// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 79f18128818e133b-vs.txt
// 3DMigoto: 79f18128818e133b | Matched 19 variants of 19 shaders: Hidden/UberShader/04DD71D1E551DF30CEEBD3091C417A3B_FB, Hidden/UberShader/0D1582312EAD9892C1068218DF62BA45_FB, Hidden/UberShader/154F5CC8F31CC564F762295AC9A25A57, Hidden/UberShader/1B257E572D66B2DF264BBDFA62EB192A_FB, Hidden/UberShader/35811506137BB8AB4A48D5277ED8B048, Hidden/UberShader/434DA4A94269724C76A8E590D67C60E3_FB, Hidden/UberShader/4682C2757F289286BA20449944BD7CA4_FB, Hidden/UberShader/5DCEA02A0BC556312DC737497F579A1A_FB, Hidden/UberShader/5E955106DBBC50B2F4FB6C0D5386591A, Hidden/UberShader/6E7F1C6BE54B749C4C1D953D53D2FA89_FB, Hidden/UberShader/71AA730B4CE01BC460D1FD8B6529933A_FB, Hidden/UberShader/7C7463B5EDBD809A406A04410B343752_FB, Hidden/UberShader/830ABA9D9933293446F45E6B53FA4823_FB, Hidden/UberShader/A40CCB1AE62A120E67B1CC5E62D96360_FB, Hidden/UberShader/B7A5CC7EFF15FC65840AA37968B2F19D, Hidden/UberShader/C392020D7DA1CD396B9036DAE1C997CA_FB, Hidden/UberShader/C9B90E4797711B766F98AC906408AA75_FB, Hidden/UberShader/D80D395530CA432ED4F1A40CEE36BB81_FB, Hidden/UberShader/F29B4A592E780E2595829E0B987162D2
//
// 08000:    Unity headers extracted from 04DD71D1E551DF30CEEBD3091C417A3B_FB.shader
// 00010:    Unity headers extracted from 0D1582312EAD9892C1068218DF62BA45_FB.shader
// 40000:    Unity headers extracted from 154F5CC8F31CC564F762295AC9A25A57.shader
// 00200:    Unity headers extracted from 1B257E572D66B2DF264BBDFA62EB192A_FB.shader
// 00020:    Unity headers extracted from 35811506137BB8AB4A48D5277ED8B048.shader
// 10000:    Unity headers extracted from 434DA4A94269724C76A8E590D67C60E3_FB.shader
// 00002:    Unity headers extracted from 4682C2757F289286BA20449944BD7CA4_FB.shader
// 00001:    Unity headers extracted from 5DCEA02A0BC556312DC737497F579A1A_FB.shader
// 00100:    Unity headers extracted from 5E955106DBBC50B2F4FB6C0D5386591A.shader
// 00040:    Unity headers extracted from 6E7F1C6BE54B749C4C1D953D53D2FA89_FB.shader
// 00008:    Unity headers extracted from 71AA730B4CE01BC460D1FD8B6529933A_FB.shader
// 01000:    Unity headers extracted from 7C7463B5EDBD809A406A04410B343752_FB.shader
// 00080:    Unity headers extracted from 830ABA9D9933293446F45E6B53FA4823_FB.shader
// 20000:    Unity headers extracted from A40CCB1AE62A120E67B1CC5E62D96360_FB.shader
// 00800:    Unity headers extracted from B7A5CC7EFF15FC65840AA37968B2F19D.shader
// 00004:    Unity headers extracted from C392020D7DA1CD396B9036DAE1C997CA_FB.shader
// 00400:    Unity headers extracted from C9B90E4797711B766F98AC906408AA75_FB.shader
// 04000:    Unity headers extracted from D80D395530CA432ED4F1A40CEE36BB81_FB.shader
// 02000:    Unity headers extracted from F29B4A592E780E2595829E0B987162D2.shader
// 08000:    Shader "Hidden/UberShader/04DD71D1E551DF30CEEBD3091C417A3B_FB" {
// 00010:    Shader "Hidden/UberShader/0D1582312EAD9892C1068218DF62BA45_FB" {
// 40000:    Shader "Hidden/UberShader/154F5CC8F31CC564F762295AC9A25A57" {
// 00200:    Shader "Hidden/UberShader/1B257E572D66B2DF264BBDFA62EB192A_FB" {
// 00020:    Shader "Hidden/UberShader/35811506137BB8AB4A48D5277ED8B048" {
// 10000:    Shader "Hidden/UberShader/434DA4A94269724C76A8E590D67C60E3_FB" {
