// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 8ee4fa5042d2ac00-vs.txt
// 3DMigoto: 8ee4fa5042d2ac00 | Matched 5 variants of 5 shaders: Hidden/UberShader/65414980F43F2E8D4B683AB7F1AC3382, Hidden/UberShader/969A2770A6753E355A2FBF1144416252, Hidden/UberShader/B2A671E2BF5BC06A7920A4B1E3548CE3, Hidden/UberShader/E35A798F822E7BE0FF0BDB26CB4E1DDE, Hidden/UberShader/F6F4E3CDD2B840F984779497FFD7D4CC
//
// 01:    Unity headers extracted from 65414980F43F2E8D4B683AB7F1AC3382.shader
// 04:    Unity headers extracted from 969A2770A6753E355A2FBF1144416252.shader
// 08:    Unity headers extracted from B2A671E2BF5BC06A7920A4B1E3548CE3.shader
// 10:    Unity headers extracted from E35A798F822E7BE0FF0BDB26CB4E1DDE.shader
// 02:    Unity headers extracted from F6F4E3CDD2B840F984779497FFD7D4CC.shader
// 01:    Shader "Hidden/UberShader/65414980F43F2E8D4B683AB7F1AC3382" {
// 04:    Shader "Hidden/UberShader/969A2770A6753E355A2FBF1144416252" {
// 08:    Shader "Hidden/UberShader/B2A671E2BF5BC06A7920A4B1E3548CE3" {
// 10:    Shader "Hidden/UberShader/E35A798F822E7BE0FF0BDB26CB4E1DDE" {
// 02:    Shader "Hidden/UberShader/F6F4E3CDD2B840F984779497FFD7D4CC" {
//          Properties {
//           _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//           _UberShaderColorMask ("Uber color mask", Float) = 15
//           _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 10:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 08:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 08:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 10:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 08:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 10:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 08:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 10:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 08:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 10:       _AdditiveLayerTexture_US_ST ("Additive Layer Texture_US_ST", Vector) = (0,0,0,0)
//           _Color ("Color", Color) = (1,1,1,1)
//           _DepthFlipScreen ("Depth Flip Screen", Vector) = (0,0,0,0)
//           _DistortionExtraMaskTex ("Distortion Extra Mask Tex", 2D) = "white" { }
//           _DistortionExtraMaskTex_US_ST ("Distortion Extra Mask Tex_US_ST", Vector) = (0,0,0,0)
//           _DistortionExtraSettings ("Distortion Extra Settings", Vector) = (0,0,0,0)
//           _DistortionExtraTex ("Distortion Extra Tex", 2D) = "white" { }
//           _DistortionExtraTex_US_ST ("Distortion Extra 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)
// 03:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 04:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 04:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 03:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 04:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 03:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 04:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 03:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 04:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 03:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
//           _Screen ("Screen", Vector) = (0,0,0,0)
//           _ScreenMask ("Screen Mask", Vector) = (0,0,0,0)
//           _TurbulenceLocalRotationSettings ("Turbulence Local Rotation Settings", Vector) = (0,0,0,0)
//           _TurbulenceLocalTranslationSettings ("Turbulence Local Translation 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)
//           _TurbulenceTranslationAnimMask ("Turbulence Translation Anim Mask", 2D) = "white" { }
//           _TurbulenceTranslationAnimMask_US_ST ("Turbulence Translation Anim Mask_US_ST", Vector) = (0,0,0,0)
//           _TurbulenceTranslationBiasSettings ("Turbulence Translation Bias Settings", Vector) = (0,0,0,0)
//           _TurbulenceTranslationScaleVar ("Turbulence Translation Scale Var", 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 SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 02:          GpuProgramID 29807
// 01:          GpuProgramID 43359
// 04:          GpuProgramID 44646
// 10:          GpuProgramID 47008
// 08:          GpuProgramID 55062
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 1
//                }
//              }
//            }
//          }
//        }
//
// 01: Unity 5.3 headers extracted from 65414980F43F2E8D4B683AB7F1AC3382.shader.decompressed:
// 04: Unity 5.3 headers extracted from 969A2770A6753E355A2FBF1144416252.shader.decompressed:
// 08: Unity 5.3 headers extracted from B2A671E2BF5BC06A7920A4B1E3548CE3.shader.decompressed:
