// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 962b5b98410d43f5-vs.txt
// 3DMigoto: 962b5b98410d43f5 | Matched 4 variants of 4 shaders: Hidden/UberShader/349F6A0DAF8F8709FAFD1CC77287FD20, Hidden/UberShader/45B5C81A7D0A9116AFD9FB04CD0D06B8, Hidden/UberShader/8EAE42E13165FE2272E2AF9568AE35BD, Hidden/UberShader/F1507B0EB8E2EE38835DDCB598FF2134
//
// 1:    Unity headers extracted from 349F6A0DAF8F8709FAFD1CC77287FD20.shader
// 8:    Unity headers extracted from 45B5C81A7D0A9116AFD9FB04CD0D06B8.shader
// 2:    Unity headers extracted from 8EAE42E13165FE2272E2AF9568AE35BD.shader
// 4:    Unity headers extracted from F1507B0EB8E2EE38835DDCB598FF2134.shader
// 1:    Shader "Hidden/UberShader/349F6A0DAF8F8709FAFD1CC77287FD20" {
// 8:    Shader "Hidden/UberShader/45B5C81A7D0A9116AFD9FB04CD0D06B8" {
// 2:    Shader "Hidden/UberShader/8EAE42E13165FE2272E2AF9568AE35BD" {
// 4:    Shader "Hidden/UberShader/F1507B0EB8E2EE38835DDCB598FF2134" {
//         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)
//          _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)
// 4:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 9:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 9:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 4:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 9:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 4:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 9:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 4:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 9:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 4:       _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)
//          _TurbulenceLocalScaleSettings ("Turbulence Local Scale Settings", Vector) = (0,0,0,0)
//          _TurbulenceLocalTranslationSettings ("Turbulence Local Translation Settings", Vector) = (0,0,0,0)
//          _TurbulenceScaleAnimMask ("Turbulence Scale Anim Mask", 2D) = "white" { }
//          _TurbulenceScaleAnimMask_US_ST ("Turbulence Scale Anim Mask_US_ST", Vector) = (0,0,0,0)
//          _TurbulenceScaleOffset ("Turbulence Scale Offset", Vector) = (0,0,0,0)
//          _TurbulenceSquishScale ("Turbulence Squish Scale", 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]
// 1:          GpuProgramID 16320
// 4:          GpuProgramID 50494
// 2:          GpuProgramID 50709
// 8:          GpuProgramID 57483
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 1
//               }
//             }
//           }
//         }
//       }
//
// 1: Unity 5.3 headers extracted from 349F6A0DAF8F8709FAFD1CC77287FD20.shader.decompressed:
// 8: Unity 5.3 headers extracted from 45B5C81A7D0A9116AFD9FB04CD0D06B8.shader.decompressed:
// 2: Unity 5.3 headers extracted from 8EAE42E13165FE2272E2AF9568AE35BD.shader.decompressed:
// 4: Unity 5.3 headers extracted from F1507B0EB8E2EE38835DDCB598FF2134.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 102 0 0
//      undeciphered2: 1 4 3 4 0
//      undeciphered3: 13 3 0 0 2 1 3 4
//      ConstBuffer "$Globals" 624
//      Float 0 [_FogGradientRange]
//      Float 112 [_GameTime]
//      Float 120 [_GlobalDebugScale]
//      Vector 128 [_DepthFlipScreen]
//      Float 208 [_TurbulenceStrength]
//      Float 212 [_TurbulenceTime]
//      Float 216 [_TurbulenceOffset]
//      Vector 288 [_MainTex_ST]
//      Vector 304 [_MainTex_US_ST]
//      Vector 368 [_TurbulenceLocalScaleSettings]
//      Vector 384 [_TurbulenceScaleOffset]
//      Vector 400 [_TurbulenceScaleAnimMask_ST]
//      Vector 416 [_TurbulenceScaleAnimMask_US_ST]
//      Vector 432 [_TurbulenceSquishScale]
//      Vector 448 [_PivotSettings]
//      Vector 464 [_TurbulenceLocalTranslationSettings]
//      Vector 480 [_TurbulenceTranslationScaleVar]
//      Vector 496 [_TurbulenceTranslationBiasSettings]
//      Vector 512 [_TurbulenceTranslationAnimMask_ST]
//      Vector 528 [_TurbulenceTranslationAnimMask_US_ST]
// 2:   Vector 544 [_AdditiveLayerTexture_ST]
// 9:   Vector 544 [_MultiplyLayerExtraTexture_ST]
// 4:   Vector 544 [_MultiplyLayerTexture_ST]
// 2:   Vector 560 [_AdditiveLayerTexture_US_ST]
