// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 7d25bb7183912b2d-vs.txt
// 3DMigoto: 7d25bb7183912b2d |    Unity headers extracted from 0x002ad9f8.shader
//    Shader "Standard" {
//      Properties {
//       _Color ("Color", Color) = (1,1,1,1)
//       _MainTex ("Albedo", 2D) = "white" { }
//       _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
//       _Glossiness ("Smoothness", Range(0,1)) = 0.5
//      [Gamma]  _Metallic ("Metallic", Range(0,1)) = 0
//       _MetallicGlossMap ("Metallic", 2D) = "white" { }
//       _BumpScale ("Scale", Float) = 1
//       _BumpMap ("Normal Map", 2D) = "bump" { }
//       _Parallax ("Height Scale", Range(0.005,0.08)) = 0.02
//       _ParallaxMap ("Height Map", 2D) = "black" { }
//       _OcclusionStrength ("Strength", Range(0,1)) = 1
//       _OcclusionMap ("Occlusion", 2D) = "white" { }
//       _EmissionColor ("Color", Color) = (0,0,0,1)
//       _EmissionMap ("Emission", 2D) = "white" { }
//       _DetailMask ("Detail Mask", 2D) = "white" { }
//       _DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" { }
//       _DetailNormalMapScale ("Scale", Float) = 1
//       _DetailNormalMap ("Normal Map", 2D) = "bump" { }
//      [Enum(UV0,0,UV1,1)]  _UVSec ("UV Set for secondary textures", Float) = 0
//      [HideInInspector]  _Mode ("__mode", Float) = 0
//      [HideInInspector]  _SrcBlend ("__src", Float) = 1
//      [HideInInspector]  _DstBlend ("__dst", Float) = 0
//      [HideInInspector]  _ZWrite ("__zw", Float) = 1
//      }
//      Fallback "VertexLit"
//      SubShader 2/2 {
//        LOD 150
//        Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
//        Pass 2/3 {
//          Name "FORWARD_DELTA"
//          Tags { "LIGHTMODE"="ForwardAdd" "SHADOWSUPPORT"="true" "RenderType"="Opaque" "PerformanceChecks"="False" }
//          ZWrite Off
//          Blend [_SrcBlend] One
//          GpuProgramID 443686
//          Program "vp" {
//            SubProgram "d3d11_9x " {
//              GpuProgramIndex 122
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from 0x002ad9f8.shader.decompressed:
//   API d3d11_9x
//   Shader model vs_4_0_level_9_1
//   undeciphered1: 201509030 51 0 0
//   Keywords { "SPOT" "SHADOWS_OFF" }
//   undeciphered2: 1 0 4 0 0
//   undeciphered3: 155 5 0 0 1 2 3 4 4 5 7 8
//   ConstBuffer "$Globals" 304
//   Vector 160 [_MainTex_ST]
//   Vector 176 [_DetailAlbedoMap_ST]
//   Float 216 [_UVSec]
//   Matrix 240 [_LightMatrix0]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 720
//   Vector 0 [_WorldSpaceLightPos0]
//   ConstBuffer "UnityPerDraw" 352
//   Vector 336 [unity_WorldTransformParams]
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   Matrix 256 [_World2Object]
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityPerDraw" 3
//
// 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 23:45:17 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// NORMAL                   0   xyz         1     NONE   float   xyz
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1   xy          3     NONE   float   xy
// TANGENT                  0   xyzw        4     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
//
//
// Constant buffer to DX9 shader constant mappings:
//
// Target Reg Buffer  Start Reg # of Regs        Data Conversion
// ---------- ------- --------- --------- ----------------------
// c1         cb0            10         2  ( FLT, FLT, FLT, FLT)
// c3         cb0            13         1  ( FLT, FLT, FLT, FLT)
// c4         cb0            15         4  ( FLT, FLT, FLT, FLT)
// c8         cb1             4         1  ( FLT, FLT, FLT, FLT)
// c9         cb2             0         1  ( FLT, FLT, FLT, FLT)
// c10        cb3             0         4  ( FLT, FLT, FLT, FLT)
// c14        cb3            12         7  ( FLT, FLT, FLT, FLT)
// c21        cb3            21         1  ( FLT, FLT, FLT, FLT)
//
//
// Runtime generated constant mappings:
//
// Target Reg                               Constant Description
// ---------- --------------------------------------------------
// c0                              Vertex Shader position offset
//
//
// Level9 shader bytecode:
//
    vs_2_0
    dcl_texcoord v0
    dcl_texcoord1 v1
    dcl_texcoord2 v2
    dcl_texcoord3 v3
    dcl_texcoord4 v4
    mad oT0.xy, v2, c1, c1.zwzw
    mul r0.x, c3.z, c3.z
    sge r0.x, -r0.x, r0.x
    mov r1.xy, v2
    lrp r2.xy, r0.x, r1, v3
    mad oT0.zw, r2.xyxy, c2.xyxy, c2
    mul r0.xyz, v0.y, c15
    mad r0.xyz, c14, v0.x, r0
    mad r0.xyz, c16, v0.z, r0
    mad r0.xyz, c17, v0.w, r0
    add r1.xyz, r0, -c8
    mad r0.xyz, r0, -c9.w, c9
    nrm r2.xyz, r0
    dp3 r0.x, r1, r1
    rsq r0.x, r0.x
    mul oT1.xyz, r0.x, r1
    mul r0.x, v1.x, c18.x
    mul r0.y, v1.x, c19.x
    mul r0.z, v1.x, c20.x
    mul r1.x, v1.y, c18.y
    mul r1.y, v1.y, c19.y
    mul r1.z, v1.y, c20.y
    add r0.xyz, r0, r1
    mul r1.x, v1.z, c18.z
    mul r1.y, v1.z, c19.z
    mul r1.z, v1.z, c20.z
    add r0.xyz, r0, r1
    nrm r1.xyz, r0
    mul r0.xyz, v4.y, c15
    mad r0.xyz, c14, v4.x, r0
    mad r0.xyz, c16, v4.z, r0
    nrm r3.xyz, r0
    mul r0.xyz, r1.zxyw, r3.yzxw
    mad r0.xyz, r1.yzxw, r3.zxyw, -r0
    mov oT4.xyz, r1
    mov oT2.xyz, r3
    mul r0.w, v4.w, c21.w
    mul oT3.xyz, r0.w, r0
    mul r0, v0.y, c15
    mad r0, c14, v0.x, r0
    mad r0, c16, v0.z, r0
    mad r0, c17, v0.w, r0
    mul r1, r0.y, c5
    mad r1, c4, r0.x, r1
    mad r1, c6, r0.z, r1
    mad oT5, c7, r0.w, r1
    mul r0, v0.y, c11
    mad r0, c10, v0.x, r0
    mad r0, c12, v0.z, r0
    mad r0, c13, v0.w, r0
    mad oPos.xy, r0.w, c0, r0
    mov oPos.zw, r0
    mov oT2.w, r2.x
    mov oT3.w, r2.y
    mov oT4.w, r2.z

