// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 7c421b7bcbc4fdfa-vs.txt
// 3DMigoto: 7c421b7bcbc4fdfa | Matched 2 variants of 2 shaders: Hidden/UberShader/973BD83780F2ED179996F104F630E123, Hidden/UberShader/F526E3330BCD7625AFB41335CB838792
//
// 1:    Unity headers extracted from 973BD83780F2ED179996F104F630E123.shader
// 2:    Unity headers extracted from F526E3330BCD7625AFB41335CB838792.shader
// 1:    Shader "Hidden/UberShader/973BD83780F2ED179996F104F630E123" {
// 2:    Shader "Hidden/UberShader/F526E3330BCD7625AFB41335CB838792" {
//         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)
//          _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)
//          _Offset ("Offset", Vector) = (0,0,0,0)
//          _RotationAnimMask ("Rotation Anim Mask", 2D) = "white" { }
//          _RotationAnimMask_US_ST ("Rotation Anim Mask_US_ST", Vector) = (0,0,0,0)
//          _RotationCurve ("Rotation Curve", 2D) = "white" { }
//          _RotationCurve_AnimationSettings ("Rotation Curve_Animation Settings", Vector) = (0,0,0,0)
//          _Screen ("Screen", Vector) = (0,0,0,0)
//          _ScreenMask ("Screen Mask", Vector) = (0,0,0,0)
//         }
// 1:      Fallback "Hidden/UberShader/973BD83780F2ED179996F104F630E123_FB"
// 2:      Fallback "Hidden/UberShader/F526E3330BCD7625AFB41335CB838792_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
// 2:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 1:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//             ColorMask [_UberShaderColorMask]
//             GpuProgramID 45242
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 0
//               }
//             }
//           }
//         }
//       }
//
// 1: Unity 5.3 headers extracted from 973BD83780F2ED179996F104F630E123.shader.decompressed:
// 2: Unity 5.3 headers extracted from F526E3330BCD7625AFB41335CB838792.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 128 0 0
//      undeciphered2: 1 5 3 5 0
//      undeciphered3: 13 3 0 0 2 1 3 4
//      ConstBuffer "$Globals" 592
//      Float 0 [_FogGradientRange]
//      Float 112 [_GameTime]
//      Float 120 [_GlobalDebugScale]
//      Vector 128 [_DepthFlipScreen]
//      Vector 288 [_MainTex_ST]
//      Vector 304 [_MainTex_US_ST]
//      Vector 368 [_InteractionCurveSettingsDefault]
//      Vector 400 [_InteractionDistortMask_ST]
//      Vector 416 [_InteractionDistortMask_US_ST]
//      Vector 432 [_InteractionParamsRotation]
//      Vector 448 [_InteractionParams2Rotation]
//      Vector 464 [_InteractionPosRotation]
//      Vector 480 [_InteractionRotationPivot]
//      Vector 496 [_InteractionSettingsRotation]
//      Vector 512 [_PivotSettings]
//      Vector 528 [_RotationCurve_AnimationSettings]
//      Vector 544 [_Offset]
//      Vector 560 [_RotationAnimMask_ST]
//      Vector 576 [_RotationAnimMask_US_ST]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      ConstBuffer "UnityPerFrame" 256
//      Vector 64 [glstate_lightmodel_ambient]
//      SetTexture 0 [_InteractionDistortMask] 2D 2
//      SetTexture 1 [_InteractionCurveDefault] 2D 1
//      SetTexture 2 [_RotationAnimMask] 2D 4
//      SetTexture 3 [_RotationCurve] 2D 3
//      SetTexture 4 [_FogGradientTex] 2D 0
//      BindCB "$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 23:45:15 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[37], 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_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_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

