// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 8d0779a6c8b8ac8e-vs.txt
// 3DMigoto: 8d0779a6c8b8ac8e |    Unity headers extracted from DA0B2EC163B280FE980CA5052DC589A7.shader
//    Shader "Hidden/UberShader/DA0B2EC163B280FE980CA5052DC589A7" {
//      Properties {
//       _UberShaderColorMask ("Uber color mask", Float) = 15
//       _Color ("Color", Color) = (1,1,1,1)
//       _DepthFlipScreen ("Depth Flip Screen", Vector) = (0,0,0,0)
//       _DistortionMaskTex ("Distortion Mask Tex", 2D) = "white" { }
//       _DistortionMaskTex_US_ST ("Distortion Mask Tex_US_ST", Vector) = (0,0,0,0)
//       _DistortionSettings ("Distortion Settings", Vector) = (0,0,0,0)
//       _DistortionTex ("Distortion Tex", 2D) = "white" { }
//       _DistortionTex_US_ST ("Distortion Tex_US_ST", 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)
//       _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 DstColor SrcColor, Zero OneMinusSrcAlpha
//          ColorMask [_UberShaderColorMask]
//          GpuProgramID 35655
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 1
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from DA0B2EC163B280FE980CA5052DC589A7.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 44 0 0
//   undeciphered2: 1 0 2 0 0
//   undeciphered3: 9 2 0 0 3 4
//   ConstBuffer "$Globals" 464
//   Float 96 [_GameTime]
//   Float 104 [_GlobalDebugScale]
//   Vector 112 [_DepthFlipScreen]
//   Vector 272 [_MainTex_ST]
//   Vector 288 [_MainTex_US_ST]
//   Vector 368 [_DistortionTex_ST]
//   Vector 384 [_DistortionTex_US_ST]
//   Vector 400 [_DistortionMaskTex_ST]
//   Vector 416 [_DistortionMaskTex_US_ST]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   BindCB "$Globals" 0
//   BindCB "UnityPerDraw" 1
//
// 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 23:45:41 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xy
//
//
// 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   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[27], immediateIndexed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyz
dcl_output o4.xyzw
dcl_temps 3

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125

ld_indexable(texture2d)(float,float,float,float) r2.xyzw, l(0, 0, 0, 0), t125.xyzw

add r0.x, cb0[7].x, l(200.000000)
mul r0.x, r0.x, l(0.000833333354)
add r0.y, cb0[6].z, l(1.000000)
mul r0.yz, r0.yyyy, v0.xxyx
mul r1.xyz, r0.zzzz, cb1[1].xywx
mad r0.yzw, cb1[0].xxyw, r0.yyyy, r1.xxyz
mad r0.yzw, cb1[2].xxyw, v0.zzzz, r0.yyzw
mad r1.xyw, cb1[3].xyxw, v0.wwww, r0.yzyw

// 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 8d0779a6c8b8ac8e-vs.txt
ne r2.w, r1.w, l(1.0)
if_nz r2.w
  add r2.w, r1.w, -r2.y
  mad r1.x, r2.w, r2.x, r1.x
endif

mul r1.z, r0.x, r1.w

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

mov o4.zw, r1.zzzw
mul r0.xyz, r1.xwyx, l(0.500000, 0.500000, -0.500000, 0.000000)
add o4.xy, r0.yyyy, r0.xzxx
mov o1.zw, l(0,0,0,0)
mad r0.x, cb0[18].w, cb0[6].x, cb0[18].z
sincos r0.x, r1.x, r0.x
mul r0.yzw, v0.yyyy, cb1[13].xxyz
mad r0.yzw, cb1[12].xxyz, v0.xxxx, r0.yyzw
mad r0.yzw, cb1[14].xxyz, v0.zzzz, r0.yyzw
mad r0.yzw, cb1[15].xxyz, v0.wwww, r0.yyzw
add r1.yz, r0.zzyz, l(0.000000, -0.500000, -0.500000, 0.000000)
mov o3.xyz, r0.yzwy
mul r0.xy, r0.xxxx, r1.yzyy
mad r0.x, r1.z, r1.x, -r0.x
mad r0.y, r1.y, r1.x, r0.y
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r0.y, r0.y, cb0[17].y, cb0[17].w
mad o1.y, cb0[18].y, cb0[6].x, r0.y
mad r0.x, r0.x, cb0[17].x, cb0[17].z
mad o1.x, cb0[18].x, cb0[6].x, r0.x
mad r0.x, cb0[24].w, cb0[6].x, cb0[24].z
sincos r0.x, r1.x, r0.x
mul r0.xy, r0.xxxx, r1.yzyy
mad r0.x, r1.z, r1.x, -r0.x
mad r0.y, r1.y, r1.x, r0.y
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r0.y, r0.y, cb0[23].y, cb0[23].w
mad o2.y, cb0[24].y, cb0[6].x, r0.y
mad r0.x, r0.x, cb0[23].x, cb0[23].z
mad o2.x, cb0[24].x, cb0[6].x, r0.x
mad r0.x, cb0[26].w, cb0[6].x, cb0[26].z
sincos r0.x, r1.x, r0.x
add r0.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r0.xw, r0.xxxx, r0.yyyz
mad r0.x, r0.z, r1.x, -r0.x
mad r0.y, r0.y, r1.x, r0.w
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r0.y, r0.y, cb0[25].y, cb0[25].w
mad o2.w, cb0[26].y, cb0[6].x, r0.y
mad r0.x, r0.x, cb0[25].x, cb0[25].z
mad o2.z, cb0[26].x, cb0[6].x, r0.x
ret
// Approximately 0 instruction slots used