// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 9f4c177f4e4ac8ff-vs.txt
// 3DMigoto: 9f4c177f4e4ac8ff | Matched 7 variants of 7 shaders: Hidden/UberShader/2C193FAA3827C8DAC93AE4624338BDEE, Hidden/UberShader/7721F9F1CBB2585A8332E28985CA09C6, Hidden/UberShader/973BD83780F2ED179996F104F630E123_FB, Hidden/UberShader/D1200D8C67E08457F1041E6BA51BE9A6_FB, Hidden/UberShader/E501B49845B3FC2FB74AB78DF198C3B7, Hidden/UberShader/F526E3330BCD7625AFB41335CB838792_FB, Hidden/UberShader/F5EF354F8B77EE17B7ABEA70C113315E_FB
//
// 04:    Unity headers extracted from 2C193FAA3827C8DAC93AE4624338BDEE.shader
// 08:    Unity headers extracted from 7721F9F1CBB2585A8332E28985CA09C6.shader
// 01:    Unity headers extracted from 973BD83780F2ED179996F104F630E123_FB.shader
// 20:    Unity headers extracted from D1200D8C67E08457F1041E6BA51BE9A6_FB.shader
// 02:    Unity headers extracted from E501B49845B3FC2FB74AB78DF198C3B7.shader
// 10:    Unity headers extracted from F526E3330BCD7625AFB41335CB838792_FB.shader
// 40:    Unity headers extracted from F5EF354F8B77EE17B7ABEA70C113315E_FB.shader
// 04:    Shader "Hidden/UberShader/2C193FAA3827C8DAC93AE4624338BDEE" {
// 08:    Shader "Hidden/UberShader/7721F9F1CBB2585A8332E28985CA09C6" {
// 01:    Shader "Hidden/UberShader/973BD83780F2ED179996F104F630E123_FB" {
// 20:    Shader "Hidden/UberShader/D1200D8C67E08457F1041E6BA51BE9A6_FB" {
// 02:    Shader "Hidden/UberShader/E501B49845B3FC2FB74AB78DF198C3B7" {
// 10:    Shader "Hidden/UberShader/F526E3330BCD7625AFB41335CB838792_FB" {
// 40:    Shader "Hidden/UberShader/F5EF354F8B77EE17B7ABEA70C113315E_FB" {
//          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)
//           _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)
//          }
//          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
// 76:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 09:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 0a:          GpuProgramID 12393
// 04:          GpuProgramID 15868
// 11:          GpuProgramID 16324
// 40:          GpuProgramID 24633
// 20:          GpuProgramID 60785
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 1
//                }
//              }
//            }
//          }
//        }
//
// 04: Unity 5.3 headers extracted from 2C193FAA3827C8DAC93AE4624338BDEE.shader.decompressed:
// 08: Unity 5.3 headers extracted from 7721F9F1CBB2585A8332E28985CA09C6.shader.decompressed:
// 01: Unity 5.3 headers extracted from 973BD83780F2ED179996F104F630E123_FB.shader.decompressed:
// 20: Unity 5.3 headers extracted from D1200D8C67E08457F1041E6BA51BE9A6_FB.shader.decompressed:
// 02: Unity 5.3 headers extracted from E501B49845B3FC2FB74AB78DF198C3B7.shader.decompressed:
// 10: Unity 5.3 headers extracted from F526E3330BCD7625AFB41335CB838792_FB.shader.decompressed:
// 40: Unity 5.3 headers extracted from F5EF354F8B77EE17B7ABEA70C113315E_FB.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 59 0 0
//       undeciphered2: 1 3 3 3 0
//       undeciphered3: 9 2 0 0 3 4
//       ConstBuffer "$Globals" 432
//       Float 0 [_FogGradientRange]
//       Float 112 [_GameTime]
//       Float 120 [_GlobalDebugScale]
//       Vector 128 [_DepthFlipScreen]
//       Vector 288 [_MainTex_ST]
//       Vector 304 [_MainTex_US_ST]
//       Vector 368 [_RotationCurve_AnimationSettings]
//       Vector 384 [_Offset]
//       Vector 400 [_RotationAnimMask_ST]
//       Vector 416 [_RotationAnimMask_US_ST]
//       ConstBuffer "UnityPerDraw" 352
//       Matrix 0 [glstate_matrix_mvp]
//       Matrix 192 [_Object2World]
//       ConstBuffer "UnityPerFrame" 256
//       Vector 64 [glstate_lightmodel_ambient]
//       SetTexture 0 [_RotationAnimMask] 2D 2
//       SetTexture 1 [_RotationCurve] 2D 1
//       SetTexture 2 [_FogGradientTex] 2D 0
//       BindCB "$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 23:46:12 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
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[27], 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.xyzw
dcl_output o3.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 9f4c177f4e4ac8ff-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
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
mov o1.zw, v1.zzzw
mul r1.xy, cb2[4].wwww, l(0.200000, 4.000000, 0.000000, 0.000000)
round_ni r0.y, r1.y
add r0.y, -r0.y, l(1.000000)
mul r1.x, r0.y, r1.x
mul r0.x, r0.x, r1.x
exp r0.x, -|r0.x|
mad o2.w, -r0.x, r0.x, l(1.000000)
mul o2.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.z, r0.x, l(0.500000)
sample_l r1.xyzw, r0.zwzz, t2.xyzw, s0, l(0.000000)
mul o3.w, r0.y, r1.w
mov o3.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used