mul r0.xyz, v0.yyyy, cb1[13].xyzx
mad r0.xyz, cb1[12].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb1[14].xyzx, v0.zzzz, r0.xyzx
mad r0.xyz, cb1[15].xyzx, v0.wwww, r0.xyzx
add r1.xyzw, r0.xyxy, -cb0[29].xyzw
div r0.x, r0.z, cb0[0].x
add r0.z, r0.x, l(0.500000)
dp2 r2.x, r1.zwzz, r1.zwzz
sqrt r2.x, r2.x
add r2.x, r2.x, -cb0[28].z
max r2.x, r2.x, l(0.000000)
add r2.x, r2.x, -cb0[31].z
div r2.y, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[31].z
mul_sat r2.x, r2.y, r2.x
mad r2.z, r2.x, l(-2.000000), l(3.000000)
mul r2.x, r2.x, r2.x
mul r2.x, r2.x, r2.z
mul r3.xyzw, cb0[31].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r3.xyzw, r1.xyzw, r3.xyzw
dp2 r1.x, r1.xyxx, r1.xyxx
sqrt r1.x, r1.x
add r1.x, r1.x, -cb0[28].z
max r1.x, r1.x, l(0.000000)
add r1.x, r1.x, -cb0[31].z
mul_sat r1.x, r2.y, r1.x
dp2 r1.y, r3.zwzz, r3.zwzz
dp2 r1.z, r3.xyxx, r3.xyxx
sqrt r1.yz, r1.yyzy
add r1.yz, r1.yyzy, -cb0[28].zzzz
max r1.yz, r1.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
add r2.yzw, v2.yyzw, l(0.000000, -0.500000, -0.500000, -0.500000)
mad r1.y, r2.y, l(0.500000), r1.y
add r3.xy, cb0[7].xxxx, -cb0[27].xzxx
add r1.y, -r1.y, r3.y
mul r1.y, r1.y, cb0[31].w
mul r4.z, r1.y, cb0[23].y
mov r4.yw, l(0,0,0,0)
sample_l r5.xyzw, r4.zwzz, t1.xyzw, s1, l(0.000000)
mad r1.y, r5.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[23].x
mad r1.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r5.x, r6.x, r1.w
add r3.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r4.zw, r5.xxxx, r3.yyyz
mad r1.w, r3.z, r6.x, -r4.z
mad r3.w, r3.y, r6.x, r4.w
add r3.w, r3.w, l(0.500000)
mad r3.w, r3.w, cb0[25].y, cb0[25].w
mad r5.y, cb0[26].y, cb0[7].x, r3.w
add r1.w, r1.w, l(0.500000)
mad r1.w, r1.w, cb0[25].x, cb0[25].z
mad r5.x, cb0[26].x, cb0[7].x, r1.w
sample_l r5.xyzw, r5.xyxx, t0.xyzw, s2, l(0.000000)
add r1.w, -v2.x, l(1.000000)
mul r1.w, r1.w, r5.x
mul r1.y, r1.w, r1.y
mul r1.y, r2.x, r1.y
mul r1.y, r1.y, cb0[27].w
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
mad r1.z, r2.y, l(0.500000), r1.z
add r2.xy, r2.zwzz, r2.zwzz
mad r2.xy, r2.xyxx, cb0[32].zwzz, cb0[30].xyxx
mad r2.xy, -v0.xyxx, cb0[32].xyxx, r2.xyxx
add r1.z, -r1.z, r3.x
mul r1.z, r1.z, cb0[31].w
mul r4.x, r1.z, cb0[23].y
sample_l r4.xyzw, r4.xyxx, t1.xyzw, s1, l(0.000000)
mad r1.z, r4.w, l(2.000000), l(-1.000000)
mul r1.z, r1.z, cb0[23].x
mul r1.z, r1.w, r1.z
mul r1.x, r1.x, r1.z
mad r1.x, r1.x, cb0[27].y, r1.y
sincos r1.x, r3.x, r1.x
mul r1.yz, v0.yyxy, cb0[32].yyxy
mad r1.yz, cb0[30].zzwz, r2.xxyx, r1.zzyz
mad r2.xy, v0.yxyy, cb0[32].yxyy, -r1.zyzz
mul r1.xw, r1.xxxx, r2.xxxy
mad r4.x, r2.y, r3.x, -r1.x
mad r4.y, r2.x, r3.x, r1.w
add r1.xy, r1.yzyy, r4.xyxx
mov r2.xy, cb0[34].zwzz
mad r1.xy, r1.yxyy, r2.yxyy, -cb0[34].yxyy
mad r1.z, cb0[36].w, cb0[7].x, cb0[36].z
sincos r3.x, r4.x, r1.z
mul r1.zw, r3.xxxx, r3.yyyz
mad r1.z, r3.z, r4.x, -r1.z
mad r1.w, r3.y, r4.x, r1.w
add r1.zw, r1.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
mad r1.w, r1.w, cb0[35].y, cb0[35].w
mad r4.y, cb0[36].y, cb0[7].x, r1.w
mad r1.z, r1.z, cb0[35].x, cb0[35].z
mad r4.x, cb0[36].x, cb0[7].x, r1.z
sample_l r4.xyzw, r4.xyxx, t2.xyzw, s4, l(0.000000)
div r1.z, cb0[7].x, cb0[33].y
add r0.x, r1.z, cb0[33].z
mov r0.yw, l(0,0,0,0)
sample_l r5.xyzw, r0.xyxx, t3.xyzw, s3, l(0.000000)
sample_l r0.xyzw, r0.zwzz, t4.xyzw, s0, l(0.000000)
mad r1.z, r5.w, l(2.000000), l(-1.000000)
mul r1.z, r1.z, cb0[33].x
mul r1.z, r1.z, l(0.0174527783)
mul r1.z, r4.x, r1.z
sincos r3.x, r4.x, r1.z
mul r1.zw, r1.xxxy, r3.xxxx
mad r5.x, r1.y, r4.x, -r1.z
mad r5.y, r1.x, r4.x, r1.w
add r1.xy, r5.xyxx, cb0[34].xyxx
mov r3.xw, v0.zzzw
mov r2.zw, l(0,0,1.000000,1.000000)
mul r1.zw, r2.zzzw, r3.xxxw
div r1.xyzw, r1.xyzw, r2.xyzw
div r1.xy, r1.xyxx, cb0[32].xyxx
add r2.x, cb0[7].z, l(1.000000)
mul r1.xy, r1.xyxx, r2.xxxx
mul r2.xyz, r1.yyyy, cb1[1].xywx
mad r2.xyz, cb1[0].xywx, r1.xxxx, r2.xyzx
mad r1.xyz, cb1[2].xywx, r1.zzzz, r2.xyzx
mad r1.xyw, cb1[3].xyxw, r1.wwww, r1.xyxz
add r2.x, cb0[8].x, l(200.000000)

