// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 924e3cb64e90027b-vs.txt
// 3DMigoto: 924e3cb64e90027b | Matched 2 variants of 2 shaders: Hidden/UberShader/0B516BDAF84C8C024402D1A766B3B451_FB, Hidden/UberShader/3BBA9EA69F850D7AAB20DC3DBEA8928C_FB
//
// 2:    Unity headers extracted from 0B516BDAF84C8C024402D1A766B3B451_FB.shader
// 1:    Unity headers extracted from 3BBA9EA69F850D7AAB20DC3DBEA8928C_FB.shader
// 2:    Shader "Hidden/UberShader/0B516BDAF84C8C024402D1A766B3B451_FB" {
// 1:    Shader "Hidden/UberShader/3BBA9EA69F850D7AAB20DC3DBEA8928C_FB" {
//         Properties {
//          _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//          _UberShaderColorMask ("Uber color mask", Float) = 15
//          _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 2:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 2:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 2:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 2:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 2:       _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)
// 1:       _DistortionMaskTex ("Distortion Mask Tex", 2D) = "white" { }
// 2:       _HueShift ("Hue Shift", Float) = 0
// 1:       _DistortionMaskTex_US_ST ("Distortion Mask Tex_US_ST", Vector) = (0,0,0,0)
// 1:       _DistortionSettings ("Distortion Settings", Vector) = (0,0,0,0)
// 1:       _DistortionTex ("Distortion Tex", 2D) = "white" { }
// 1:       _DistortionTex_US_ST ("Distortion Tex_US_ST", Vector) = (0,0,0,0)
//          _InteractionColorLight ("Interaction Color Light", Color) = (1,1,1,1)
//          _InteractionLightMask ("Interaction Light Mask", 2D) = "white" { }
//          _InteractionLightMask_US_ST ("Interaction Light Mask_US_ST", Vector) = (0,0,0,0)
//          _InteractionParams2Light ("Interaction Params2 Light", Vector) = (0,0,0,0)
//          _InteractionParamsLight ("Interaction Params Light", Vector) = (0,0,0,0)
//          _InteractionPosLight ("Interaction Pos Light", Vector) = (0,0,0,0)
//          _InteractionSettingsLight ("Interaction Settings Light", Vector) = (0,0,0,0)
//          _InteractionTintLight ("Interaction Tint Light", Color) = (1,1,1,1)
//          _InteractionVelocityLight ("Interaction Velocity Light", 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)
//          _TurbulenceLocalRotationSettings ("Turbulence Local Rotation 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)
//         }
//         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]
// 2:          GpuProgramID 20567
// 1:          GpuProgramID 25036
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 1
//               }
//             }
//           }
//         }
//       }
//
// 2: Unity 5.3 headers extracted from 0B516BDAF84C8C024402D1A766B3B451_FB.shader.decompressed:
// 1: Unity 5.3 headers extracted from 3BBA9EA69F850D7AAB20DC3DBEA8928C_FB.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 131 0 0
//      undeciphered2: 1 4 3 4 0
//      undeciphered3: 13 3 0 0 2 1 3 4
// 1:   ConstBuffer "$Globals" 704
// 2:   ConstBuffer "$Globals" 736
//      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 400 [_TurbulenceRotationAnimMask_ST]
//      Vector 416 [_TurbulenceRotationAnimMask_US_ST]
//      Vector 432 [_TurbulenceRotationPivotMask]
//      Vector 448 [_PivotSettings]
//      Vector 480 [_InteractionCurveSettingsLight]
//      Vector 528 [_InteractionParamsLight]
//      Vector 544 [_InteractionParams2Light]
//      Vector 560 [_InteractionPosLight]
//      Vector 576 [_InteractionColorLight]
//      Vector 592 [_InteractionSettingsLight]
// 2:   Vector 640 [_AdditiveLayerTexture_ST]
// 1:   Vector 640 [_DistortionTex_ST]
// 2:   Vector 656 [_AdditiveLayerTexture_US_ST]
// 1:   Vector 656 [_DistortionTex_US_ST]
// 2:   Vector 672 [_AdditiveLayerMaskTexture_ST]
// 1:   Vector 672 [_DistortionMaskTex_ST]
// 2:   Vector 688 [_AdditiveLayerMaskTexture_US_ST]
// 1:   Vector 688 [_DistortionMaskTex_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 [_TurbulenceRotationAnimMask] 2D 2
//      SetTexture 2 [_InteractionCurveLight] 2D 3
//      SetTexture 3 [_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 23:45:48 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   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   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[44], 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_sampler s3, 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_resource_texture2d (float,float,float,float) t3
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.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 7

