// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed af94ff93b3ed5a02-vs.txt
// 3DMigoto: af94ff93b3ed5a02 |    Unity headers extracted from 0x002ad9f8.shader
//    Shader "Standard" {
//      Properties {
//       _Color ("Color", Color) = (1,1,1,1)
//       _MainTex ("Albedo", 2D) = "white" { }
//       _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
//       _Glossiness ("Smoothness", Range(0,1)) = 0.5
//      [Gamma]  _Metallic ("Metallic", Range(0,1)) = 0
//       _MetallicGlossMap ("Metallic", 2D) = "white" { }
//       _BumpScale ("Scale", Float) = 1
//       _BumpMap ("Normal Map", 2D) = "bump" { }
//       _Parallax ("Height Scale", Range(0.005,0.08)) = 0.02
//       _ParallaxMap ("Height Map", 2D) = "black" { }
//       _OcclusionStrength ("Strength", Range(0,1)) = 1
//       _OcclusionMap ("Occlusion", 2D) = "white" { }
//       _EmissionColor ("Color", Color) = (0,0,0,1)
//       _EmissionMap ("Emission", 2D) = "white" { }
//       _DetailMask ("Detail Mask", 2D) = "white" { }
//       _DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" { }
//       _DetailNormalMapScale ("Scale", Float) = 1
//       _DetailNormalMap ("Normal Map", 2D) = "bump" { }
//      [Enum(UV0,0,UV1,1)]  _UVSec ("UV Set for secondary textures", Float) = 0
//      [HideInInspector]  _Mode ("__mode", Float) = 0
//      [HideInInspector]  _SrcBlend ("__src", Float) = 1
//      [HideInInspector]  _DstBlend ("__dst", Float) = 0
//      [HideInInspector]  _ZWrite ("__zw", Float) = 1
//      }
//      Fallback "VertexLit"
//      SubShader 2/2 {
//        LOD 150
//        Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
//        Pass 1/3 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="ForwardBase" "SHADOWSUPPORT"="true" "RenderType"="Opaque" "PerformanceChecks"="False" }
//          ZWrite [_ZWrite]
//          Blend [_SrcBlend] [_DstBlend]
//          GpuProgramID 358221
//          Program "vp" {
//            SubProgram "d3d11_9x " {
//              GpuProgramIndex 101
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from 0x002ad9f8.shader.decompressed:
//   API d3d11_9x
//   Shader model vs_4_0_level_9_1
//   undeciphered1: 201509030 49 0 0
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
//   undeciphered2: 1 0 4 0 0
//   undeciphered3: 27 4 0 0 1 2 3 4 4 5
//   ConstBuffer "$Globals" 240
//   Vector 160 [_MainTex_ST]
//   Vector 176 [_DetailAlbedoMap_ST]
//   Float 216 [_UVSec]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   ConstBuffer "UnityLighting" 720
//   Vector 608 [unity_SHAr]
//   Vector 624 [unity_SHAg]
//   Vector 640 [unity_SHAb]
//   Vector 656 [unity_SHBr]
//   Vector 672 [unity_SHBg]
//   Vector 688 [unity_SHBb]
//   Vector 704 [unity_SHC]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   Matrix 256 [_World2Object]
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityPerDraw" 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 23:46:35 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// NORMAL                   0   xyz         1     NONE   float   xyz
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1   xy          3     NONE   float   xy
//
//
// 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                 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
// TEXCOORD                 6   xyzw        7     NONE   float   xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
//
// Target Reg Buffer  Start Reg # of Regs        Data Conversion
// ---------- ------- --------- --------- ----------------------
// c1         cb0            10         2  ( FLT, FLT, FLT, FLT)
// c3         cb0            13         1  ( FLT, FLT, FLT, FLT)
// c4         cb1             4         2  ( FLT, FLT, FLT, FLT)
// c6         cb2            38         7  ( FLT, FLT, FLT, FLT)
// c13        cb3             0         4  ( FLT, FLT, FLT, FLT)
// c17        cb3            12         7  ( FLT, FLT, FLT, FLT)
//
//
// Runtime generated constant mappings:
//
// Target Reg                               Constant Description
// ---------- --------------------------------------------------
// c0                              Vertex Shader position offset
//
//
// Level9 shader bytecode:
//
    vs_2_0
    def c24, 0.5, 1, 0, 0.416666657
    def c25, 1.05499995, -0.0549999997, 0, 0
    dcl_texcoord v0
    dcl_texcoord1 v1
    dcl_texcoord2 v2
    dcl_texcoord3 v3
    mad oT0.xy, v2, c1, c1.zwzw
    mul r0.x, c3.z, c3.z
    sge r0.x, -r0.x, r0.x
    mov r1.xy, v2
    lrp r2.xy, r0.x, r1, v3
    mad oT0.zw, r2.xyxy, c2.xyxy, c2
    mul r0.xyz, v0.y, c18
    mad r0.xyz, c17, v0.x, r0
    mad r0.xyz, c19, v0.z, r0
    mad r0.xyz, c20, v0.w, r0
    add r0.xyz, r0, -c4
    dp3 r0.w, r0, r0
    rsq r0.w, r0.w
    mul oT1.xyz, r0.w, r0
    mul r0, v0.y, c14
    mad r0, c13, v0.x, r0
    mad r0, c15, v0.z, r0
    mad r0, c16, v0.w, r0
    mul r1.x, r0.y, c5.x
    mul r1.w, r1.x, c24.x
    mul r1.xz, r0.xyww, c24.x
    add oT6.xy, r1.z, r1.xwzw
    mul r1.x, v1.x, c21.x
    mul r1.y, v1.x, c22.x
    mul r1.z, v1.x, c23.x
    mul r2.x, v1.y, c21.y
    mul r2.y, v1.y, c22.y
    mul r2.z, v1.y, c23.y
    add r1.xyz, r1, r2
    mul r2.x, v1.z, c21.z
    mul r2.y, v1.z, c22.z
    mul r2.z, v1.z, c23.z
    add r1.xyz, r1, r2
    nrm r2.xyz, r1
    mul r1.x, r2.y, r2.y
    mad r1.x, r2.x, r2.x, -r1.x
    mul r3, r2.yzzx, r2.xyzz
    dp4 r4.x, c9, r3
    dp4 r4.y, c10, r3
    dp4 r4.z, c11, r3
    mad r1.xyz, c12, r1.x, r4
    mov r2.w, c24.y
    dp4 r3.x, c6, r2
    dp4 r3.y, c7, r2
    dp4 r3.z, c8, r2
    mov oT4.xyz, r2
    add r1.xyz, r1, r3
    max r1.xyz, r1, c24.z
    mov r1.w, c24.w
    lit r2, r1.xxww
    mov r2.x, r2.z
    lit r3, r1.yyww
    lit r1, r1.zzww
    mov r2.z, r1.z
    mov r2.y, r3.z
    mad r1.xyz, r2, c25.x, c25.y
    max oT5.xyz, r1, c24.z
    mad oPos.xy, r0.w, c0, r0
    mov oPos.zw, r0
    mov oT6.zw, r0
    mov oT2, c24.z
    mov oT3, c24.z
    mov oT4.w, c24.z
    mov oT5.w, c24.z

