// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed c4547cc7e77e983a-vs.txt
// 3DMigoto: c4547cc7e77e983a | Matched 16 variants of 16 shaders: Hidden/UberShader/00CBA19179BBABD8AAFFCD1A56C2AD50_FB, Hidden/UberShader/034658A0EDBA6B77801811527C834A15_FB, Hidden/UberShader/0BCB8ADA1C21A813D0D610660C12E630_FB, Hidden/UberShader/17082A050A42D761C1260DACA89FBAA8_FB, Hidden/UberShader/4A323D6794309BC364B02581B2C2D233_FB, Hidden/UberShader/54104D6F24286C196F8CF1B58B28820A_FB, Hidden/UberShader/699706F14DCF772CF9A8AEB0ADB26912_FB, Hidden/UberShader/9FC6A1C0599E146A3BBB4FF845BFDFD9_FB, Hidden/UberShader/A4641271151D3566449C86853B0B4001_FB, Hidden/UberShader/A4729C1BB7A17D8834A8226891C75B9D_FB, Hidden/UberShader/A7C28E9FF3FCE9BAF033660EA31EFBD9_FB, Hidden/UberShader/B2A3C366966E14A4C60F0CB565BC0DAF_FB, Hidden/UberShader/D48A5993BA997F7EAE03ABCFD4DD17ED, Hidden/UberShader/D59BB0F5639A79A7A00ECDB2757BD8EB_FB, Hidden/UberShader/E800DD4CFE9FE95E2B035DC070CDD3DC_FB, Hidden/UberShader/F639FF3B0511219C75A172991A993A76_FB
//
// 8000:    Unity headers extracted from 00CBA19179BBABD8AAFFCD1A56C2AD50_FB.shader
// 0001:    Unity headers extracted from 034658A0EDBA6B77801811527C834A15_FB.shader
// 0040:    Unity headers extracted from 0BCB8ADA1C21A813D0D610660C12E630_FB.shader
// 0100:    Unity headers extracted from 17082A050A42D761C1260DACA89FBAA8_FB.shader
// 4000:    Unity headers extracted from 4A323D6794309BC364B02581B2C2D233_FB.shader
// 0080:    Unity headers extracted from 54104D6F24286C196F8CF1B58B28820A_FB.shader
// 2000:    Unity headers extracted from 699706F14DCF772CF9A8AEB0ADB26912_FB.shader
// 1000:    Unity headers extracted from 9FC6A1C0599E146A3BBB4FF845BFDFD9_FB.shader
// 0020:    Unity headers extracted from A4641271151D3566449C86853B0B4001_FB.shader
// 0004:    Unity headers extracted from A4729C1BB7A17D8834A8226891C75B9D_FB.shader
// 0200:    Unity headers extracted from A7C28E9FF3FCE9BAF033660EA31EFBD9_FB.shader
// 0400:    Unity headers extracted from B2A3C366966E14A4C60F0CB565BC0DAF_FB.shader
// 0008:    Unity headers extracted from D48A5993BA997F7EAE03ABCFD4DD17ED.shader
// 0010:    Unity headers extracted from D59BB0F5639A79A7A00ECDB2757BD8EB_FB.shader
// 0002:    Unity headers extracted from E800DD4CFE9FE95E2B035DC070CDD3DC_FB.shader
// 0800:    Unity headers extracted from F639FF3B0511219C75A172991A993A76_FB.shader
// 8000:    Shader "Hidden/UberShader/00CBA19179BBABD8AAFFCD1A56C2AD50_FB" {
// 0001:    Shader "Hidden/UberShader/034658A0EDBA6B77801811527C834A15_FB" {
// 0040:    Shader "Hidden/UberShader/0BCB8ADA1C21A813D0D610660C12E630_FB" {
// 0100:    Shader "Hidden/UberShader/17082A050A42D761C1260DACA89FBAA8_FB" {
// 4000:    Shader "Hidden/UberShader/4A323D6794309BC364B02581B2C2D233_FB" {
// 0080:    Shader "Hidden/UberShader/54104D6F24286C196F8CF1B58B28820A_FB" {
// 2000:    Shader "Hidden/UberShader/699706F14DCF772CF9A8AEB0ADB26912_FB" {
// 1000:    Shader "Hidden/UberShader/9FC6A1C0599E146A3BBB4FF845BFDFD9_FB" {
// 0020:    Shader "Hidden/UberShader/A4641271151D3566449C86853B0B4001_FB" {
