// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 9ea9e778ba0a2564-vs.txt
// 3DMigoto: 9ea9e778ba0a2564 |    Unity headers extracted from F710D0A24E23745BE15478C29A10AC61_FB.shader
//    Shader "Hidden/UberShader/F710D0A24E23745BE15478C29A10AC61_FB" {
//      Properties {
//       _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//       _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)
//       _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]
//          GpuProgramID 13302
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 1
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from F710D0A24E23745BE15478C29A10AC61_FB.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 106 0 0
//   undeciphered2: 1 4 3 4 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 624
//   Float 0 [_FogGradientRange]
//   Float 112 [_GameTime]
//   Float 120 [_GlobalDebugScale]
//   Vector 128 [_DepthFlipScreen]
//   Float 208 [_TurbulenceStrength]
//   Float 212 [_TurbulenceTime]
//   Float 216 [_TurbulenceOffset]
//   Vector 288 [_MainTex_ST]
//   Vector 304 [_MainTex_US_ST]
//   Vector 368 [_TurbulenceLocalRotationSettings]
//   Vector 384 [_TurbulenceRotationOffset]
//   Vector 400 [_TurbulenceRotationAnimMask_ST]
//   Vector 416 [_TurbulenceRotationAnimMask_US_ST]
//   Vector 432 [_TurbulenceRotationPivotMask]
//   Vector 448 [_PivotSettings]
//   Vector 480 [_InteractionCurveSettingsLight]
//   Vector 528 [_InteractionParamsLight]
//   Vector 544 [_InteractionParams2Light]
//   Vector 560 [_InteractionPosLight]
//   Vector 576 [_InteractionColorLight]
//   Vector 592 [_InteractionSettingsLight]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   ConstBuffer "UnityPerFrame" 256
//   Vector 64 [glstate_lightmodel_ambient]
//   SetTexture 0 [_TurbulenceTexture] 2D 1
//   SetTexture 1 [_TurbulenceRotationAnimMask] 2D 2
//   SetTexture 2 [_InteractionCurveLight] 2D 3
//   SetTexture 3 [_FogGradientTex] 2D 0
//   BindCB "$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 23:46:10 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 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

mad r0.x, cb0[26].w, cb0[7].x, cb0[26].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.w, r0.y, r1.x, r0.w
add r0.xw, r0.xxxw, l(0.500000, 0.000000, 0.000000, 0.500000)
mad r0.w, r0.w, cb0[25].y, cb0[25].w
mad r1.y, cb0[26].y, cb0[7].x, r0.w
mad r0.x, r0.x, cb0[25].x, cb0[25].z
mad r1.x, cb0[26].x, cb0[7].x, r0.x
sample_l r1.xyzw, r1.xyxx, t1.xyzw, s2, l(0.000000)
mad r0.x, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r0.w, v1.xyxx, cb0[24].zwzz
add r0.x, r0.w, r0.x
add r1.yzw, v2.yyzw, l(0.000000, -0.500000, -0.500000, -0.500000)
mad r2.x, r1.y, l(0.500000), r0.x
mov r2.yw, l(0,0,0,0)
sample_l r3.xyzw, r2.xyxx, t0.xyzw, s1, l(0.000000)
add r0.x, r3.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
mul r0.x, r1.x, r0.x
add r0.w, -v2.x, l(1.000000)
mul r0.x, r0.w, r0.x
sincos r0.x, r1.x, r0.x
add r1.zw, r1.zzzw, r1.zzzw
mad r1.zw, r1.zzzw, cb0[28].zzzw, cb0[24].xxxy
mad r1.zw, -v0.xxxy, cb0[28].xxxy, r1.zzzw
mul r2.xy, v0.yxyy, cb0[28].yxyy
mad r1.zw, cb0[27].xxxy, r1.zzzw, r2.yyyx
mad r2.xy, v0.yxyy, cb0[28].yxyy, -r1.wzww
mul r0.xw, r0.xxxx, r2.xxxy
mad r3.x, r2.y, r1.x, -r0.x
mad r3.y, r2.x, r1.x, r0.w
add r0.xw, r1.zzzw, r3.xxxy
div r0.xw, r0.xxxw, cb0[28].xxxy
add r1.x, cb0[7].z, l(1.000000)
mul r0.xw, r0.xxxw, r1.xxxx
mul r1.xzw, r0.wwww, cb1[1].xxyw
mad r1.xzw, cb1[0].xxyw, r0.xxxx, r1.xxzw
mad r1.xzw, cb1[2].xxyw, v0.zzzz, r1.xxzw
mad r3.xyw, cb1[3].xyxw, v0.wwww, r1.xzxw
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 9ea9e778ba0a2564-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
mad r0.w, cb0[19].w, cb0[7].x, cb0[19].z
sincos r1.x, r2.x, r0.w
mul r1.xz, r0.yyzy, r1.xxxx
mad r0.z, r0.z, r2.x, -r1.x
mad r0.y, r0.y, r2.x, r1.z
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r0.y
add r0.y, r0.z, 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
mov o1.zw, v1.zzzw
mul r3.xyzw, cb0[37].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r0.yzw, v0.yyyy, cb1[13].xxyz
mad r0.yzw, cb1[12].xxyz, v0.xxxx, r0.yyzw
mad r0.yzw, cb1[14].xxyz, v0.zzzz, r0.yyzw
mad r0.yzw, cb1[15].xxyz, v0.wwww, r0.yyzw
add r4.xyzw, r0.yzyz, -cb0[35].xyzw
div r0.y, r0.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 r0.z, r3.zwzz, r3.zwzz
sqrt r0.xyz, r0.xyzx
add r0.yz, r0.yyzy, -cb0[34].zzzz
max r0.yz, r0.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r0.z, r1.y, l(0.500000), r0.z
mad r0.y, r1.y, l(0.500000), r0.y
add r1.xy, cb0[7].xxxx, -cb0[33].xzxx
add r0.yz, -r0.yyzy, r1.xxyx
mul r0.yz, r0.yyzy, cb0[37].wwww
mul r5.x, r0.z, cb0[30].y
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 r0.z, r4.xyxx, r4.xyxx
dp2 r0.w, r4.zwzz, r4.zwzz
sqrt r0.zw, r0.zzzw
add r0.zw, r0.zzzw, -cb0[34].zzzz
max r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
add r0.zw, r0.zzzw, -cb0[37].zzzz
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[37].z
mul_sat r0.zw, r0.zzzw, r1.xxxx
mad r1.x, r0.z, l(-2.000000), l(3.000000)
mul r0.z, r0.z, r0.z
mul r0.z, r0.z, r1.x
mul r0.y, r0.z, r0.y
mad r0.z, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.z, r0.w, r0.z
mov r5.yw, l(0,0,0,0)
sample_l r1.xyzw, r5.xyxx, t2.xyzw, s3, l(0.000000)
sample_l r2.xyzw, r5.zwzz, t3.xyzw, s0, l(0.000000)
mad r0.w, r1.w, l(2.000000), l(-1.000000)
mul r0.w, r0.w, cb0[30].x
mul r0.z, r0.z, r0.w
mul r0.z, r0.z, |cb0[33].w|
mad r0.y, r0.y, |cb0[33].y|, r0.z
mul o2.xyzw, r0.yyyy, cb0[36].xyzw
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 o4.w, r0.z, r2.w
mov o4.xyz, r2.xyzx
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)
ret
// Approximately 0 instruction slots used