// 9:   Vector 560 [_MultiplyLayerExtraTexture_US_ST]
// 4:   Vector 560 [_MultiplyLayerTexture_US_ST]
// 2:   Vector 576 [_AdditiveLayerMaskTexture_ST]
// 9:   Vector 576 [_MultiplyLayerExtraMaskTexture_ST]
// 4:   Vector 576 [_MultiplyLayerMaskTexture_ST]
// 2:   Vector 592 [_AdditiveLayerMaskTexture_US_ST]
// 9:   Vector 592 [_MultiplyLayerExtraMaskTexture_US_ST]
// 4:   Vector 592 [_MultiplyLayerMaskTexture_US_ST]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      ConstBuffer "UnityPerFrame" 256
//      Vector 64 [glstate_lightmodel_ambient]
//      SetTexture 0 [_TurbulenceTexture] 2D 1
//      SetTexture 1 [_TurbulenceScaleAnimMask] 2D 2
//      SetTexture 2 [_TurbulenceTranslationAnimMask] 2D 3
//      SetTexture 3 [_FogGradientTex] 2D 0
//      BindCB "$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 23:45:53 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
//
vs_4_0
dcl_constantbuffer cb0[38], 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_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[29].x, cb0[29].z
dp2 r0.y, v1.xyxx, cb0[30].zwzz
add r0.x, r0.y, r0.x
add r0.yzw, v2.yyzw, l(0.000000, -0.500000, -0.500000, -0.500000)
mad r1.z, r0.y, l(0.500000), r0.x
mov r1.yw, l(0,0,0,0)
sample_l r2.xyzw, r1.zwzz, t0.xyzw, s1, l(0.000000)
add r1.zw, r2.xxxy, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r1.zw, r1.zzzw, cb0[13].xxxx
mad r1.zw, r1.zzzw, cb0[29].yyyy, cb0[13].zzzz
mad r1.zw, r1.zzzw, cb0[30].xxxy, cb0[31].xxxy
add r0.xz, r0.zzwz, r0.zzwz
mad r0.xz, r0.xxzx, cb0[28].zzwz, cb0[24].xxyx
mad r2.xy, v0.xyxx, cb0[28].xyxx, -r0.xzxx
mad r0.w, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r2.z, v1.xyxx, cb0[24].zwzz
add r0.w, r0.w, r2.z
mad r1.x, r0.y, l(0.500000), r0.w
sample_l r3.xyzw, r1.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.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r1.x, r3.x, r0.w
add r2.zw, v1.yyyx, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r1.xy, r1.xxxx, r2.zwzz
mad r0.w, r2.w, r3.x, -r1.x
mad r1.x, r2.z, r3.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[25].y, cb0[25].w
mad r1.y, cb0[26].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[25].x, cb0[25].z
mad r1.x, cb0[26].x, cb0[7].x, r0.w
sample_l r3.xyzw, r1.xyxx, t1.xyzw, s2, l(0.000000)
add r0.w, -v2.x, l(1.000000)
mul r1.x, r0.w, r3.x
mul r0.y, r0.y, r1.x
mad r1.xy, r0.yyyy, cb0[27].xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
mad r0.xy, r2.xyxx, r1.xyxx, r0.xzxx
mad r0.z, cb0[33].w, cb0[7].x, cb0[33].z
sincos r1.x, r2.x, r0.z
mul r1.xy, r1.xxxx, r2.zwzz
mad r0.z, r2.w, r2.x, -r1.x
mad r1.x, r2.z, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[32].y, cb0[32].w
mad r1.y, cb0[33].y, cb0[7].x, r1.x
add r0.z, r0.z, l(0.500000)
mad r0.z, r0.z, cb0[32].x, cb0[32].z
mad r1.x, cb0[33].x, cb0[7].x, r0.z
sample_l r3.xyzw, r1.xyxx, t2.xyzw, s3, l(0.000000)
mul r0.z, r0.w, r3.x
mad r0.xy, r1.zwzz, r0.zzzz, 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 962b5b98410d43f5-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
mul r0.yz, r1.xxxx, r2.zzwz
mad r0.y, r2.w, r2.x, -r0.y
mad r0.z, r2.z, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r0.y
mad r0.y, cb0[35].w, cb0[7].x, cb0[35].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r2.zzwz
mad r0.y, r2.w, r2.x, -r0.y
mad r0.z, r2.z, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[34].y, cb0[34].w
mad o2.y, cb0[35].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[34].x, cb0[34].z
mad o2.x, cb0[35].x, cb0[7].x, r0.y
mad r0.y, cb0[37].w, cb0[7].x, cb0[37].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r2.zzwz
mad r0.y, r2.w, r2.x, -r0.y
mad r0.z, r2.z, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[36].y, cb0[36].w
mad o2.w, cb0[37].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[36].x, cb0[36].z
mad o2.z, cb0[37].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 o3.w, -r0.x, r0.x, l(1.000000)
mul o3.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, t3.xyzw, s0, l(0.000000)
mul o4.w, r0.z, r1.w
mov o4.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used