// 0004:    Shader "Hidden/UberShader/A4729C1BB7A17D8834A8226891C75B9D_FB" {
// 0200:    Shader "Hidden/UberShader/A7C28E9FF3FCE9BAF033660EA31EFBD9_FB" {
// 0400:    Shader "Hidden/UberShader/B2A3C366966E14A4C60F0CB565BC0DAF_FB" {
// 0008:    Shader "Hidden/UberShader/D48A5993BA997F7EAE03ABCFD4DD17ED" {
// 0010:    Shader "Hidden/UberShader/D59BB0F5639A79A7A00ECDB2757BD8EB_FB" {
// 0002:    Shader "Hidden/UberShader/E800DD4CFE9FE95E2B035DC070CDD3DC_FB" {
// 0800:    Shader "Hidden/UberShader/F639FF3B0511219C75A172991A993A76_FB" {
//            Properties {
//             _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//             _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)
//             _InteractionParams2Punch ("Interaction Params2 Punch", Vector) = (0,0,0,0)
//             _InteractionParamsPunch ("Interaction Params Punch", Vector) = (0,0,0,0)
//             _InteractionPosPunch ("Interaction Pos Punch", Vector) = (0,0,0,0)
//             _InteractionPunchDistortMask ("Interaction Punch Distort Mask", 2D) = "white" { }
//             _InteractionPunchDistortMask_US_ST ("Interaction Punch Distort Mask_US_ST", Vector) = (0,0,0,0)
//             _InteractionSettingsPunch ("Interaction Settings Punch", Vector) = (0,0,0,0)
//             _InteractionVelocityPunch ("Interaction Velocity Punch", 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)
//             _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
// abfe:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 5401:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                ColorMask [_UberShaderColorMask]
// 0008:          GpuProgramID 11837
// 0004:          GpuProgramID 12822
// 0640:          GpuProgramID 18031
// 0100:          GpuProgramID 2407
// 8020:          GpuProgramID 29474
// 0002:          GpuProgramID 30979
// 0011:          GpuProgramID 4129
// 6080:          GpuProgramID 46746
// 1800:          GpuProgramID 50616
//                Program "vp" {
//                  SubProgram "d3d11 " {
//                    GpuProgramIndex 1
//                  }
//                }
//              }
//            }
//          }
//
// 8000: Unity 5.3 headers extracted from 00CBA19179BBABD8AAFFCD1A56C2AD50_FB.shader.decompressed:
// 0001: Unity 5.3 headers extracted from 034658A0EDBA6B77801811527C834A15_FB.shader.decompressed:
// 0040: Unity 5.3 headers extracted from 0BCB8ADA1C21A813D0D610660C12E630_FB.shader.decompressed:
// 0100: Unity 5.3 headers extracted from 17082A050A42D761C1260DACA89FBAA8_FB.shader.decompressed:
// 4000: Unity 5.3 headers extracted from 4A323D6794309BC364B02581B2C2D233_FB.shader.decompressed:
// 0080: Unity 5.3 headers extracted from 54104D6F24286C196F8CF1B58B28820A_FB.shader.decompressed:
// 2000: Unity 5.3 headers extracted from 699706F14DCF772CF9A8AEB0ADB26912_FB.shader.decompressed:
// 1000: Unity 5.3 headers extracted from 9FC6A1C0599E146A3BBB4FF845BFDFD9_FB.shader.decompressed:
// 0020: Unity 5.3 headers extracted from A4641271151D3566449C86853B0B4001_FB.shader.decompressed:
// 0004: Unity 5.3 headers extracted from A4729C1BB7A17D8834A8226891C75B9D_FB.shader.decompressed:
// 0200: Unity 5.3 headers extracted from A7C28E9FF3FCE9BAF033660EA31EFBD9_FB.shader.decompressed:
// 0400: Unity 5.3 headers extracted from B2A3C366966E14A4C60F0CB565BC0DAF_FB.shader.decompressed:
// 0008: Unity 5.3 headers extracted from D48A5993BA997F7EAE03ABCFD4DD17ED.shader.decompressed:
// 0010: Unity 5.3 headers extracted from D59BB0F5639A79A7A00ECDB2757BD8EB_FB.shader.decompressed:
// 0002: Unity 5.3 headers extracted from E800DD4CFE9FE95E2B035DC070CDD3DC_FB.shader.decompressed:
// 0800: Unity 5.3 headers extracted from F639FF3B0511219C75A172991A993A76_FB.shader.decompressed:
//         API d3d11
//         Shader model vs_4_0
//         undeciphered1: 201509030 99 0 0
//         undeciphered2: 1 3 3 3 0
//         undeciphered3: 13 3 0 0 2 1 3 4
//         ConstBuffer "$Globals" 528
//         Float 0 [_FogGradientRange]
//         Float 112 [_GameTime]
//         Float 120 [_GlobalDebugScale]
//         Vector 128 [_DepthFlipScreen]
//         Vector 288 [_MainTex_ST]
//         Vector 304 [_MainTex_US_ST]
//         Vector 368 [_InteractionCurveSettingsDefault]
//         Vector 400 [_InteractionPunchDistortMask_ST]
//         Vector 416 [_InteractionPunchDistortMask_US_ST]
//         Vector 432 [_InteractionParamsPunch]
//         Vector 448 [_InteractionParams2Punch]
//         Vector 464 [_InteractionPosPunch]
//         Vector 480 [_InteractionVelocityPunch]
//         Vector 496 [_InteractionSettingsPunch]
//         Vector 512 [_PivotSettings]
//         ConstBuffer "UnityPerDraw" 352
//         Matrix 0 [glstate_matrix_mvp]
//         Matrix 192 [_Object2World]
//         ConstBuffer "UnityPerFrame" 256
//         Vector 64 [glstate_lightmodel_ambient]
//         SetTexture 0 [_InteractionPunchDistortMask] 2D 2
//         SetTexture 1 [_InteractionCurveDefault] 2D 1
//         SetTexture 2 [_FogGradientTex] 2D 0
//         BindCB "$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 23:47:09 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   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   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[33], 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_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.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

mul r0.xyz, v0.yyyy, cb1[13].xyzx
mad r0.xyz, cb1[12].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb1[14].xyzx, v0.zzzz, r0.xyzx
mad r0.xyz, cb1[15].xyzx, v0.wwww, r0.xyzx
add r1.xyzw, r0.xyxy, -cb0[29].xyzw
div r0.x, r0.z, cb0[0].x
dp2 r0.z, r1.xyxx, r1.xyxx
sqrt r0.z, r0.z
add r0.z, r0.z, -cb0[28].z
max r0.z, r0.z, l(0.000000)
add r0.z, r0.z, -cb0[31].z
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[31].z
mul_sat r0.z, r0.w, r0.z
mad r2.x, r0.z, l(-2.000000), l(3.000000)
mul r0.z, r0.z, r0.z
mul r0.z, r0.z, r2.x
mul r2.xyzw, cb0[31].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r2.xyzw, r1.xyzw, r2.xyzw
dp2 r1.x, r1.zwzz, r1.zwzz
sqrt r1.x, r1.x
add r1.x, r1.x, -cb0[28].z