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

ld_indexable(texture2d)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.xyzw

add r0.x, -v2.x, l(1.000000)
mad r0.y, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r0.z, v1.xyxx, cb0[24].zwzz
add r0.y, r0.z, r0.y
add r1.xyz, v2.yzwy, l(-0.500000, -0.500000, -0.500000, 0.000000)
mad r2.x, r1.x, l(0.500000), r0.y
mov r2.yw, l(0,0,0,0)
sample_l r3.xyzw, r2.xyxx, t0.xyzw, s1, l(0.000000)
add r0.y, r3.w, cb0[23].w
add r0.y, r0.y, l(-0.500000)
mul r0.y, r0.y, cb0[13].x
mad r0.y, r0.y, cb0[23].y, cb0[13].z
mad r0.z, cb0[26].w, cb0[7].x, cb0[26].z
sincos r2.x, r3.x, r0.z
add r0.zw, v1.yyyx, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r2.xy, r2.xxxx, r0.zwzz
mad r1.w, r0.w, r3.x, -r2.x
mad r2.x, r0.z, r3.x, r2.y
add r2.x, r2.x, l(0.500000)
mad r2.x, r2.x, cb0[25].y, cb0[25].w
mad r2.y, cb0[26].y, cb0[7].x, r2.x
add r1.w, r1.w, l(0.500000)
mad r1.w, r1.w, cb0[25].x, cb0[25].z
mad r2.x, cb0[26].x, cb0[7].x, r1.w
sample_l r3.xyzw, r2.xyxx, t1.xyzw, s2, l(0.000000)
mul r0.y, r0.y, r3.x
mul r0.x, r0.x, r0.y
sincos r0.x, r2.x, r0.x
add r1.yz, r1.yyzy, r1.yyzy
mad r1.yz, r1.yyzy, cb0[28].zzwz, cb0[24].xxyx
mad r1.yz, -v0.xxyx, cb0[28].xxyx, r1.yyzy
mul r3.xy, v0.yxyy, cb0[28].yxyy
mad r1.yz, cb0[27].xxyx, r1.yyzy, r3.yyxy
mad r3.xy, v0.yxyy, cb0[28].yxyy, -r1.zyzz
mul r0.xy, r0.xxxx, r3.xyxx
mad r4.x, r3.y, r2.x, -r0.x
mad r4.y, r3.x, r2.x, r0.y
add r0.xy, r1.yzyy, r4.xyxx
div r0.xy, r0.xyxx, cb0[28].xyxx
add r1.y, cb0[7].z, l(1.000000)
mul r0.xy, r0.xyxx, r1.yyyy
mul r1.yzw, r0.yyyy, cb1[1].xxyw
mad r1.yzw, cb1[0].xxyw, r0.xxxx, r1.yyzw
mad r1.yzw, cb1[2].xxyw, v0.zzzz, r1.yyzw
mad r3.xyw, cb1[3].xyxw, v0.wwww, r1.yzyw
add r0.x, cb0[8].x, l(200.000000)

// Relocated to here with asmtool.py
mov o0.xyzw, r3.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 924e3cb64e90027b-vs.txt
ne r6.w, r3.w, l(1.0)
if_nz r6.w
  add r6.w, r3.w, -r6.y
  mad r3.x, r6.w, r6.x, r3.x
endif

mul r0.x, r3.w, r0.x
mul r3.z, r0.x, l(0.000833333354)

