// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 747c19f6e0c80bca-vs.txt
// 3DMigoto: 747c19f6e0c80bca | Matched 6 variants of 6 shaders: Hidden/UberShader/1B88F9142C7CBBE1E3A1E78D0968F31C, Hidden/UberShader/23B3FA86EE2C8F69ACF780F17F208EAE, Hidden/UberShader/48435410961F2B4321C04E322E144844, Hidden/UberShader/56325AD538175812FAFDB8242B1F58B9, Hidden/UberShader/9F8894952B645B6375CC8FA6A7A8C2EA, Hidden/UberShader/CB997E9EAC1CF16E48AD2280C70E319C
//
// 02:    Unity headers extracted from 1B88F9142C7CBBE1E3A1E78D0968F31C.shader
// 04:    Unity headers extracted from 23B3FA86EE2C8F69ACF780F17F208EAE.shader
// 08:    Unity headers extracted from 48435410961F2B4321C04E322E144844.shader
// 20:    Unity headers extracted from 56325AD538175812FAFDB8242B1F58B9.shader
// 01:    Unity headers extracted from 9F8894952B645B6375CC8FA6A7A8C2EA.shader
// 10:    Unity headers extracted from CB997E9EAC1CF16E48AD2280C70E319C.shader
// 02:    Shader "Hidden/UberShader/1B88F9142C7CBBE1E3A1E78D0968F31C" {
// 04:    Shader "Hidden/UberShader/23B3FA86EE2C8F69ACF780F17F208EAE" {
// 08:    Shader "Hidden/UberShader/48435410961F2B4321C04E322E144844" {
// 20:    Shader "Hidden/UberShader/56325AD538175812FAFDB8242B1F58B9" {
// 01:    Shader "Hidden/UberShader/9F8894952B645B6375CC8FA6A7A8C2EA" {
// 10:    Shader "Hidden/UberShader/CB997E9EAC1CF16E48AD2280C70E319C" {
//          Properties {
//           _UberShaderColorMask ("Uber color mask", Float) = 15
//           _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 22:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 20:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 20:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 20:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 20:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 20:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 22:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 22:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 22:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 22:       _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)
//           _MaskStrength ("Mask Strength", Float) = 0
//           _MaskTexture ("Mask Texture", 2D) = "white" { }
//           _MaskTexture_US_ST ("Mask Texture_US_ST", Vector) = (0,0,0,0)
//           _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 1f:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 1f:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 1f:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1f:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 1f:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
//           _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
//           _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
//           _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
//           _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 1d:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 1d:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 1d:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1d:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 1d:       _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)
//           _WaterlineColor ("Waterline Color", Color) = (1,1,1,1)