// 00002:    Shader "Hidden/UberShader/4682C2757F289286BA20449944BD7CA4_FB" {
// 00001:    Shader "Hidden/UberShader/5DCEA02A0BC556312DC737497F579A1A_FB" {
// 00100:    Shader "Hidden/UberShader/5E955106DBBC50B2F4FB6C0D5386591A" {
// 00040:    Shader "Hidden/UberShader/6E7F1C6BE54B749C4C1D953D53D2FA89_FB" {
// 00008:    Shader "Hidden/UberShader/71AA730B4CE01BC460D1FD8B6529933A_FB" {
// 01000:    Shader "Hidden/UberShader/7C7463B5EDBD809A406A04410B343752_FB" {
// 00080:    Shader "Hidden/UberShader/830ABA9D9933293446F45E6B53FA4823_FB" {
// 20000:    Shader "Hidden/UberShader/A40CCB1AE62A120E67B1CC5E62D96360_FB" {
// 00800:    Shader "Hidden/UberShader/B7A5CC7EFF15FC65840AA37968B2F19D" {
// 00004:    Shader "Hidden/UberShader/C392020D7DA1CD396B9036DAE1C997CA_FB" {
// 00400:    Shader "Hidden/UberShader/C9B90E4797711B766F98AC906408AA75_FB" {
// 04000:    Shader "Hidden/UberShader/D80D395530CA432ED4F1A40CEE36BB81_FB" {
// 02000:    Shader "Hidden/UberShader/F29B4A592E780E2595829E0B987162D2" {
//             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)
// 08006:       _HueShift ("Hue Shift", Float) = 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)
// 10800:       _TintColor ("Tint Color", Color) = (1,1,1,1)
//              _TurbulenceLocalRotationSettings ("Turbulence Local Rotation 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)
//             }
//             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
// 3bf6d:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 44092:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                 ColorMask [_UberShaderColorMask]
// 10000:          GpuProgramID 0
// 00100:          GpuProgramID 10081
// 04288:          GpuProgramID 22012
// 40020:          GpuProgramID 3425
// 01050:          GpuProgramID 44437
// 00006:          GpuProgramID 48018
// 02000:          GpuProgramID 48907
// 00400:          GpuProgramID 52069
// 08000:          GpuProgramID 56511
// 00800:          GpuProgramID 5683
// 00001:          GpuProgramID 60282
// 20000:          GpuProgramID 60341
//                 Program "vp" {
//                   SubProgram "d3d11 " {
//                     GpuProgramIndex 1
//                   }
//                 }
//               }
//             }
//           }
//
// 08000: Unity 5.3 headers extracted from 04DD71D1E551DF30CEEBD3091C417A3B_FB.shader.decompressed:
// 00010: Unity 5.3 headers extracted from 0D1582312EAD9892C1068218DF62BA45_FB.shader.decompressed:
// 40000: Unity 5.3 headers extracted from 154F5CC8F31CC564F762295AC9A25A57.shader.decompressed:
// 00200: Unity 5.3 headers extracted from 1B257E572D66B2DF264BBDFA62EB192A_FB.shader.decompressed:
// 00020: Unity 5.3 headers extracted from 35811506137BB8AB4A48D5277ED8B048.shader.decompressed:
// 10000: Unity 5.3 headers extracted from 434DA4A94269724C76A8E590D67C60E3_FB.shader.decompressed:
// 00002: Unity 5.3 headers extracted from 4682C2757F289286BA20449944BD7CA4_FB.shader.decompressed:
// 00001: Unity 5.3 headers extracted from 5DCEA02A0BC556312DC737497F579A1A_FB.shader.decompressed:
// 00100: Unity 5.3 headers extracted from 5E955106DBBC50B2F4FB6C0D5386591A.shader.decompressed:
