// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 9006244eab73a96b-vs.txt
// 3DMigoto: 9006244eab73a96b |    Unity headers extracted from EEC7CE8F27F9B6D59201BEA251DF457F.shader
//    Shader "Hidden/UberShader/EEC7CE8F27F9B6D59201BEA251DF457F" {
//      Properties {
//       _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)
//       _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)
//       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
//       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
//       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
//       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_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)
//       _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 SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
//          ColorMask [_UberShaderColorMask]
//          GpuProgramID 49501
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 1
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from EEC7CE8F27F9B6D59201BEA251DF457F.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 77 0 0
//   undeciphered2: 1 3 3 3 0
//   undeciphered3: 9 2 0 0 3 4
//   ConstBuffer "$Globals" 544
//   Float 0 [_FogGradientRange]
//   Float 112 [_GameTime]
//   Float 120 [_GlobalDebugScale]
//   Vector 128 [_DepthFlipScreen]
//   Vector 288 [_MainTex_ST]
//   Vector 304 [_MainTex_US_ST]
//   Vector 368 [_RotationCurve_AnimationSettings]
//   Vector 384 [_Offset]
//   Vector 400 [_RotationAnimMask_ST]
//   Vector 416 [_RotationAnimMask_US_ST]
//   Vector 464 [_MultiplyLayerTexture_ST]
//   Vector 480 [_MultiplyLayerTexture_US_ST]
//   Vector 496 [_MultiplyLayerMaskTexture_ST]
//   Vector 512 [_MultiplyLayerMaskTexture_US_ST]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   ConstBuffer "UnityPerFrame" 256
//   Vector 64 [glstate_lightmodel_ambient]
//   SetTexture 0 [_RotationAnimMask] 2D 2
//   SetTexture 1 [_RotationCurve] 2D 1
//   SetTexture 2 [_FogGradientTex] 2D 0
//   BindCB "$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 23:45:45 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xyzw        1     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
//
vs_4_0
dcl_constantbuffer cb0[33], 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_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input v0.xyzw
dcl_input v1.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_temps 6

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

ld_indexable(texture2d)(float,float,float,float) r5.xyzw, l(0, 0, 0, 0), t125.xyzw

div r0.x, cb0[7].x, cb0[23].y
add r0.x, r0.x, cb0[23].z
mov r0.yw, l(0,0,0,0)
sample_l r1.xyzw, r0.xyxx, t1.xyzw, s1, l(0.000000)
mad r0.x, r1.w, l(2.000000), l(-1.000000)
mul r0.x, r0.x, cb0[23].x
mul r0.x, r0.x, l(0.0174527783)
mad r0.y, cb0[26].w, cb0[7].x, cb0[26].z
sincos r1.x, r2.x, r0.y
add r1.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r1.xw, r1.xxxx, r1.yyyz
mad r0.y, r1.z, r2.x, -r1.x
mad r1.x, r1.y, r2.x, r1.w
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[25].y, cb0[25].w
mad r2.y, cb0[26].y, cb0[7].x, r1.x
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[25].x, cb0[25].z
mad r2.x, cb0[26].x, cb0[7].x, r0.y
sample_l r2.xyzw, r2.xyxx, t0.xyzw, s2, l(0.000000)
mul r0.x, r0.x, r2.x
sincos r0.x, r1.x, r0.x
mov r2.xy, cb0[24].zwzz
mad r3.xy, v0.yxyy, r2.yxyy, -cb0[24].yxyy
mul r0.xy, r0.xxxx, r3.xyxx
mad r4.x, r3.y, r1.x, -r0.x
mad r4.y, r3.x, r1.x, r0.y
add r3.xy, r4.xyxx, cb0[24].xyxx
mov r2.zw, l(0,0,1.000000,1.000000)
mov r3.zw, v0.zzzw
div r2.xyzw, r3.xyzw, r2.xyzw
add r0.x, cb0[7].z, l(1.000000)
mul r0.xy, r0.xxxx, r2.xyxx
mul r3.xyz, r0.yyyy, cb1[1].xywx
mad r3.xyz, cb1[0].xywx, r0.xxxx, r3.xyzx
mad r2.xyz, cb1[2].xywx, r2.zzzz, r3.xyzx
mad r2.xyw, cb1[3].xyxw, r2.wwww, r2.xyxz
add r0.x, cb0[8].x, l(200.000000)

// Relocated to here with asmtool.py
mov o0.xyzw, r2.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 9006244eab73a96b-vs.txt
ne r5.w, r2.w, l(1.0)
if_nz r5.w
  add r5.w, r2.w, -r5.y
  mad r2.x, r5.w, r5.x, r2.x
endif

mul r0.x, r2.w, r0.x
mul r2.z, r0.x, l(0.000833333354)

// mov o0.xyzw, r2.xyzw // Relocated from here with asmtool.py
// Inserted by asmtool.py
mov o0.z, r2.z

dp4 r0.x, r2.xyzw, r2.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
mul r1.xw, r1.xxxx, r1.yyyz
mad r0.y, r1.z, r2.x, -r1.x
mad r1.x, r1.y, r2.x, r1.w
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.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r0.y
mul r2.xyz, v0.yyyy, cb1[13].xyzx
mad r2.xyz, cb1[12].xyzx, v0.xxxx, r2.xyzx
mad r2.xyz, cb1[14].xyzx, v0.zzzz, r2.xyzx
mad r2.xyz, cb1[15].xyzx, v0.wwww, r2.xyzx
mov o2.xyz, r2.xyzx
div r0.y, r2.z, cb0[0].x
add r0.z, r0.y, l(0.500000)
sample_l r2.xyzw, r0.zwzz, t2.xyzw, s0, l(0.000000)
mad r0.y, cb0[30].w, cb0[7].x, cb0[30].z
sincos r1.x, r3.x, r0.y
mul r0.yz, r1.xxxx, r1.yyzy
mad r0.y, r1.z, r3.x, -r0.y
mad r0.z, r1.y, r3.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[29].y, cb0[29].w
mad o3.y, cb0[30].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[29].x, cb0[29].z
mad o3.x, cb0[30].x, cb0[7].x, r0.y
mad r0.y, cb0[32].w, cb0[7].x, cb0[32].z
sincos r1.x, r3.x, r0.y
mul r0.yz, r1.xxxx, r1.yyzy
mad r0.y, r1.z, r3.x, -r0.y
mad r0.z, r1.y, r3.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[31].y, cb0[31].w
mad o3.w, cb0[32].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[31].x, cb0[31].z
mad o3.z, cb0[32].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 o5.w, r0.z, r2.w
mov o5.xyz, r2.xyzx
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)
ret
// Approximately 0 instruction slots used