// approximately 66 instruction slots used
vs_4_0
dcl_constantbuffer cb0[14], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[45], immediateIndexed
dcl_constantbuffer cb3[22], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v2.xy
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_temps 7

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125
dcl_constantbuffer cb10[4], immediateIndexed

ld_indexable(texture2d)(float,float,float,float) r5.xyzw, l(0, 0, 0, 0), t125.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 af94ff93b3ed5a02-vs.txt

mul r5.w, -r5.x, r5.y
mad r6.xyz, -r5.wwww, cb10[0].xyzw, cb1[4].xyzw

mul r0.xyzw, v0.yyyy, cb3[1].xyzw
mad r0.xyzw, cb3[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb3[2].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb3[3].xyzw, v0.wwww, r0.xyzw
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 af94ff93b3ed5a02-vs.txt
ne r5.w, r0.w, l(1.0)
if_nz r5.w
  add r5.w, r0.w, -r5.y
  mad r0.x, r5.w, r5.x, r0.x
endif

eq r1.x, cb0[13].z, l(0.000000)
movc r1.xy, r1.xxxx, v2.xyxx, v3.xyxx
mad o1.zw, r1.xxxy, cb0[11].xxxy, cb0[11].zzzw
mad o1.xy, v2.xyxx, cb0[10].xyxx, cb0[10].zwzz
mul r1.xyz, v0.yyyy, cb3[13].xyzx
mad r1.xyz, cb3[12].xyzx, v0.xxxx, r1.xyzx
mad r1.xyz, cb3[14].xyzx, v0.zzzz, r1.xyzx
mad r1.xyz, cb3[15].xyzx, v0.wwww, r1.xyzx
add r1.xyz, r1.xyzx, -r6.xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul o2.xyz, r1.wwww, r1.xyzx
mov o3.xyzw, l(0,0,0,0)
mov o4.xyzw, l(0,0,0,0)
mul r1.x, v1.x, cb3[16].x
mul r1.y, v1.x, cb3[17].x
mul r1.z, v1.x, cb3[18].x
mul r2.x, v1.y, cb3[16].y
mul r2.y, v1.y, cb3[17].y
mul r2.z, v1.y, cb3[18].y
add r1.xyz, r1.xyzx, r2.xyzx
mul r2.x, v1.z, cb3[16].z
mul r2.y, v1.z, cb3[17].z
mul r2.z, v1.z, cb3[18].z
add r1.xyz, r1.xyzx, r2.xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
mov o5.xyz, r1.xyzx
mov o5.w, l(0)
mul r2.x, r1.y, r1.y
mad r2.x, r1.x, r1.x, -r2.x
mul r3.xyzw, r1.yzzx, r1.xyzz
dp4 r4.x, cb2[41].xyzw, r3.xyzw
dp4 r4.y, cb2[42].xyzw, r3.xyzw
dp4 r4.z, cb2[43].xyzw, r3.xyzw
mad r2.xyz, cb2[44].xyzx, r2.xxxx, r4.xyzx
mov r1.w, l(1.000000)
dp4 r3.x, cb2[38].xyzw, r1.xyzw
dp4 r3.y, cb2[39].xyzw, r1.xyzw
dp4 r3.z, cb2[40].xyzw, r1.xyzw
add r1.xyz, r2.xyzx, r3.xyzx
max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
log r1.xyz, r1.xyzx
mul r1.xyz, r1.xyzx, l(0.416666657, 0.416666657, 0.416666657, 0.000000)
exp r1.xyz, r1.xyzx
mad r1.xyz, r1.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000)
max o6.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o6.w, l(0)
mul r0.y, r0.y, cb1[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o7.zw, r0.zzzw
add o7.xy, r1.zzzz, r1.xwxx
ret
// Approximately 0 instruction slots used