// mov o0.xyzw, r3.xyzw // Relocated from here with asmtool.py
// Inserted by asmtool.py
mov o0.z, r3.z

dp4 r0.x, r3.xyzw, r3.xyzw
mov o1.zw, v1.zzzw
mad r0.y, cb0[19].w, cb0[7].x, cb0[19].z
sincos r2.x, r3.x, r0.y
mul r1.yz, r0.zzwz, r2.xxxx
mad r0.y, r0.w, r3.x, -r1.y
mad r1.y, r0.z, r3.x, r1.z
add r1.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r1.y
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 r3.xyzw, cb0[37].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r1.yzw, v0.yyyy, cb1[13].xxyz
mad r1.yzw, cb1[12].xxyz, v0.xxxx, r1.yyzw
mad r1.yzw, cb1[14].xxyz, v0.zzzz, r1.yyzw
mad r1.yzw, cb1[15].xxyz, v0.wwww, r1.yyzw
add r4.xyzw, r1.yzyz, -cb0[35].xyzw
div r0.y, r1.w, cb0[0].x
add r5.z, r0.y, l(0.500000)
mul r3.xyzw, r3.xyzw, r4.xyzw
dp2 r0.y, r3.xyxx, r3.xyxx
dp2 r1.y, r3.zwzz, r3.zwzz
sqrt r1.y, r1.y
add r1.y, r1.y, -cb0[34].z
max r1.y, r1.y, l(0.000000)
mad r1.y, r1.x, l(0.500000), r1.y
sqrt r0.xy, r0.xyxx
add r0.y, r0.y, -cb0[34].z
max r0.y, r0.y, l(0.000000)
mad r0.y, r1.x, l(0.500000), r0.y
add r1.xz, cb0[7].xxxx, -cb0[33].xxzx
add r0.y, -r0.y, r1.x
add r1.x, -r1.y, r1.z
mul r1.x, r1.x, cb0[37].w
mul r5.x, r1.x, cb0[30].y
mul r0.y, r0.y, cb0[37].w
mul r2.z, r0.y, cb0[30].y
sample_l r1.xyzw, r2.zwzz, t2.xyzw, s3, l(0.000000)
mad r0.y, r1.w, l(2.000000), l(-1.000000)
mul r0.y, r0.y, cb0[30].x
dp2 r1.x, r4.xyxx, r4.xyxx
dp2 r1.y, r4.zwzz, r4.zwzz
sqrt r1.xy, r1.xyxx
add r1.xy, r1.xyxx, -cb0[34].zzzz
max r1.xy, r1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
add r1.xy, r1.xyxx, -cb0[37].zzzz
div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[37].z
mul_sat r1.xy, r1.zzzz, r1.xyxx
mad r1.z, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r1.z
mul r0.y, r0.y, r1.x
mad r1.x, r1.y, l(-2.000000), l(3.000000)
mul r1.y, r1.y, r1.y
mul r1.x, r1.y, r1.x
mov r5.yw, l(0,0,0,0)
sample_l r2.xyzw, r5.xyxx, t2.xyzw, s3, l(0.000000)
sample_l r3.xyzw, r5.zwzz, t3.xyzw, s0, l(0.000000)
mad r1.y, r2.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[30].x
mul r1.x, r1.x, r1.y
mul r1.x, r1.x, |cb0[33].w|
mad r0.y, r0.y, |cb0[33].y|, r1.x
mul o2.xyzw, r0.yyyy, cb0[36].xyzw
mad r0.y, cb0[41].w, cb0[7].x, cb0[41].z
sincos r1.x, r2.x, r0.y
mul r1.xy, r0.zwzz, r1.xxxx
mad r0.y, r0.w, r2.x, -r1.x
mad r1.x, r0.z, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[40].y, cb0[40].w
mad o3.y, cb0[41].y, cb0[7].x, r1.x
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[40].x, cb0[40].z
mad o3.x, cb0[41].x, cb0[7].x, r0.y
mad r0.y, cb0[43].w, cb0[7].x, cb0[43].z
sincos r1.x, r2.x, r0.y
mul r1.xy, r0.zwzz, r1.xxxx
mad r0.y, r0.w, r2.x, -r1.x
mad r0.z, r0.z, r2.x, r1.y
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[42].y, cb0[42].w
mad o3.w, cb0[43].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[42].x, cb0[42].z
mad o3.z, cb0[43].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, r3.w
mov o5.xyz, r3.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