// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed ae62cea92d0099e5-vs.txt
// 3DMigoto: ae62cea92d0099e5 |    Unity headers extracted from SeinWaterTopShader.shader
//    Shader "SeinWater/Top" {
//      Properties {
//       _RefrColor ("Refraction color", Color) = (0.34,0.85,0.92,1)
//       _ReflColor ("Reflection color", Color) = (0.34,0.85,0.92,1)
//       _ReflStrength ("Reflection strength", Float) = 1.7
//       _WaveScale ("Wave scale", Range(0.2,1.5)) = 0.5
//       _WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
//       _Distort ("Distort strength", Range(0,5)) = 3
//       _Fresnel ("Fresnel (RGB) ", 2D) = "gray" { }
//       _FoamTexture ("Foam texture", 2D) = "black" { }
//       _FoamStrength ("Foam strength", Range(0,300)) = 100
//       _SpecularPower ("Specular power", Range(0.1,3)) = 2
//       _SpecularStrength ("Specular strength", Range(0,4)) = 1.5
//       _SpecularColor ("Specular color", Color) = (0.6,0.6,0.8,1)
//       _PxSizeX ("Internal Pix size x", Float) = 0
//       _PxSizeY ("Internal Pix size y", Float) = 0
//       _Height ("Internal height", Float) = 0
//       _DispUv ("Internal disp uv", Float) = 0
//       _MaxWaveHeight ("Internal max height", Float) = 0
//       _WavePower ("Internal wave power", Float) = 0
//       _DispTex ("Internal disp tex", 2D) = "white" { }
//       _WaterPlaneCoords ("Internal water coords", Vector) = (0,0,0,0)
//       _WaveScale4 ("Internal wave scale vec", Vector) = (0,0,0,0)
//       _WaveOffset ("Internal wave scale offset", Vector) = (0,0,0,0)
//       _TransformScale ("Trans scale", Vector) = (1,1,0,0)
//       _ReflectionTex ("Refl tex", 2D) = "black" { }
//      }
//      SubShader 1/1 {
//        Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
//        Pass 1/1 {
//          Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
//          Cull Off
//          ColorMask RGB
//          GpuProgramID 22517
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 1
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from SeinWaterTopShader.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 55 0 0
//   undeciphered2: 1 1 4 1 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 304
//   Float 96 [_WavePower]
//   Float 100 [_Height]
//   Float 104 [_MaxWaveHeight]
//   Float 108 [_DispUv]
//   Vector 112 [_TransformScale]
//   Float 128 [_FogGradientRange]
//   Float 184 [_FrontSize]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 64 [glstate_matrix_modelview0]
//   Matrix 192 [_Object2World]
//   ConstBuffer "UnityPerFrame" 256
//   Vector 64 [glstate_lightmodel_ambient]
//   SetTexture 0 [_DispTex] 2D 0
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityPerDraw" 2
//   BindCB "UnityPerFrame" 3
//
// 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 23:46:33 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TANGENT                  0   xyzw        1     NONE   float
// NORMAL                   0   xyz         2     NONE   float
// TEXCOORD                 0   xyzw        3     NONE   float   xy
// TEXCOORD                 1   xyzw        4     NONE   float
// TEXCOORD                 2   xyzw        5     NONE   float
// TEXCOORD                 3   xyzw        6     NONE   float
// COLOR                    0   xyzw        7     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   xyz         2     NONE   float   xyz
// TEXCOORD                 5      w        2     NONE   float      w
// TEXCOORD                 2   xy          3     NONE   float   xy
// TEXCOORD                 4     z         3     NONE   float     z
//
vs_4_0
dcl_constantbuffer cb0[12], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[22], immediateIndexed
dcl_constantbuffer cb3[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v0.xyzw
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_output o2.w
dcl_output o3.xy
dcl_output o3.z
dcl_temps 28
dcl_constantbuffer cb10[4], immediateIndexed

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125

ld_indexable(texture2d)(float,float,float,float) r3.xyzw, l(0, 0, 0, 0), t125.xyzw

//IniParams:
dcl_resource_texture1d (float,float,float,float) t120
ld_indexable(texture1d)(float,float,float,float) r20.xyzw, l(3, 0, 0, 0), t120.xyzw

// Unity reflection/specular 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 ae62cea92d0099e5-vs.txt

mul r3.w, -r3.x, r3.y
mad r4.xyz, -r3.wwww, cb10[0].xyzw, cb1[4].xyzw

mov r0.x, v3.x
mov r0.y, cb0[6].w
sample_l r0.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
lt r0.y, l(0.000000), r0.x
lt r0.z, r0.x, l(0.000000)
iadd r0.y, -r0.y, r0.z
itof r0.y, r0.y
log r0.z, |cb0[6].x|
mul r0.x, r0.z, |r0.x|
exp r0.x, r0.x
mad r0.x, -r0.x, cb0[6].z, cb0[6].z
mul r0.x, r0.x, r0.y
mad_sat r0.y, -v3.y, cb0[11].z, l(1.000000)
mul r0.x, r0.y, r0.x
mul r0.x, r0.x, cb0[6].y
mul r0.y, r0.x, cb0[7].y
mov r0.xzw, l(0,0,0,0)
add r0.xyzw, r0.xyzw, v0.xyzw
mul r1.xyz, r0.yyyy, cb2[1].xywx
mad r1.xyz, cb2[0].xywx, r0.xxxx, r1.xyzx
mad r0.xyz, cb2[2].xywx, r0.zzzz, r1.xyzx
mad r0.xyz, cb2[3].xywx, r0.wwww, r0.xyzx
mul r1.xyzw, v0.yyyy, cb2[13].zxyz
mad r1.xyzw, cb2[12].zxyz, v0.xxxx, r1.xyzw
mad r1.xyzw, cb2[14].zxyz, v0.zzzz, r1.xyzw
mad r2.xy, cb2[15].yzyy, v0.wwww, r1.zwzz
mad r1.xyzw, cb2[15].zxyz, v0.wwww, r1.xyzw
lt r0.w, r4.y, r2.x
add r2.xy, r2.yyyy, l(-0.050000, 0.550000, 0.000000, 0.000000)
movc r0.w, r0.w, r2.y, r2.x
add r0.w, r0.w, l(200.000000)
mul r0.w, r0.w, l(0.000833333354)
mul o0.z, r0.z, r0.w
mov o0.xyw, r0.xyxz
mul r2.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
mov o1.w, r0.z
mul r2.w, r2.y, cb1[5].x
add o1.xy, r2.zzzz, r2.xwxx
mul r0.x, v0.y, cb2[5].z
mad r0.x, cb2[4].z, v0.x, r0.x
mad r0.x, cb2[6].z, v0.z, r0.x
mad r0.x, cb2[7].z, v0.w, r0.x
mov o1.z, -r0.x
add r0.xyz, -r1.ywzy, r4.xzyx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul o2.xyz, r0.wwww, r0.xyzx
add r0.x, cb0[8].x, cb0[8].x
div r0.x, r1.x, r0.x
add o2.w, r0.x, l(0.500000)
mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb2[3].xyzw, v0.wwww, r0.xyzw
dp4 r0.x, r0.xyzw, r0.xyzw
sqrt r0.x, r0.x
mul r0.yz, cb3[4].wwww, l(0.000000, 0.200000, 4.060000, 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.z, -r0.x, r0.x, l(1.000000)
mov o3.xy, v3.xyxx
ret
// Approximately 0 instruction slots used