// 10: Unity 5.3 headers extracted from E35A798F822E7BE0FF0BDB26CB4E1DDE.shader.decompressed:
// 02: Unity 5.3 headers extracted from F6F4E3CDD2B840F984779497FFD7D4CC.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 101 0 0
//       undeciphered2: 1 2 3 2 0
//       undeciphered3: 13 3 0 0 2 1 3 4
//       ConstBuffer "$Globals" 704
//       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 432 [_TurbulenceRotationPivotMask]
//       Vector 448 [_PivotSettings]
//       Vector 464 [_TurbulenceLocalTranslationSettings]
//       Vector 480 [_TurbulenceTranslationScaleVar]
//       Vector 496 [_TurbulenceTranslationBiasSettings]
//       Vector 560 [_DistortionExtraMaskTex_ST]
//       Vector 576 [_DistortionExtraMaskTex_US_ST]
//       Vector 592 [_DistortionExtraTex_ST]
//       Vector 608 [_DistortionExtraTex_US_ST]
// 08:   Vector 624 [_AdditiveLayerExtraTexture_ST]
// 10:   Vector 624 [_AdditiveLayerTexture_ST]
// 04:   Vector 624 [_MultiplyLayerExtraTexture_ST]
// 03:   Vector 624 [_MultiplyLayerTexture_ST]
// 08:   Vector 640 [_AdditiveLayerExtraTexture_US_ST]
// 10:   Vector 640 [_AdditiveLayerTexture_US_ST]
// 04:   Vector 640 [_MultiplyLayerExtraTexture_US_ST]
// 03:   Vector 640 [_MultiplyLayerTexture_US_ST]
// 08:   Vector 656 [_AdditiveLayerExtraMaskTexture_ST]
// 10:   Vector 656 [_AdditiveLayerMaskTexture_ST]
// 04:   Vector 656 [_MultiplyLayerExtraMaskTexture_ST]
// 03:   Vector 656 [_MultiplyLayerMaskTexture_ST]
// 08:   Vector 672 [_AdditiveLayerExtraMaskTexture_US_ST]
// 10:   Vector 672 [_AdditiveLayerMaskTexture_US_ST]
// 04:   Vector 672 [_MultiplyLayerExtraMaskTexture_US_ST]
// 03:   Vector 672 [_MultiplyLayerMaskTexture_US_ST]
//       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 [_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 23:45:44 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
//
//
// 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
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[43], immediateIndexed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.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
mov r0.yw, l(0,0,0,0)
sample_l r1.xyzw, r0.xyxx, t0.xyzw, s1, l(0.000000)
add r0.x, r1.w, cb0[23].w
add r0.x, r0.x, l(-0.500000)
mul r0.x, r0.x, cb0[13].x
mad r0.x, r0.x, cb0[23].y, cb0[13].z
sincos r0.x, r1.x, r0.x
mul r1.yz, v0.yyxy, cb0[28].yyxy
mad r2.xy, -v0.xyxx, cb0[28].xyxx, cb0[24].xyxx
mad r1.yz, cb0[27].xxyx, r2.xxyx, r1.zzyz
mad r2.xy, v0.yxyy, cb0[28].yxyy, -r1.zyzz
mul r0.xy, r0.xxxx, r2.xyxx
mad r3.x, r2.y, r1.x, -r0.x
mad r3.y, r2.x, r1.x, r0.y
add r0.xy, r1.yzyy, r3.xyxx
mad r1.x, cb0[13].y, cb0[29].x, cb0[29].z
dp2 r1.y, v1.xyxx, cb0[30].zwzz
add r0.z, r1.y, r1.x
sample_l r1.xyzw, r0.zwzz, t0.xyzw, s1, l(0.000000)
add r0.zw, r1.xxxy, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r0.zw, r0.zzzw, cb0[13].xxxx
mad r0.zw, r0.zzzw, cb0[29].yyyy, cb0[13].zzzz
mad r0.zw, r0.zzzw, cb0[30].xxxy, cb0[31].xxxy
add r0.xy, r0.zwzz, r0.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 8ee4fa5042d2ac00-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
mov o1.zw, v1.zzzw
mad r0.y, cb0[19].w, cb0[7].x, cb0[19].z
sincos r1.x, r2.x, r0.y
add r0.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r1.xy, r1.xxxx, r0.yzyy
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r0.w
mad r0.w, cb0[38].w, cb0[7].x, cb0[38].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[37].y, cb0[37].w
mad o2.w, cb0[38].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[37].x, cb0[37].z
mad o2.z, cb0[38].x, cb0[7].x, r0.w
mad r0.w, cb0[36].w, cb0[7].x, cb0[36].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[35].y, cb0[35].w
mad o2.y, cb0[36].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[35].x, cb0[35].z
mad o2.x, cb0[36].x, cb0[7].x, r0.w
mad r0.w, cb0[40].w, cb0[7].x, cb0[40].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[39].y, cb0[39].w
mad o3.y, cb0[40].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[39].x, cb0[39].z
mad o3.x, cb0[40].x, cb0[7].x, r0.w
mad r0.w, cb0[42].w, cb0[7].x, cb0[42].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.z, r0.z, r2.x, -r1.x
mad r0.y, r0.y, r2.x, r1.y
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[41].y, cb0[41].w
mad o3.w, cb0[42].y, cb0[7].x, r0.y
add r0.y, r0.z, l(0.500000)
mad r0.y, r0.y, cb0[41].x, cb0[41].z
mad o3.z, cb0[42].x, cb0[7].x, r0.y
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 o4.w, -r0.x, r0.x, l(1.000000)
mul o4.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 r0.x, r0.x, l(0.500000)
mov r0.y, l(0)
sample_l r1.xyzw, r0.xyxx, t1.xyzw, s0, l(0.000000)
mul o5.w, r0.z, r1.w
mov o5.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used