//HUD VS 35.
// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed b19c465f78f8d448-vs.txt
// 3DMigoto: b19c465f78f8d448 | Matched 17 variants of 17 shaders: Hidden/UberShader/022C61E48319276EF0789799EA746AB1, Hidden/UberShader/20F4CAC482A4714F3A155F27DACFB980, Hidden/UberShader/257979367F8D0F406EEE6A4DF391C065, Hidden/UberShader/2DB1D89E70F726A341E41BC0C62ABAF7, Hidden/UberShader/334BC27AEFC2FF57DDFCA3F7D93CF102, Hidden/UberShader/371438844E0E273EEBDA3ED54DE0D612, Hidden/UberShader/4264BEB50D8B370EE0EB6479B818BA2E, Hidden/UberShader/4A25AFCD970D6749BBCD30684796566F, Hidden/UberShader/4C172358A0516C157AEE8F7DC21D2EC4, Hidden/UberShader/62112409605605BD0EEED38AB15FD4F6, Hidden/UberShader/623ED2E5441CB9AF1CE836AACAB8E9E1, Hidden/UberShader/6585EDA4AB519D27234B790ED8F5A607, Hidden/UberShader/761451B7947CD8F340B79E3683BAC731, Hidden/UberShader/7C57BA0D719E83C2D84C67A726A7274D, Hidden/UberShader/80EDF1DB65C20719D5E017BB6B5DA71B, Hidden/UberShader/D2B212CDDAD365886E3099190B60BB2E, Hidden/UberShader/E845C0775E77F79832C0D7E2E46C7434
//
// 02000:    Unity headers extracted from 022C61E48319276EF0789799EA746AB1.shader
// 00080:    Unity headers extracted from 20F4CAC482A4714F3A155F27DACFB980.shader
// 00010:    Unity headers extracted from 257979367F8D0F406EEE6A4DF391C065.shader
// 00001:    Unity headers extracted from 2DB1D89E70F726A341E41BC0C62ABAF7.shader
// 08000:    Unity headers extracted from 334BC27AEFC2FF57DDFCA3F7D93CF102.shader
// 00200:    Unity headers extracted from 371438844E0E273EEBDA3ED54DE0D612.shader
// 00008:    Unity headers extracted from 4264BEB50D8B370EE0EB6479B818BA2E.shader
// 00800:    Unity headers extracted from 4A25AFCD970D6749BBCD30684796566F.shader
// 00400:    Unity headers extracted from 4C172358A0516C157AEE8F7DC21D2EC4.shader
// 00004:    Unity headers extracted from 62112409605605BD0EEED38AB15FD4F6.shader
// 10000:    Unity headers extracted from 623ED2E5441CB9AF1CE836AACAB8E9E1.shader
// 04000:    Unity headers extracted from 6585EDA4AB519D27234B790ED8F5A607.shader
// 00002:    Unity headers extracted from 761451B7947CD8F340B79E3683BAC731.shader
// 00040:    Unity headers extracted from 7C57BA0D719E83C2D84C67A726A7274D.shader
// 00100:    Unity headers extracted from 80EDF1DB65C20719D5E017BB6B5DA71B.shader
// 00020:    Unity headers extracted from D2B212CDDAD365886E3099190B60BB2E.shader
// 01000:    Unity headers extracted from E845C0775E77F79832C0D7E2E46C7434.shader
// 02000:    Shader "Hidden/UberShader/022C61E48319276EF0789799EA746AB1" {
// 00080:    Shader "Hidden/UberShader/20F4CAC482A4714F3A155F27DACFB980" {
// 00010:    Shader "Hidden/UberShader/257979367F8D0F406EEE6A4DF391C065" {
// 00001:    Shader "Hidden/UberShader/2DB1D89E70F726A341E41BC0C62ABAF7" {
// 08000:    Shader "Hidden/UberShader/334BC27AEFC2FF57DDFCA3F7D93CF102" {
// 00200:    Shader "Hidden/UberShader/371438844E0E273EEBDA3ED54DE0D612" {
// 00008:    Shader "Hidden/UberShader/4264BEB50D8B370EE0EB6479B818BA2E" {
// 00800:    Shader "Hidden/UberShader/4A25AFCD970D6749BBCD30684796566F" {
// 00400:    Shader "Hidden/UberShader/4C172358A0516C157AEE8F7DC21D2EC4" {
// 00004:    Shader "Hidden/UberShader/62112409605605BD0EEED38AB15FD4F6" {
// 10000:    Shader "Hidden/UberShader/623ED2E5441CB9AF1CE836AACAB8E9E1" {
// 04000:    Shader "Hidden/UberShader/6585EDA4AB519D27234B790ED8F5A607" {
// 00002:    Shader "Hidden/UberShader/761451B7947CD8F340B79E3683BAC731" {
// 00040:    Shader "Hidden/UberShader/7C57BA0D719E83C2D84C67A726A7274D" {
// 00100:    Shader "Hidden/UberShader/80EDF1DB65C20719D5E017BB6B5DA71B" {
// 00020:    Shader "Hidden/UberShader/D2B212CDDAD365886E3099190B60BB2E" {
// 01000:    Shader "Hidden/UberShader/E845C0775E77F79832C0D7E2E46C7434" {
//             Properties {
//              _UberShaderColorMask ("Uber color mask", Float) = 15
//              _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 00080:       _BaseColorA ("Base Color A", Color) = (1,1,1,1)
// 00080:       _BaseColorB ("Base Color B", Color) = (1,1,1,1)
//              _Color ("Color", Color) = (1,1,1,1)
//              _DepthFlipScreen ("Depth Flip Screen", Vector) = (0,0,0,0)
// 00080:       _GradientSettings ("Gradient Settings", Vector) = (0,0,0,0)