max r1.x, r1.x, l(0.000000)
add r1.x, r1.x, -cb0[31].z
mul_sat r0.w, r0.w, r1.x
dp2 r1.x, r2.xyxx, r2.xyxx
dp2 r1.y, r2.zwzz, r2.zwzz
sqrt r1.xy, r1.xyxx
add r1.xy, r1.xyxx, -cb0[28].zzzz
max r1.xy, r1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
add r1.z, v2.y, l(-0.500000)
mad r1.x, r1.z, l(0.500000), r1.x
mad r1.y, r1.z, l(0.500000), r1.y
add r1.zw, cb0[7].xxxx, -cb0[27].xxxz
add r1.xy, -r1.xyxx, r1.zwzz
mul r1.xy, r1.xyxx, cb0[31].wwww
mul r2.xz, r1.xxyx, cb0[23].yyyy
mov r2.yw, l(0,0,0,0)
sample_l r1.xyzw, r2.xyxx, t1.xyzw, s1, l(0.000000)
sample_l r2.xyzw, r2.zwzz, t1.xyzw, s1, l(0.000000)
mad r1.x, r2.w, l(2.000000), l(-1.000000)
mad r1.y, r1.w, l(2.000000), l(-1.000000)
mul r1.xy, r1.xyxx, cb0[23].xxxx
mad r1.z, cb0[26].w, cb0[7].x, cb0[26].z
sincos r2.x, r3.x, r1.z
add r1.zw, v1.yyyx, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r2.xy, r2.xxxx, r1.zwzz
mad r2.x, r1.w, r3.x, -r2.x
mad r2.y, r1.z, r3.x, r2.y
add r2.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r2.y, r2.y, cb0[25].y, cb0[25].w
mad r3.y, cb0[26].y, cb0[7].x, r2.y
mad r2.x, r2.x, cb0[25].x, cb0[25].z
mad r3.x, cb0[26].x, cb0[7].x, r2.x
sample_l r2.xyzw, r3.xyxx, t0.xyzw, s2, l(0.000000)
add r2.y, -v2.x, l(1.000000)
mul r2.x, r2.y, r2.x
mul r1.xy, r1.xyxx, r2.xxxx
mul r0.z, r0.z, r1.y
mad r1.y, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r1.y
mul r0.w, r0.w, r1.x
mul r0.zw, r0.zzzw, cb0[27].yyyw
add r2.xyzw, cb0[30].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r1.x, r2.zwzz, r2.zwzz
rsq r1.x, r1.x
mul r1.xy, r1.xxxx, r2.zwzz
mul r1.xy, r0.wwww, r1.xyxx
dp2 r0.w, r2.xyxx, r2.xyxx
rsq r0.w, r0.w
mul r2.xy, r0.wwww, r2.xyxx
mad r0.zw, r0.zzzz, r2.xxxy, r1.xxxy
mad r0.zw, v0.xxxy, cb0[32].xxxy, r0.zzzw
div r0.zw, r0.zzzw, cb0[32].xxxy
add r1.x, cb0[7].z, l(1.000000)
mul r0.zw, r0.zzzw, r1.xxxx
mul r2.xyz, r0.wwww, cb1[1].xywx
mad r2.xyz, cb1[0].xywx, r0.zzzz, r2.xyzx
mad r2.xyz, cb1[2].xywx, v0.zzzz, r2.xyzx
mad r2.xyw, cb1[3].xyxw, v0.wwww, r2.xyxz
add r0.z, 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 c4547cc7e77e983a-vs.txt
ne r4.w, r2.w, l(1.0)
if_nz r4.w
  add r4.w, r2.w, -r4.y
  mad r2.x, r4.w, r4.x, r2.x
endif

mul r0.z, r2.w, r0.z
mul r2.z, r0.z, 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.z, r2.xyzw, r2.xyzw
sqrt r0.z, r0.z
mad r0.w, cb0[19].w, cb0[7].x, cb0[19].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r1.zwzz
mad r0.w, r1.w, r2.x, -r1.x
mad r1.x, r1.z, r2.x, r1.y
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.xw, r0.xxxw, l(0.500000, 0.000000, 0.000000, 0.500000)
mad r0.w, r0.w, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r0.w
mov o1.zw, v1.zzzw
mul r1.xy, cb2[4].wwww, l(0.200000, 4.000000, 0.000000, 0.000000)
round_ni r0.w, r1.y
add r0.w, -r0.w, l(1.000000)
mul r1.x, r0.w, r1.x
mul r0.z, r0.z, r1.x
exp r0.z, -|r0.z|
mad o2.w, -r0.z, r0.z, l(1.000000)
mul o2.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mov r0.y, l(0)
sample_l r1.xyzw, r0.xyxx, t2.xyzw, s0, l(0.000000)
mul o3.w, r0.w, r1.w
mov o3.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used