// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed c69716cc90220008-vs.txt
// 3DMigoto: c69716cc90220008 |    Unity headers extracted from D149F0BFB55D1CE0A7BF4D839295288B.shader
//    Shader "Hidden/UberShader/D149F0BFB55D1CE0A7BF4D839295288B" {
//      Properties {
//       _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)
//       _DistortionExtraMaskTex ("Distortion Extra Mask Tex", 2D) = "white" { }
//       _DistortionExtraMaskTex_US_ST ("Distortion Extra Mask Tex_US_ST", Vector) = (0,0,0,0)
//       _DistortionExtraSettings ("Distortion Extra Settings", Vector) = (0,0,0,0)
//       _DistortionExtraTex ("Distortion Extra Tex", 2D) = "white" { }
//       _DistortionExtraTex_US_ST ("Distortion Extra Tex_US_ST", 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)
//       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
//       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
//       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
//       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
//       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
//       _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)
//       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
//       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
//       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
//       _MultiplyLayerThirdTexture_US_ST ("Multiply Layer Third Texture_US_ST", Vector) = (0,0,0,0)
//       _Offset ("Offset", Vector) = (0,0,0,0)
//       _RotationAnimMask ("Rotation Anim Mask", 2D) = "white" { }
//       _RotationAnimMask_US_ST ("Rotation Anim Mask_US_ST", Vector) = (0,0,0,0)
//       _RotationCurve ("Rotation Curve", 2D) = "white" { }
//       _RotationCurve_AnimationSettings ("Rotation Curve_Animation Settings", 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
//          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
//          ColorMask [_UberShaderColorMask]
//          GpuProgramID 10423
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 1
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from D149F0BFB55D1CE0A7BF4D839295288B.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 130 0 0
//   undeciphered2: 1 3 3 3 0
//   undeciphered3: 9 2 0 0 3 4
//   ConstBuffer "$Globals" 752
//   Float 0 [_FogGradientRange]
//   Float 112 [_GameTime]
//   Float 120 [_GlobalDebugScale]
//   Vector 128 [_DepthFlipScreen]
//   Vector 288 [_MainTex_ST]
//   Vector 304 [_MainTex_US_ST]
//   Vector 368 [_RotationCurve_AnimationSettings]
//   Vector 384 [_Offset]
//   Vector 400 [_RotationAnimMask_ST]
//   Vector 416 [_RotationAnimMask_US_ST]
//   Vector 448 [_DistortionExtraMaskTex_ST]
//   Vector 464 [_DistortionExtraMaskTex_US_ST]
//   Vector 480 [_DistortionExtraTex_ST]
//   Vector 496 [_DistortionExtraTex_US_ST]
//   Vector 512 [_MultiplyLayerTexture_ST]
//   Vector 528 [_MultiplyLayerTexture_US_ST]
//   Vector 544 [_MultiplyLayerMaskTexture_ST]
//   Vector 560 [_MultiplyLayerMaskTexture_US_ST]
//   Vector 592 [_MultiplyLayerExtraTexture_ST]
//   Vector 608 [_MultiplyLayerExtraTexture_US_ST]
//   Vector 624 [_MultiplyLayerExtraMaskTexture_ST]
//   Vector 640 [_MultiplyLayerExtraMaskTexture_US_ST]
//   Vector 672 [_MultiplyLayerThirdTexture_ST]
//   Vector 688 [_MultiplyLayerThirdTexture_US_ST]
//   Vector 704 [_MultiplyLayerThirdMaskTexture_ST]
//   Vector 720 [_MultiplyLayerThirdMaskTexture_US_ST]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   ConstBuffer "UnityPerFrame" 256
//   Vector 64 [glstate_lightmodel_ambient]
//   SetTexture 0 [_RotationAnimMask] 2D 2
//   SetTexture 1 [_RotationCurve] 2D 1
//   SetTexture 2 [_FogGradientTex] 2D 0
//   BindCB "$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 23:47:13 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
// 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
//
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_output o7.xyzw
dcl_temps 7