//           _WaterlineSettings ("Waterline Settings", 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 SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 1d:          GpuProgramID 28238
// 20:          GpuProgramID 36374
// 02:          GpuProgramID 56284
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 1
//                }
//              }
//            }
//          }
//        }
//
// 02: Unity 5.3 headers extracted from 1B88F9142C7CBBE1E3A1E78D0968F31C.shader.decompressed:
// 04: Unity 5.3 headers extracted from 23B3FA86EE2C8F69ACF780F17F208EAE.shader.decompressed:
// 08: Unity 5.3 headers extracted from 48435410961F2B4321C04E322E144844.shader.decompressed:
// 20: Unity 5.3 headers extracted from 56325AD538175812FAFDB8242B1F58B9.shader.decompressed:
// 01: Unity 5.3 headers extracted from 9F8894952B645B6375CC8FA6A7A8C2EA.shader.decompressed:
// 10: Unity 5.3 headers extracted from CB997E9EAC1CF16E48AD2280C70E319C.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 107 0 0
//       undeciphered2: 1 1 3 1 0
//       undeciphered3: 9 2 0 0 3 4
//       ConstBuffer "$Globals" 688
//       Float 0 [_FogGradientRange]
//       Float 112 [_GameTime]
//       Float 120 [_GlobalDebugScale]
//       Vector 128 [_DepthFlipScreen]
//       Vector 288 [_MainTex_ST]
//       Vector 304 [_MainTex_US_ST]
//       Vector 400 [_MaskTexture_ST]
//       Vector 416 [_MaskTexture_US_ST]
//       Vector 448 [_MultiplyLayerTexture_ST]
//       Vector 464 [_MultiplyLayerTexture_US_ST]
//       Vector 480 [_MultiplyLayerMaskTexture_ST]
//       Vector 496 [_MultiplyLayerMaskTexture_US_ST]
// 20:   Vector 528 [_AdditiveLayerTexture_ST]
// 1f:   Vector 528 [_MultiplyLayerExtraTexture_ST]
// 20:   Vector 544 [_AdditiveLayerTexture_US_ST]
// 1f:   Vector 544 [_MultiplyLayerExtraTexture_US_ST]
// 20:   Vector 560 [_AdditiveLayerMaskTexture_ST]
// 1f:   Vector 560 [_MultiplyLayerExtraMaskTexture_ST]
// 20:   Vector 576 [_AdditiveLayerMaskTexture_US_ST]
// 1f:   Vector 576 [_MultiplyLayerExtraMaskTexture_US_ST]
// 20:   Vector 608 [_AdditiveLayerExtraTexture_ST]
// 02:   Vector 608 [_AdditiveLayerTexture_ST]
// 1d:   Vector 608 [_MultiplyLayerThirdTexture_ST]
// 20:   Vector 624 [_AdditiveLayerExtraTexture_US_ST]
// 02:   Vector 624 [_AdditiveLayerTexture_US_ST]
// 1d:   Vector 624 [_MultiplyLayerThirdTexture_US_ST]
// 20:   Vector 640 [_AdditiveLayerExtraMaskTexture_ST]
// 02:   Vector 640 [_AdditiveLayerMaskTexture_ST]
// 1d:   Vector 640 [_MultiplyLayerThirdMaskTexture_ST]
// 20:   Vector 656 [_AdditiveLayerExtraMaskTexture_US_ST]
// 02:   Vector 656 [_AdditiveLayerMaskTexture_US_ST]
// 1d:   Vector 656 [_MultiplyLayerThirdMaskTexture_US_ST]
//       ConstBuffer "UnityPerDraw" 352
//       Matrix 0 [glstate_matrix_mvp]
//       Matrix 192 [_Object2World]
//       ConstBuffer "UnityPerFrame" 256
//       Vector 64 [glstate_lightmodel_ambient]
//       SetTexture 0 [_FogGradientTex] 2D 0
//       BindCB "$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 23:45:02 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   xyz         2     NONE   float   xyz
// 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
// TEXCOORD                 6   xyzw        7     NONE   float   xyzw
// TEXCOORD                 7   xyzw        8     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[42], 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.xyz