// 00002:       _HueShift ("Hue Shift", Float) = 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)
// 01400:       _OutlineColor ("Outline Color", Color) = (1,1,1,1)
// 00080:       _RemapColorA ("Remap Color A", Color) = (1,1,1,1)
// 01400:       _OutlineSize ("Outline Size", Float) = 0
// 00080:       _RemapColorB ("Remap Color B", Color) = (1,1,1,1)
//              _Screen ("Screen", Vector) = (0,0,0,0)
//              _ScreenMask ("Screen Mask", Vector) = (0,0,0,0)
// 00020:       _TintColor ("Tint Color", Color) = (1,1,1,1)
// 02000:       _TransparancyCurve ("Transparancy Curve", 2D) = "white" { }
// 02000:       _TransparancyCurve_AnimationSettings ("Transparancy Curve_Animation Settings", 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
// 0ffb7:          ZWrite Off
//                 Cull Off
// 075ff:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 18a00:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                 ColorMask [_UberShaderColorMask]
// 1080c:          GpuProgramID 16470
// 00002:          GpuProgramID 20810
// 02000:          GpuProgramID 27916
// 08010:          GpuProgramID 29582
// 01000:          GpuProgramID 42318
// 04000:          GpuProgramID 42687
// 00400:          GpuProgramID 5305
// 00341:          GpuProgramID 53788
// 00080:          GpuProgramID 57457
// 00020:          GpuProgramID 65261
//                 Program "vp" {
//                   SubProgram "d3d11 " {
//                     GpuProgramIndex 1
//                   }
//                 }
//               }
//             }
//           }
//
// 02000: Unity 5.3 headers extracted from 022C61E48319276EF0789799EA746AB1.shader.decompressed:
// 00080: Unity 5.3 headers extracted from 20F4CAC482A4714F3A155F27DACFB980.shader.decompressed:
// 00010: Unity 5.3 headers extracted from 257979367F8D0F406EEE6A4DF391C065.shader.decompressed:
// 00001: Unity 5.3 headers extracted from 2DB1D89E70F726A341E41BC0C62ABAF7.shader.decompressed:
// 08000: Unity 5.3 headers extracted from 334BC27AEFC2FF57DDFCA3F7D93CF102.shader.decompressed:
// 00200: Unity 5.3 headers extracted from 371438844E0E273EEBDA3ED54DE0D612.shader.decompressed:
// 00008: Unity 5.3 headers extracted from 4264BEB50D8B370EE0EB6479B818BA2E.shader.decompressed:
// 00800: Unity 5.3 headers extracted from 4A25AFCD970D6749BBCD30684796566F.shader.decompressed:
// 00400: Unity 5.3 headers extracted from 4C172358A0516C157AEE8F7DC21D2EC4.shader.decompressed:
// 00004: Unity 5.3 headers extracted from 62112409605605BD0EEED38AB15FD4F6.shader.decompressed:
// 10000: Unity 5.3 headers extracted from 623ED2E5441CB9AF1CE836AACAB8E9E1.shader.decompressed:
// 04000: Unity 5.3 headers extracted from 6585EDA4AB519D27234B790ED8F5A607.shader.decompressed:
// 00002: Unity 5.3 headers extracted from 761451B7947CD8F340B79E3683BAC731.shader.decompressed:
// 00040: Unity 5.3 headers extracted from 7C57BA0D719E83C2D84C67A726A7274D.shader.decompressed:
// 00100: Unity 5.3 headers extracted from 80EDF1DB65C20719D5E017BB6B5DA71B.shader.decompressed:
// 00020: Unity 5.3 headers extracted from D2B212CDDAD365886E3099190B60BB2E.shader.decompressed:
// 01000: Unity 5.3 headers extracted from E845C0775E77F79832C0D7E2E46C7434.shader.decompressed:
//          API d3d11
//          Shader model vs_4_0
//          undeciphered1: 201509030 37 0 0
//          undeciphered2: 1 1 3 1 0
//          undeciphered3: 9 2 0 0 3 4
// 1cb5d:   ConstBuffer "$Globals" 368
// 02022:   ConstBuffer "$Globals" 384
// 01400:   ConstBuffer "$Globals" 400
// 00080:   ConstBuffer "$Globals" 464
//          Float 0 [_FogGradientRange]
//          Float 112 [_GameTime]
//          Float 120 [_GlobalDebugScale]
//          Vector 128 [_DepthFlipScreen]
//          Vector 288 [_MainTex_ST]
//          Vector 304 [_MainTex_US_ST]
//          ConstBuffer "UnityPerDraw" 352
//          Matrix 0 [glstate_matrix_mvp]
//          Matrix 192 [_Object2World]
//          ConstBuffer "UnityPerFrame" 256
//          Vector 64 [glstate_lightmodel_ambient]
//          SetTexture 0 [_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 23:46:38 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[20], immediateIndexed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
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 14