// Relocated to here with asmtool.py
mov o0.xyzw, r1.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 7c421b7bcbc4fdfa-vs.txt
ne r7.w, r1.w, l(1.0)
if_nz r7.w
  add r7.w, r1.w, -r7.y
  mad r1.x, r7.w, r7.x, r1.x
endif

mul r2.x, r1.w, r2.x
mul r1.z, r2.x, l(0.000833333354)

// mov o0.xyzw, r1.xyzw // Relocated from here with asmtool.py
// Inserted by asmtool.py
mov o0.z, r1.z

dp4 r1.x, r1.xyzw, r1.xyzw
sqrt r1.x, r1.x
mad r1.y, cb0[19].w, cb0[7].x, cb0[19].z
sincos r2.x, r3.x, r1.y
mul r1.yz, r2.xxxx, r3.yyzy
mad r1.y, r3.z, r3.x, -r1.y
mad r1.z, r3.y, r3.x, r1.z
add r1.yz, r1.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r1.z, r1.z, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r1.z
mad r1.y, r1.y, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r1.y
mov o1.zw, v1.zzzw
mul r1.yz, cb2[4].wwww, l(0.000000, 0.200000, 4.000000, 0.000000)
round_ni r1.z, r1.z
add r1.z, -r1.z, l(1.000000)
mul r1.y, r1.z, r1.y
mul o3.w, r0.w, r1.z
mov o3.xyz, r0.xyzx
mul r0.x, r1.y, r1.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)
ret
// Approximately 0 instruction slots used