// 00040: Unity 5.3 headers extracted from 6E7F1C6BE54B749C4C1D953D53D2FA89_FB.shader.decompressed:
// 00008: Unity 5.3 headers extracted from 71AA730B4CE01BC460D1FD8B6529933A_FB.shader.decompressed:
// 01000: Unity 5.3 headers extracted from 7C7463B5EDBD809A406A04410B343752_FB.shader.decompressed:
// 00080: Unity 5.3 headers extracted from 830ABA9D9933293446F45E6B53FA4823_FB.shader.decompressed:
// 20000: Unity 5.3 headers extracted from A40CCB1AE62A120E67B1CC5E62D96360_FB.shader.decompressed:
// 00800: Unity 5.3 headers extracted from B7A5CC7EFF15FC65840AA37968B2F19D.shader.decompressed:
// 00004: Unity 5.3 headers extracted from C392020D7DA1CD396B9036DAE1C997CA_FB.shader.decompressed:
// 00400: Unity 5.3 headers extracted from C9B90E4797711B766F98AC906408AA75_FB.shader.decompressed:
// 04000: Unity 5.3 headers extracted from D80D395530CA432ED4F1A40CEE36BB81_FB.shader.decompressed:
// 02000: Unity 5.3 headers extracted from F29B4A592E780E2595829E0B987162D2.shader.decompressed:
//          API d3d11
//          Shader model vs_4_0
//          undeciphered1: 201509030 69 0 0
//          undeciphered2: 1 3 3 3 0
//          undeciphered3: 13 3 0 0 2 1 3 4
// 677f9:   ConstBuffer "$Globals" 464
// 18806:   ConstBuffer "$Globals" 480
//          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]
//          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 [_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 23:45:11 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[29], 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_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_input v2.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[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
add r0.xy, r0.zwzz, r0.zwzz
mad r0.xy, r0.xyxx, cb0[28].zwzz, cb0[24].xyxx
mad r0.xy, -v0.xyxx, cb0[28].xyxx, r0.xyxx
mov r1.yw, l(0,0,0,0)
sample_l r2.xyzw, r1.xyxx, t0.xyzw, s1, l(0.000000)
add r0.z, r2.w, cb0[23].w
add r0.z, r0.z, l(-0.500000)
mul r0.z, r0.z, cb0[13].x
mad r0.z, r0.z, cb0[23].y, cb0[13].z
mad r0.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r1.x, r2.x, r0.w
add r2.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r1.xy, r1.xxxx, r2.yzyy
mad r0.w, r2.z, r2.x, -r1.x
mad r1.x, r2.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[25].y, cb0[25].w
mad r1.y, cb0[26].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[25].x, cb0[25].z
mad r1.x, cb0[26].x, cb0[7].x, r0.w
sample_l r3.xyzw, r1.xyxx, t1.xyzw, s2, l(0.000000)
mul r0.z, r0.z, r3.x
add r0.w, -v2.x, l(1.000000)
mul r0.z, r0.w, r0.z
sincos r1.x, r2.x, r0.z
mul r0.zw, v0.yyyx, cb0[28].yyyx
mad r0.xy, cb0[27].xyxx, r0.xyxx, r0.wzww
mad r0.zw, v0.yyyx, cb0[28].yyyx, -r0.yyyx
mul r1.xy, r1.xxxx, r0.zwzz
mad r3.x, r0.w, r2.x, -r1.x
mad r3.y, r0.z, r2.x, r1.y
add r0.xy, r0.xyxx, 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 79f18128818e133b-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
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)
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 r1.z, r0.x, l(0.500000)
sample_l r1.xyzw, r1.zwzz, t2.xyzw, s0, l(0.000000)
mul o3.w, r0.z, r1.w
mov o3.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used