// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed ce4891a40138198e-vs.txt
// 3DMigoto: ce4891a40138198e | Matched 8 variants of 8 shaders: Hidden/UberShader/11178945233F6539FE650EA225817F60_FB, Hidden/UberShader/452B335D682D8FE0E644F860E19283CF, Hidden/UberShader/72617CF575B99E098D968D9FD271BB7B, Hidden/UberShader/7AD383AC77C1A00FBEED2F736B653898, Hidden/UberShader/ACBC40B90825A3088AB44E8F12D10014, Hidden/UberShader/BF34B6EDCE9064451D321705B04ECCB1_FB, Hidden/UberShader/C72A4B9D5AB35F9FC04E9EDCAB441DE9, Hidden/UberShader/EF028E5DA033B09A5FB8997AA325C571
//
// 40:    Unity headers extracted from 11178945233F6539FE650EA225817F60_FB.shader
// 01:    Unity headers extracted from 452B335D682D8FE0E644F860E19283CF.shader
// 08:    Unity headers extracted from 72617CF575B99E098D968D9FD271BB7B.shader
// 02:    Unity headers extracted from 7AD383AC77C1A00FBEED2F736B653898.shader
// 10:    Unity headers extracted from ACBC40B90825A3088AB44E8F12D10014.shader
// 80:    Unity headers extracted from BF34B6EDCE9064451D321705B04ECCB1_FB.shader
// 04:    Unity headers extracted from C72A4B9D5AB35F9FC04E9EDCAB441DE9.shader
// 20:    Unity headers extracted from EF028E5DA033B09A5FB8997AA325C571.shader
// 40:    Shader "Hidden/UberShader/11178945233F6539FE650EA225817F60_FB" {
// 01:    Shader "Hidden/UberShader/452B335D682D8FE0E644F860E19283CF" {
// 08:    Shader "Hidden/UberShader/72617CF575B99E098D968D9FD271BB7B" {
// 02:    Shader "Hidden/UberShader/7AD383AC77C1A00FBEED2F736B653898" {
// 10:    Shader "Hidden/UberShader/ACBC40B90825A3088AB44E8F12D10014" {
// 80:    Shader "Hidden/UberShader/BF34B6EDCE9064451D321705B04ECCB1_FB" {
// 04:    Shader "Hidden/UberShader/C72A4B9D5AB35F9FC04E9EDCAB441DE9" {
// 20:    Shader "Hidden/UberShader/EF028E5DA033B09A5FB8997AA325C571" {
//          Properties {
//           _UberShaderColorMask ("Uber color mask", Float) = 15
//           _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 20:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 10:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 10:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 20:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 10:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 20:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 10:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 20:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 10:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 20:       _AdditiveLayerTexture_US_ST ("Additive Layer Texture_US_ST", Vector) = (0,0,0,0)
//           _Color ("Color", Color) = (1,1,1,1)
//           _DepthFlipScreen ("Depth Flip Screen", 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)
// c6:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 01:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 08:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 01:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// c6:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 08:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 01:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// c6:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 08:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 01:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// c6:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 08:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 01:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// c6:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 08:       _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
