// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 8533d35f77100491-vs.txt
// 3DMigoto: 8533d35f77100491 | Matched 2 variants of 1 shaders: Legacy Shaders/Diffuse
//
//       Unity headers extracted from Normal-Diffuse.shader
//       Shader "Legacy Shaders/Diffuse" {
//         Properties {
//          _Color ("Main Color", Color) = (1,1,1,1)
//          _MainTex ("Base (RGB)", 2D) = "white" { }
//         }
//         Fallback "Legacy Shaders/VertexLit"
//         SubShader 1/1 {
//           LOD 200
//           Tags { "RenderType"="Opaque" }
//           Pass 4/5 {
//             Name "PREPASS"
//             Tags { "LIGHTMODE"="PrePassFinal" "RenderType"="Opaque" }
//             ZWrite Off
//             GpuProgramID 200775
//             Program "vp" {
//               SubProgram "d3d11_9x " {
// 1:              GpuProgramIndex 56
// 2:              GpuProgramIndex 59
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from Normal-Diffuse.shader.decompressed:
//      API d3d11_9x
//      Shader model vs_4_0_level_9_1
//      undeciphered1: 201509030 43 0 0
// 1:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
// 2:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
//      undeciphered2: 1 0 4 0 0
//      undeciphered3: 15 4 0 0 2 1 1 2 3 4
//      ConstBuffer "$Globals" 176
//      Vector 144 [_MainTex_ST]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityLighting" 720
//      Vector 608 [unity_SHAr]
//      Vector 624 [unity_SHAg]
//      Vector 640 [unity_SHAb]
//      Vector 656 [unity_SHBr]
//      Vector 672 [unity_SHBg]
//      Vector 688 [unity_SHBb]
//      Vector 704 [unity_SHC]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      Matrix 256 [_World2Object]
//      BindCB "$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 23:45:27 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TANGENT                  0   xyzw        1     NONE   float
// NORMAL                   0   xyz         2     NONE   float   xyz
// TEXCOORD                 0   xyzw        3     NONE   float   xy
// TEXCOORD                 1   xyzw        4     NONE   float
// TEXCOORD                 2   xyzw        5     NONE   float
// TEXCOORD                 3   xyzw        6     NONE   float
// COLOR                    0   xyzw        7     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyz         5     NONE   float   xyz
//
//
// Constant buffer to DX9 shader constant mappings:
//
// Target Reg Buffer  Start Reg # of Regs        Data Conversion
// ---------- ------- --------- --------- ----------------------
// c1         cb0             9         1  ( FLT, FLT, FLT, FLT)
// c2         cb1             5         1  ( FLT, FLT, FLT, FLT)
// c3         cb2            38         7  ( FLT, FLT, FLT, FLT)
// c10        cb3             0         4  ( FLT, FLT, FLT, FLT)
// c14        cb3            12         7  ( FLT, FLT, FLT, FLT)
//
//
// Runtime generated constant mappings:
//
// Target Reg                               Constant Description
// ---------- --------------------------------------------------
// c0                              Vertex Shader position offset
//
//
// Level9 shader bytecode:
//
    vs_2_0
    def c21, 0.5, 1, 0, 0.416666657
    def c22, 1.05499995, -0.0549999997, 0, 0
    dcl_texcoord v0
    dcl_texcoord2 v2
    dcl_texcoord3 v3
    mad oT0.xy, v3, c1, c1.zwzw
    mul r0.xyz, v0.y, c15
    mad r0.xyz, c14, v0.x, r0
    mad r0.xyz, c16, v0.z, r0
    mad oT1.xyz, c17, v0.w, r0
    mul r0, v0.y, c11
    mad r0, c10, v0.x, r0
    mad r0, c12, v0.z, r0
    mad r0, c13, v0.w, r0
    mul r1.x, r0.y, c2.x
    mul r1.w, r1.x, c21.x
    mul r1.xz, r0.xyww, c21.x
    add oT2.xy, r1.z, r1.xwzw
    mul r1.x, v2.x, c18.x
    mul r1.y, v2.x, c19.x
    mul r1.z, v2.x, c20.x
    mul r2.x, v2.y, c18.y
    mul r2.y, v2.y, c19.y
    mul r2.z, v2.y, c20.y
    add r1.xyz, r1, r2
    mul r2.x, v2.z, c18.z
    mul r2.y, v2.z, c19.z
    mul r2.z, v2.z, c20.z
    add r1.xyz, r1, r2
    nrm r2.xyz, r1
    mul r1.x, r2.y, r2.y
    mad r1.x, r2.x, r2.x, -r1.x
    mul r3, r2.yzzx, r2.xyzz
    dp4 r4.x, c6, r3
    dp4 r4.y, c7, r3
    dp4 r4.z, c8, r3
    mad r1.xyz, c9, r1.x, r4
    mov r2.w, c21.y
    dp4 r3.x, c3, r2
    dp4 r3.y, c4, r2
    dp4 r3.z, c5, r2
    add r1.xyz, r1, r3
    max r1.xyz, r1, c21.z
    mov r1.w, c21.w
    lit r2, r1.xxww
    mov r2.x, r2.z
    lit r3, r1.yyww
    lit r1, r1.zzww
    mov r2.z, r1.z
    mov r2.y, r3.z
    mad r1.xyz, r2, c22.x, c22.y
    max oT4.xyz, r1, c21.z
    mad oPos.xy, r0.w, c0, r0
    mov oPos.zw, r0
    mov oT2.zw, r0
    mov oT3, c21.z