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125
dcl_resource_texture1d (float,float,float,float) t120

ld_indexable(texture2d)(float,float,float,float) r3.xyzw, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture1d)(float,float,float,float) r4.xyzw, l(10, 0, 0, 0), t120.xyzw

add r0.x, cb0[7].z, l(1.000000)
mul r0.xy, r0.xxxx, v0.xyxx
mul r0.yzw, r0.yyyy, cb1[1].xxyw
mad r0.xyz, cb1[0].xywx, r0.xxxx, r0.yzwy
mad r0.xyz, cb1[2].xywx, v0.zzzz, r0.xyzx
mad r0.xyw, cb1[3].xyxw, v0.wwww, r0.xyxz
add r1.x, cb0[8].x, l(200.000000)

// Relocated to here with asmtool.py
mov r10.xyzw, r0.xyzw
ieq r11.x, r10.w, l(1.0)
if_nz r11.x
mad r10.x, r3.x, r4.x, r10.x
mul r10.xyzw, r4.yyyy, r10.xyzw
endif

mov o0.xyzw, r10.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 b19c465f78f8d448-vs.txt
ne r3.w, r0.w, l(1.0)
if_nz r3.w
  add r3.w, r0.w, -r3.y
  mad r0.x, r3.w, r3.x, r0.x
endif

mul r1.x, r0.w, r1.x
mul r0.z, r1.x, l(0.000833333354)

// mov o0.xyzw, r0.xyzw // Relocated from here with asmtool.py
// Inserted by asmtool.py
mov o0.z, r0.z

dp4 r0.x, r0.xyzw, r0.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
add r0.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r1.xy, r1.xxxx, r0.yzyy
mad r0.z, r0.z, r2.x, -r1.x
mad r0.y, r0.y, r2.x, r1.y
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 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 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.x, r0.x, l(0.500000)
mov r0.y, l(0)
sample_l r1.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
mul o3.w, r0.z, r1.w
mov o3.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used