// fb:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 04:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 40:          GpuProgramID 10881
// 06:          GpuProgramID 17926
// 10:          GpuProgramID 33007
// 08:          GpuProgramID 43543
// 80:          GpuProgramID 45144
// 20:          GpuProgramID 4782
// 01:          GpuProgramID 56966
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 1
//                }
//              }
//            }
//          }
//        }
//
// 40: Unity 5.3 headers extracted from 11178945233F6539FE650EA225817F60_FB.shader.decompressed:
// 01: Unity 5.3 headers extracted from 452B335D682D8FE0E644F860E19283CF.shader.decompressed:
// 08: Unity 5.3 headers extracted from 72617CF575B99E098D968D9FD271BB7B.shader.decompressed:
// 02: Unity 5.3 headers extracted from 7AD383AC77C1A00FBEED2F736B653898.shader.decompressed:
// 10: Unity 5.3 headers extracted from ACBC40B90825A3088AB44E8F12D10014.shader.decompressed:
// 80: Unity 5.3 headers extracted from BF34B6EDCE9064451D321705B04ECCB1_FB.shader.decompressed:
// 04: Unity 5.3 headers extracted from C72A4B9D5AB35F9FC04E9EDCAB441DE9.shader.decompressed:
// 20: Unity 5.3 headers extracted from EF028E5DA033B09A5FB8997AA325C571.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 79 0 0
//       undeciphered2: 1 3 3 3 0
//       undeciphered3: 9 2 0 0 3 4
//       ConstBuffer "$Globals" 512
//       Float 0 [_FogGradientRange]
//       Float 112 [_GameTime]
//       Float 120 [_GlobalDebugScale]
//       Vector 128 [_DepthFlipScreen]
//       Vector 288 [_MainTex_ST]
//       Vector 304 [_MainTex_US_ST]
//       Vector 368 [_RotationCurve_AnimationSettings]
//       Vector 384 [_Offset]
//       Vector 400 [_RotationAnimMask_ST]
//       Vector 416 [_RotationAnimMask_US_ST]
// 10:   Vector 432 [_AdditiveLayerExtraTexture_ST]
// 20:   Vector 432 [_AdditiveLayerTexture_ST]
// 01:   Vector 432 [_MultiplyLayerExtraTexture_ST]
// c6:   Vector 432 [_MultiplyLayerTexture_ST]
// 08:   Vector 432 [_MultiplyLayerThirdTexture_ST]
// 10:   Vector 448 [_AdditiveLayerExtraTexture_US_ST]
// 20:   Vector 448 [_AdditiveLayerTexture_US_ST]
// 01:   Vector 448 [_MultiplyLayerExtraTexture_US_ST]
// c6:   Vector 448 [_MultiplyLayerTexture_US_ST]
// 08:   Vector 448 [_MultiplyLayerThirdTexture_US_ST]
// 10:   Vector 464 [_AdditiveLayerExtraMaskTexture_ST]
// 20:   Vector 464 [_AdditiveLayerMaskTexture_ST]
// 01:   Vector 464 [_MultiplyLayerExtraMaskTexture_ST]
// c6:   Vector 464 [_MultiplyLayerMaskTexture_ST]
// 08:   Vector 464 [_MultiplyLayerThirdMaskTexture_ST]
// 10:   Vector 480 [_AdditiveLayerExtraMaskTexture_US_ST]
// 20:   Vector 480 [_AdditiveLayerMaskTexture_US_ST]
// 01:   Vector 480 [_MultiplyLayerExtraMaskTexture_US_ST]
// c6:   Vector 480 [_MultiplyLayerMaskTexture_US_ST]
// 08:   Vector 480 [_MultiplyLayerThirdMaskTexture_US_ST]
//       ConstBuffer "UnityPerDraw" 352
//       Matrix 0 [glstate_matrix_mvp]
//       Matrix 192 [_Object2World]
//       ConstBuffer "UnityPerFrame" 256
//       Vector 64 [glstate_lightmodel_ambient]
//       SetTexture 0 [_RotationAnimMask] 2D 2
//       SetTexture 1 [_RotationCurve] 2D 1
