// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed d04f5d92155ff880-vs.txt
// 3DMigoto: d04f5d92155ff880 | