7.y
  mad r0.x, r7.w, r7.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
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
mov o1.zw, v1.zzzw
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 o2.w, -r0.x, r0.x, l(1.000000)
mul o2.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mov r4.y, l(0)
sample_l r1.xyzw, r4.xyxx, t5.xyzw, s0, l(0.000000)
mul o3.w, r0.z, r1.w
mov o3.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used