//       SetTexture 2 [_FogGradientTex] 2D 0
//       BindCB "$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 23:47:24 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
//
vs_4_0
dcl_constantbuffer cb0[31], 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_temps 6

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

ld_indexable(texture2d)(float,float,float,float) r5.xyzw, l(0, 0, 0, 0), t125.xyzw

div r0.x, cb0[7].x, cb0[23].y
add r0.x, r0.x, cb0[23].z
mov r0.yw, l(0,0,0,0)
sample_l r1.xyzw, r0.xyxx, t1.xyzw, s1, l(0.000000)
mad r0.x, r1.w, l(2.000000), l(-1.000000)
mul r0.x, r0.x, cb0[23].x
mul r0.x, r0.x, l(0.0174527783)
mad r0.y, cb0[26].w, cb0[7].x, cb0[26].z
sincos r1.x, r2.x, r0.y
add r1.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r1.xw, r1.xxxx, r1.yyyz
mad r0.y, r1.z, r2.x, -r1.x
mad r1.x, r1.y, r2.x, r1.w
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[25].y, cb0[25].w
mad r2.y, cb0[26].y, cb0[7].x, r1.x
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[25].x, cb0[25].z
mad r2.x, cb0[26].x, cb0[7].x, r0.y
sample_l r2.xyzw, r2.xyxx, t0.xyzw, s2, l(0.000000)
mul r0.x, r0.x, r2.x
sincos r0.x, r1.x, r0.x
mov r2.xy, cb0[24].zwzz
mad r3.xy, v0.yxyy, r2.yxyy, -cb0[24].yxyy
mul r0.xy, r0.xxxx, r3.xyxx
mad r4.x, r3.y, r1.x, -r0.x
mad r4.y, r3.x, r1.x, r0.y
add r3.xy, r4.xyxx, cb0[24].xyxx
mov r2.zw, l(0,0,1.000000,1.000000)
mov r3.zw, v0.zzzw
div r2.xyzw, r3.xyzw, r2.xyzw
add r0.x, cb0[7].z, l(1.000000)
mul r0.xy, r0.xxxx, r2.xyxx
mul r3.xyz, r0.yyyy, cb1[1].xywx
mad r3.xyz, cb1[0].xywx, r0.xxxx, r3.xyzx
mad r2.xyz, cb1[2].xywx, r2.zzzz, r3.xyzx
mad r2.xyw, cb1[3].xyxw, r2.wwww, r2.xyxz
add r0.x, 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 ce4891a40138198e-vs.txt
ne r5.w, r2.w, l(1.0)
if_nz r5.w
  add r5.w, r2.w, -r5.y
  mad r2.x, r5.w, r5.x, r2.x
endif

mul r0.x, r2.w, r0.x
mul r2.z, r0.x, 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.x, r2.xyzw, r2.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 r1.xw, r1.xxxx, r1.yyyz
mad r0.y, r1.z, r2.x, -r1.x
mad r1.x, r1.y, r2.x, r1.w
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.y, r0.y, 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
mad r0.y, cb0[28].w, cb0[7].x, cb0[28].z
sincos r1.x, r2.x, r0.y
mul r1.xw, r1.xxxx, r1.yyyz
mad r0.y, r1.z, r2.x, -r1.x
mad r1.x, r1.y, r2.x, r1.w
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[27].y, cb0[27].w
mad o2.y, cb0[28].y, cb0[7].x, r1.x
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[27].x, cb0[27].z
mad o2.x, cb0[28].x, cb0[7].x, r0.y
mad r0.y, cb0[30].w, cb0[7].x, cb0[30].z
sincos r1.x, r2.x, r0.y
mul r1.xw, r1.xxxx, r1.yyyz
mad r0.y, r1.z, r2.x, -r1.x
mad r1.x, r1.y, r2.x, r1.w
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[29].y, cb0[29].w
mad o2.w, cb0[30].y, cb0[7].x, r1.x
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[29].x, cb0[29].z
mad o2.z, cb0[30].x, cb0[7].x, r0.y
mul r1.xy, cb2[4].wwww, l(0.200000, 4.000000, 0.000000, 0.000000)
round_ni r0.y, r1.y
add r0.y, -r0.y, l(1.000000)
mul r1.x, r0.y, r1.x
mul r0.x, r0.x, r1.x
exp r0.x, -|r0.x|
mad o3.w, -r0.x, r0.x, l(1.000000)
mul o3.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.z, r0.x, l(0.500000)
sample_l r1.xyzw, r0.zwzz, t2.xyzw, s0, l(0.000000)
mul o4.w, r0.y, r1.w
mov o4.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used