// approximately 53 instruction slots used
vs_4_0
dcl_constantbuffer cb0[10], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[45], immediateIndexed
dcl_constantbuffer cb3[19], immediateIndexed
dcl_input v0.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyz
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

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 r0.xyzw, cb3[3].xyzw, v0.wwww, r0.xyzw
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 8533d35f77100491-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

mad o1.xy, v3.xyxx, cb0[9].xyxx, cb0[9].zwzz
mul r1.xyz, v0.yyyy, cb3[13].xyzx
mad r1.xyz, cb3[12].xyzx, v0.xxxx, r1.xyzx
mad r1.xyz, cb3[14].xyzx, v0.zzzz, r1.xyzx
mad o2.xyz, cb3[15].xyzx, v0.wwww, r1.xyzx
mul r0.y, r0.y, cb1[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o3.zw, r0.zzzw
add o3.xy, r1.zzzz, r1.xwxx
mov o4.xyzw, l(0,0,0,0)
mul r0.x, v2.x, cb3[16].x
mul r0.y, v2.x, cb3[17].x
mul r0.z, v2.x, cb3[18].x
mul r1.x, v2.y, cb3[16].y
mul r1.y, v2.y, cb3[17].y
mul r1.z, v2.y, cb3[18].y
add r0.xyz, r0.xyzx, r1.xyzx
mul r1.x, v2.z, cb3[16].z
mul r1.y, v2.z, cb3[17].z
mul r1.z, v2.z, cb3[18].z
add r0.xyz, r0.xyzx, r1.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mul r1.x, r0.y, r0.y
mad r1.x, r0.x, r0.x, -r1.x
mul r2.xyzw, r0.yzzx, r0.xyzz
dp4 r3.x, cb2[41].xyzw, r2.xyzw
dp4 r3.y, cb2[42].xyzw, r2.xyzw
dp4 r3.z, cb2[43].xyzw, r2.xyzw
mad r1.xyz, cb2[44].xyzx, r1.xxxx, r3.xyzx
mov r0.w, l(1.000000)
dp4 r2.x, cb2[38].xyzw, r0.xyzw
dp4 r2.y, cb2[39].xyzw, r0.xyzw
dp4 r2.z, cb2[40].xyzw, r0.xyzw
add r0.xyz, r1.xyzx, r2.xyzx
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
log r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, l(0.416666657, 0.416666657, 0.416666657, 0.000000)
exp r0.xyz, r0.xyzx
mad r0.xyz, r0.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000)
max o5.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
ret
// Approximately 0 instruction slots used