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.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

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 747c19f6e0c80bca-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
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
mul r1.xyz, v0.yyyy, cb1[13].xyzx
mad r1.xyz, cb1[12].xyzx, v0.xxxx, r1.xyzx
mad r1.xyz, cb1[14].xyzx, v0.zzzz, r1.xyzx
mad r1.xyz, cb1[15].xyzx, v0.wwww, r1.xyzx
mov o2.xyz, r1.xyzx
div r0.w, r1.z, cb0[0].x
add r1.x, r0.w, l(0.500000)
mad r0.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r2.x, r3.x, r0.w
mul r1.zw, r0.yyyz, r2.xxxx
mad r0.w, r0.z, r3.x, -r1.z
mad r1.z, r0.y, r3.x, r1.w
add r1.z, r1.z, l(0.500000)
mad r1.z, r1.z, cb0[25].y, cb0[25].w
mad o3.y, cb0[26].y, cb0[7].x, r1.z
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[25].x, cb0[25].z
mad o3.x, cb0[26].x, cb0[7].x, r0.w
mad r0.w, cb0[29].w, cb0[7].x, cb0[29].z
sincos r2.x, r3.x, r0.w
mul r1.zw, r0.yyyz, r2.xxxx
mad r0.w, r0.z, r3.x, -r1.z
mad r1.z, r0.y, r3.x, r1.w
add r1.z, r1.z, l(0.500000)
mad r1.z, r1.z, cb0[28].y, cb0[28].w
mad o3.w, cb0[29].y, cb0[7].x, r1.z
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[28].x, cb0[28].z
mad o3.z, cb0[29].x, cb0[7].x, r0.w
mad r0.w, cb0[31].w, cb0[7].x, cb0[31].z
sincos r2.x, r3.x, r0.w
mul r1.zw, r0.yyyz, r2.xxxx
mad r0.w, r0.z, r3.x, -r1.z
mad r1.z, r0.y, r3.x, r1.w
add r1.z, r1.z, l(0.500000)
mad r1.z, r1.z, cb0[30].y, cb0[30].w
mad o4.y, cb0[31].y, cb0[7].x, r1.z
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[30].x, cb0[30].z
mad o4.x, cb0[31].x, cb0[7].x, r0.w
mad r0.w, cb0[34].w, cb0[7].x, cb0[34].z
sincos r2.x, r3.x, r0.w
mul r1.zw, r0.yyyz, r2.xxxx
mad r0.w, r0.z, r3.x, -r1.z
mad r1.z, r0.y, r3.x, r1.w
add r1.z, r1.z, l(0.500000)
mad r1.z, r1.z, cb0[33].y, cb0[33].w
mad o4.w, cb0[34].y, cb0[7].x, r1.z
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[33].x, cb0[33].z
mad o4.z, cb0[34].x, cb0[7].x, r0.w
mad r0.w, cb0[36].w, cb0[7].x, cb0[36].z
sincos r2.x, r3.x, r0.w
mul r1.zw, r0.yyyz, r2.xxxx
mad r0.w, r0.z, r3.x, -r1.z
mad r1.z, r0.y, r3.x, r1.w
add r1.z, r1.z, l(0.500000)
mad r1.z, r1.z, cb0[35].y, cb0[35].w
mad o5.y, cb0[36].y, cb0[7].x, r1.z
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[35].x, cb0[35].z
mad o5.x, cb0[36].x, cb0[7].x, r0.w
mad r0.w, cb0[39].w, cb0[7].x, cb0[39].z
sincos r2.x, r3.x, r0.w
mul r1.zw, r0.yyyz, r2.xxxx
mad r0.w, r0.z, r3.x, -r1.z
mad r1.z, r0.y, r3.x, r1.w
add r1.z, r1.z, l(0.500000)
mad r1.z, r1.z, cb0[38].y, cb0[38].w
mad o5.w, cb0[39].y, cb0[7].x, r1.z
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[38].x, cb0[38].z
mad o5.z, cb0[39].x, cb0[7].x, r0.w
mad r0.w, cb0[41].w, cb0[7].x, cb0[41].z
sincos r2.x, r3.x, r0.w
mul r1.zw, r0.yyyz, r2.xxxx
mad r0.z, r0.z, r3.x, -r1.z
mad r0.y, r0.y, r3.x, r1.w
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[40].y, cb0[40].w
mad o6.y, cb0[41].y, cb0[7].x, r0.y
add r0.y, r0.z, l(0.500000)
mad r0.y, r0.y, cb0[40].x, cb0[40].z
mad o6.x, cb0[41].x, cb0[7].x, r0.y
mov o6.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 o7.w, -r0.x, r0.x, l(1.000000)
mul o7.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mov r1.y, l(0)
sample_l r1.xyzw, r1.xyxx, t0.xyzw, s0, l(0.000000)
mul o8.w, r0.z, r1.w
mov o8.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used