// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed cc8aee82b859e290-vs.txt
// 3DMigoto: cc8aee82b859e290 |    Unity headers extracted from AlphaBlendDistortOutline.shader
//    Shader "FX/Alpha Blend Distort Outline" {
//      Properties {
//       _MainTex ("Base (RGB)", 2D) = "white" { }
//       _Color ("Main Color", Color) = (1,1,1,1)
//       _MainTexSettings ("Main Texture Settings", Vector) = (0,0,0,0)
//       _MaskTex ("Mask", 2D) = "white" { }
//       _MaskSettings ("Mask Settings", Vector) = (0,0,0,0)
//       _DistortionTex ("Distortion (Normal)", 2D) = "bump" { }
//       _DistortionMaskTex ("Distortion Mask", 2D) = "white" { }
//       _DistortionSettings ("Distortion Settings", Vector) = (0,0,0,0)
//       _TintColor ("Tint Color", Color) = (1,1,1,1)
//       _OutlineColor ("Outline Color", Color) = (1,1,1,0)
//       _Multipliers ("Multipliers", Vector) = (1,1,1,1)
//      }
//      Fallback Off
//      SubShader 1/1 {
//        Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
//        Pass 1/1 {
//          Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
//          ZWrite Off
//          Cull Off
//          Blend SrcAlpha OneMinusSrcAlpha
//          ColorMask RGB
//          GpuProgramID 15607
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 1
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from AlphaBlendDistortOutline.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 27 0 0
//   undeciphered2: 1 0 3 0 0
//   undeciphered3: 9 2 0 0 3 4
//   ConstBuffer "$Globals" 288
//   Float 96 [_FogGradientRange]
//   Float 100 [_GameTime]
//   Vector 112 [_MainTex_ST]
//   Vector 128 [_MainTexSettings]
//   Vector 144 [_MaskTex_ST]
//   Vector 160 [_MaskSettings]
//   Vector 192 [_DistortionTex_ST]
//   Vector 208 [_DistortionSettings]
//   Vector 224 [_DistortionMaskTex_ST]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   ConstBuffer "UnityPerFrame" 256
//   Vector 64 [glstate_lightmodel_ambient]
//   BindCB "$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 23:47:22 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1     zw        1     NONE   float     zw
// TEXCOORD                 2   xy          2     NONE   float   xy
// TEXCOORD                 3     zw        2     NONE   float     zw
// TEXCOORD                 4   x           3     NONE   float   x
// TEXCOORD                 5    y          3     NONE   float    y
//
vs_4_0
dcl_constantbuffer cb0[15], immediateIndexed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.zw
dcl_output o2.xy
dcl_output o2.zw
dcl_output o3.x
dcl_output o3.y
dcl_temps 3

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

ld_indexable(texture2d)(float,float,float,float) r2.xyzw, l(0, 0, 0, 0), t125.xyzw

mul r0.xyzw, v0.yyyy, cb1[1].xyzw
mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb1[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 cc8aee82b859e290-vs.txt
ne r2.w, r0.w, l(1.0)
if_nz r2.w
  add r2.w, r0.w, -r2.y
  mad r0.x, r2.w, r2.x, r0.x
endif

dp4 r0.x, r0.xyzw, r0.xyzw
sqrt r0.x, r0.x
mad r0.yz, v1.xxyx, cb0[7].xxyx, cb0[7].zzwz
add r1.xy, cb0[6].yxyy, cb0[6].yxyy
mad o1.xy, r1.xxxx, cb0[8].zwzz, r0.yzyy
mad r0.yz, v1.xxyx, cb0[9].xxyx, cb0[9].zzwz
mad o1.zw, r1.xxxx, cb0[10].zzzw, r0.yyyz
mad r0.yz, v1.xxyx, cb0[12].xxyx, cb0[12].zzwz
mad o2.xy, r1.xxxx, cb0[13].zwzz, r0.yzyy
mad o2.zw, v1.xxxy, cb0[14].xxxy, cb0[14].zzzw
mul r0.yz, cb2[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.x, -r0.x, r0.x, l(1.000000)
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, r1.y
add o3.y, r0.x, l(0.500000)
ret
// Approximately 0 instruction slots used