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

ld_indexable(texture2d)(float,float,float,float) r6.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)
mov r1.zw, l(0,0,1.000000,1.000000)
mov r2.zw, v0.zzzw
mov r1.xy, cb0[24].zwzz
mad r0.zw, v0.yyyx, r1.yyyx, -cb0[24].yyyx
div r3.x, cb0[7].x, cb0[23].y
add r3.x, r3.x, cb0[23].z
mov r3.yw, l(0,0,0,0)
sample_l r4.xyzw, r3.xyxx, t1.xyzw, s1, l(0.000000)
mad r3.x, r4.w, l(2.000000), l(-1.000000)
mul r3.x, r3.x, cb0[23].x
mul r3.x, r3.x, l(0.0174527783)
mad r3.y, cb0[26].w, cb0[7].x, cb0[26].z
sincos r4.x, r5.x, r3.y
add r4.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r4.xw, r4.xxxx, r4.yyyz
mad r3.y, r4.z, r5.x, -r4.x
mad r4.x, r4.y, r5.x, r4.w
add r4.x, r4.x, l(0.500000)
mad r4.x, r4.x, cb0[25].y, cb0[25].w
mad r5.y, cb0[26].y, cb0[7].x, r4.x
add r3.y, r3.y, l(0.500000)
mad r3.y, r3.y, cb0[25].x, cb0[25].z
mad r5.x, cb0[26].x, cb0[7].x, r3.y
sample_l r5.xyzw, r5.xyxx, t0.xyzw, s2, l(0.000000)
mul r3.x, r3.x, r5.x
sincos r3.x, r4.x, r3.x
mul r3.xy, r0.zwzz, r3.xxxx
mad r5.x, r0.w, r4.x, -r3.x
mad r5.y, r0.z, r4.x, r3.y
add r2.xy, r5.xyxx, cb0[24].xyxx
div r1.xyzw, r2.xyzw, r1.xyzw
mul r0.yz, r0.yyyy, r1.xxyx
mul r2.xyz, r0.zzzz, cb1[1].xywx
mad r0.yzw, cb1[0].xxyw, r0.yyyy, r2.xxyz
mad r0.yzw, cb1[2].xxyw, r1.zzzz, r0.yyzw
mad r1.xyw, cb1[3].xyxw, r1.wwww, r0.yzyw

// Relocated to here with asmtool.py
mov o0.xyzw, r1.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 c69716cc90220008-vs.txt
ne r6.w, r1.w, l(1.0)
if_nz r6.w
  add r6.w, r1.w, -r6.y
  mad r1.x, r6.w, r6.x, r1.x
endif

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

// mov o0.xyzw, r1.xyzw // Relocated from here with asmtool.py
// Inserted by asmtool.py
mov o0.z, r1.z

dp4 r0.x, r1.xyzw, r1.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, r4.yyzy
mad r0.y, r4.z, r2.x, -r0.y
mad r0.z, r4.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[31].w, cb0[7].x, cb0[31].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r4.yyzy
mad r0.y, r4.z, r2.x, -r0.y
mad r0.z, r4.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[30].y, cb0[30].w
mad o2.w, cb0[31].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[30].x, cb0[30].z
mad o2.z, cb0[31].x, cb0[7].x, r0.y
mad r0.y, cb0[29].w, cb0[7].x, cb0[29].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r4.yyzy
mad r0.y, r4.z, r2.x, -r0.y
mad r0.z, r4.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[28].y, cb0[28].w
mad o2.y, cb0[29].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[28].x, cb0[28].z
mad o2.x, cb0[29].x, cb0[7].x, r0.y
mad r0.y, cb0[33].w, cb0[7].x, cb0[33].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r4.yyzy
mad r0.y, r4.z, r2.x, -r0.y
mad r0.z, r4.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[32].y, cb0[32].w
mad o3.y, cb0[33].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[32].x, cb0[32].z
mad o3.x, cb0[33].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, r4.yyzy
mad r0.y, r4.z, r2.x, -r0.y
mad r0.z, r4.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 o3.w, cb0[35].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[34].x, cb0[34].z
mad o3.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, r4.yyzy
mad r0.y, r4.z, r2.x, -r0.y
mad r0.z, r4.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 o4.y, cb0[38].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[37].x, cb0[37].z
mad o4.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, r4.yyzy
mad r0.y, r4.z, r2.x, -r0.y
mad r0.z, r4.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 o4.w, cb0[40].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[39].x, cb0[39].z
mad o4.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, r4.yyzy
mad r0.y, r4.z, r2.x, -r0.y
mad r0.z, r4.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 o5.y, cb0[43].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[42].x, cb0[42].z
mad o5.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, r4.yyzy
mad r0.y, r4.z, r2.x, -r0.y
mad r0.z, r4.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 o5.w, cb0[45].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[44].x, cb0[44].z
mad o5.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 o6.w, -r0.x, r0.x, l(1.000000)
mul o6.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 r3.z, r0.x, l(0.500000)
sample_l r1.xyzw, r3.zwzz, t2.xyzw, s0, l(0.000000)
mul o7.w, r0.z, r1.w
mov o7.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used