// approximately 61 instruction slots used
vs_4_0
dcl_constantbuffer cb0[19], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_constantbuffer cb3[22], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v2.xy
dcl_input v3.xy
dcl_input v4.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_temps 6
dcl_constantbuffer cb10[4], immediateIndexed

// 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


// Unity reflection/specular 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 7d25bb7183912b2d-vs.txt

mul r4.w, -r4.x, r4.y
mad r5.xyz, -r4.wwww, cb10[0].xyzw, cb1[4].xyzw

mul r0.xyzw, v0.yyyy, cb3[1].xyzw
mad r0.xyzw, cb3[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb3[2].xyzw, v0.zzzz, r0.xyzw
mad o0.xyzw, cb3[3].xyzw, v0.wwww, r0.xyzw
eq r0.x, cb0[13].z, l(0.000000)
movc r0.xy, r0.xxxx, v2.xyxx, v3.xyxx
mad o1.zw, r0.xxxy, cb0[11].xxxy, cb0[11].zzzw
mad o1.xy, v2.xyxx, cb0[10].xyxx, cb0[10].zwzz
mul r0.xyz, v0.yyyy, cb3[13].xyzx
mad r0.xyz, cb3[12].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb3[14].xyzx, v0.zzzz, r0.xyzx
mad r0.xyz, cb3[15].xyzx, v0.wwww, r0.xyzx
add r1.xyz, r0.xyzx, -r5.xyzx
mad r0.xyz, -r0.xyzx, cb2[0].wwww, cb2[0].xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul o2.xyz, r0.wwww, r1.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mov o3.w, r0.x
mul r1.xyz, v4.yyyy, cb3[13].xyzx
mad r1.xyz, cb3[12].xyzx, v4.xxxx, r1.xyzx
mad r1.xyz, cb3[14].xyzx, v4.zzzz, r1.xyzx
dp3 r0.x, r1.xyzx, r1.xyzx
rsq r0.x, r0.x
mul r1.xyz, r0.xxxx, r1.xyzx
mov o3.xyz, r1.xyzx
mul r2.x, v1.x, cb3[16].x
mul r2.y, v1.x, cb3[17].x
mul r2.z, v1.x, cb3[18].x
mul r3.x, v1.y, cb3[16].y
mul r3.y, v1.y, cb3[17].y
mul r3.z, v1.y, cb3[18].y
add r2.xyz, r2.xyzx, r3.xyzx
mul r3.x, v1.z, cb3[16].z
mul r3.y, v1.z, cb3[17].z
mul r3.z, v1.z, cb3[18].z
add r2.xyz, r2.xyzx, r3.xyzx
dp3 r0.x, r2.xyzx, r2.xyzx
rsq r0.x, r0.x
mul r2.xyz, r0.xxxx, r2.xyzx
mul r3.xyz, r1.yzxy, r2.zxyz
mad r1.xyz, r2.yzxy, r1.zxyz, -r3.xyzx
mov o5.xyz, r2.xyzx
mul r0.x, v4.w, cb3[21].w
mul o4.xyz, r0.xxxx, r1.xyzx
mov o4.w, r0.y
mov o5.w, r0.z
mul r0.xyzw, v0.yyyy, cb3[13].xyzw
mad r0.xyzw, cb3[12].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb3[14].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb3[15].xyzw, v0.wwww, r0.xyzw
mul r1.xyzw, r0.yyyy, cb0[16].xyzw
mad r1.xyzw, cb0[15].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb0[17].xyzw, r0.zzzz, r1.xyzw
mad o6.xyzw, cb0[18].xyzw, r0.wwww, r1.xyzw
ret
// Approximately 0 instruction slots used