// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 9d037a6f90005189-vs.txt
// 3DMigoto: 9d037a6f90005189 | Matched 2 variants of 2 shaders: Hidden/UberShader/6116B50F70FBA1DDF26DEE4B6D8B3D49, Hidden/UberShader/A03C181E432B55B13B89EE64E208FD9A
//
// 1:    Unity headers extracted from 6116B50F70FBA1DDF26DEE4B6D8B3D49.shader
// 2:    Unity headers extracted from A03C181E432B55B13B89EE64E208FD9A.shader
// 1:    Shader "Hidden/UberShader/6116B50F70FBA1DDF26DEE4B6D8B3D49" {
// 2:    Shader "Hidden/UberShader/A03C181E432B55B13B89EE64E208FD9A" {
//         Properties {
//          _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//          _UberShaderColorMask ("Uber color mask", Float) = 15
//          _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)
//          _ScaleAnimMask ("Scale Anim Mask", 2D) = "white" { }
//          _ScaleAnimMask_US_ST ("Scale Anim Mask_US_ST", Vector) = (0,0,0,0)
//          _ScaleAnimPivotScale ("Scale Anim Pivot Scale", Vector) = (0,0,0,0)
//          _ScaleCurve ("Scale Curve", 2D) = "white" { }
//          _ScaleCurve_AnimationSettings ("Scale Curve_Animation Settings", Vector) = (0,0,0,0)
//          _Screen ("Screen", Vector) = (0,0,0,0)
//          _ScreenMask ("Screen 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 DstColor SrcColor, Zero OneMinusSrcAlpha
//             ColorMask [_UberShaderColorMask]
// 1:          GpuProgramID 60169
// 2:          GpuProgramID 61857
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 1
//               }
//             }
//           }
//         }
//       }
//
// 1: Unity 5.3 headers extracted from 6116B50F70FBA1DDF26DEE4B6D8B3D49.shader.decompressed:
// 2: Unity 5.3 headers extracted from A03C181E432B55B13B89EE64E208FD9A.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 29 0 0
//      undeciphered2: 1 1 2 1 0
//      undeciphered3: 9 2 0 0 3 4
//      ConstBuffer "$Globals" 432
//      Float 96 [_GameTime]
//      Float 104 [_GlobalDebugScale]
//      Vector 112 [_DepthFlipScreen]
//      Vector 272 [_MainTex_ST]
//      Vector 288 [_MainTex_US_ST]
//      Vector 352 [_ScaleCurve_AnimationSettings]
//      Vector 400 [_ScaleAnimPivotScale]
//      Vector 416 [_PivotSettings]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      SetTexture 0 [_ScaleCurve] 2D 0
//      BindCB "$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 23:46:04 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   xyzw        2     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[27], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.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

div r0.x, cb0[6].x, cb0[22].y
add r0.x, r0.x, cb0[22].z
mov r0.y, l(0)
sample_l r0.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
mad r0.x, r0.w, l(2.000000), l(-1.000000)
mad r0.x, r0.x, cb0[22].x, l(-1.000000)
mad r0.xy, r0.xxxx, cb0[25].zwzz, l(1.000000, 1.000000, 0.000000, 0.000000)
mad r0.zw, v0.xxxy, cb0[26].xxxy, -cb0[25].xxxy
mad r0.xy, r0.zwzz, r0.xyxx, cb0[25].xyxx
div r0.xy, r0.xyxx, cb0[26].xyxx
add r0.z, cb0[6].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[7].x, l(200.000000)
mul r1.x, r1.x, l(0.000833333354)

// 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 9d037a6f90005189-vs.txt
ne r2.w, r0.w, l(1.0)
if_nz r2.w
  add r2.w, r0.w, -r2.y
  mad r0.x, r2.w, r2.x, r0.x
endif

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

// mov o0.xyzw, r0.xyzw // Relocated from here with asmtool.py
mov o0.z, r0.z

mov o2.zw, r0.zzzw
mul r0.xyz, r0.xwyx, l(0.500000, 0.500000, -0.500000, 0.000000)
add o2.xy, r0.yyyy, r0.xzxx
mad r0.x, cb0[18].w, cb0[6].x, cb0[18].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[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
mov o1.zw, v1.zzzw
ret
// Approximately 0 instruction slots used