// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed a72daea956423521-vs.txt
// 3DMigoto: a72daea956423521 |    Unity headers extracted from 856CF5A33B0213C302E4B8839A1914AB.shader
//    Shader "Hidden/UberShader/856CF5A33B0213C302E4B8839A1914AB" {
//      Properties {
//       _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//       _UberShaderColorMask ("Uber color mask", Float) = 15
//       _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
//       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
//       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
//       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
//       _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)
//       _MaskStrength ("Mask Strength", Float) = 0
//       _MaskTexture ("Mask Texture", 2D) = "white" { }
//       _MaskTexture_US_ST ("Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
//       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
//       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
//       _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)
//       _TurbulenceDistortionBias ("Turbulence Distortion Bias", Vector) = (0,0,0,0)
//       _TurbulenceDistortionMaskTex ("Turbulence Distortion Mask Tex", 2D) = "white" { }
//       _TurbulenceDistortionMaskTex_US_ST ("Turbulence Distortion Mask Tex_US_ST", Vector) = (0,0,0,0)
//       _TurbulenceDistortionScaleVar ("Turbulence Distortion Scale Var", Vector) = (0,0,0,0)
//       _TurbulenceLocalDistortSettings ("Turbulence Local Distort Settings", Vector) = (0,0,0,0)
//       _TurbulenceLocalTranslationSettings ("Turbulence Local Translation Settings", 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]
//          GpuProgramID 64468
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 1
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from 856CF5A33B0213C302E4B8839A1914AB.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 109 0 0
//   undeciphered2: 1 3 3 3 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 752
//   Float 0 [_FogGradientRange]
//   Float 112 [_GameTime]
//   Float 120 [_GlobalDebugScale]
//   Vector 128 [_DepthFlipScreen]
//   Float 208 [_TurbulenceStrength]
//   Float 212 [_TurbulenceTime]
//   Float 216 [_TurbulenceOffset]
//   Vector 288 [_MainTex_ST]
//   Vector 304 [_MainTex_US_ST]
//   Vector 368 [_TurbulenceDistortionMaskTex_ST]
//   Vector 384 [_TurbulenceDistortionMaskTex_US_ST]
//   Vector 448 [_TurbulenceLocalTranslationSettings]
//   Vector 464 [_TurbulenceTranslationScaleVar]
//   Vector 480 [_TurbulenceTranslationBiasSettings]
//   Vector 496 [_TurbulenceTranslationAnimMask_ST]
//   Vector 512 [_TurbulenceTranslationAnimMask_US_ST]
//   Vector 528 [_PivotSettings]
//   Vector 544 [_MaskTexture_ST]
//   Vector 560 [_MaskTexture_US_ST]
//   Vector 592 [_MultiplyLayerTexture_ST]
//   Vector 608 [_MultiplyLayerTexture_US_ST]
//   Vector 624 [_MultiplyLayerMaskTexture_ST]
//   Vector 640 [_MultiplyLayerMaskTexture_US_ST]
//   Vector 672 [_AdditiveLayerTexture_ST]
//   Vector 688 [_AdditiveLayerTexture_US_ST]
//   Vector 704 [_AdditiveLayerMaskTexture_ST]
//   Vector 720 [_AdditiveLayerMaskTexture_US_ST]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   ConstBuffer "UnityPerFrame" 256
//   Vector 64 [glstate_lightmodel_ambient]
//   SetTexture 0 [_TurbulenceTexture] 2D 1
//   SetTexture 1 [_TurbulenceTranslationAnimMask] 2D 2
//   SetTexture 2 [_FogGradientTex] 2D 0
//   BindCB "$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 23:46:24 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
//
//
// 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
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[46], 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_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.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

add r0.x, cb0[8].x, l(200.000000)
add r0.y, cb0[7].z, l(1.000000)
mad r0.z, cb0[13].y, cb0[28].x, cb0[28].z
dp2 r0.w, v1.xyxx, cb0[29].zwzz
add r1.x, r0.w, r0.z
mov r1.yw, l(0,0,0,0)
sample_l r2.xyzw, r1.xyxx, t0.xyzw, s1, l(0.000000)
add r0.zw, r2.xxxy, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r0.zw, r0.zzzw, cb0[13].xxxx
mad r0.zw, r0.zzzw, cb0[28].yyyy, cb0[13].zzzz
mad r0.zw, r0.zzzw, cb0[29].xxxy, cb0[30].xxxy
mad r1.x, cb0[32].w, cb0[7].x, cb0[32].z
sincos r1.x, r2.x, r1.x
add r2.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r1.xy, r1.xxxx, r2.yzyy
mad r1.x, r2.z, r2.x, -r1.x
mad r1.y, r2.y, r2.x, r1.y
add r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r1.y, r1.y, cb0[31].y, cb0[31].w
mad r3.y, cb0[32].y, cb0[7].x, r1.y
mad r1.x, r1.x, cb0[31].x, cb0[31].z
mad r3.x, cb0[32].x, cb0[7].x, r1.x
sample_l r3.xyzw, r3.xyxx, t1.xyzw, s2, l(0.000000)
mul r0.zw, r0.zzzw, r3.xxxx
mad r0.zw, v0.xxxy, cb0[33].xxxy, r0.zzzw
div r0.zw, r0.zzzw, cb0[33].xxxy
mul r0.yz, r0.yyyy, r0.zzwz
mul r3.xyz, r0.zzzz, cb1[1].xywx
mad r0.yzw, cb1[0].xxyw, r0.yyyy, r3.xxyz
mad r0.yzw, cb1[2].xxyw, v0.zzzz, r0.yyzw
mad r3.xyw, cb1[3].xyxw, v0.wwww, r0.yzyw

// 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 a72daea956423521-vs.txt
ne r4.w, r3.w, l(1.0)
if_nz r4.w
  add r4.w, r3.w, -r4.y
  mad r3.x, r4.w, r4.x, r3.x
endif

mul r0.x, r0.x, r3.w
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
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.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.y, 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[24].w, cb0[7].x, cb0[24].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r2.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.y, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[23].y, cb0[23].w
mad o2.y, cb0[24].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[23].x, cb0[23].z
mad o2.x, cb0[24].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.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.y, 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.w, cb0[35].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[34].x, cb0[34].z
mad o2.z, cb0[35].x, cb0[7].x, r0.y
mad r0.y, cb0[38].w, cb0[7].x, cb0[38].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r2.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.y, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[37].y, cb0[37].w
mad o3.y, cb0[38].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[37].x, cb0[37].z
mad o3.x, cb0[38].x, cb0[7].x, r0.y
mad r0.y, cb0[40].w, cb0[7].x, cb0[40].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r2.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.y, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[39].y, cb0[39].w
mad o3.w, cb0[40].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[39].x, cb0[39].z
mad o3.z, cb0[40].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 r0.yz, r1.xxxx, r2.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.y, r2.x, r0.z
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 o4.y, cb0[43].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[42].x, cb0[42].z
mad o4.x, cb0[43].x, cb0[7].x, r0.y
mad r0.y, cb0[45].w, cb0[7].x, cb0[45].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r2.yyzy
mad r0.y, r2.z, r2.x, -r0.y
mad r0.z, r2.y, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[44].y, cb0[44].w
mad o4.w, cb0[45].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[44].x, cb0[44].z
mad o4.z, cb0[45].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 o5.w, -r0.x, r0.x, l(1.000000)
mul o5.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 r1.z, r0.x, l(0.500000)
sample_l r1.xyzw, r1.zwzz, t2.xyzw, s0, l(0.000000)
mul o6.w, r0.z, r1.w
mov o6.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used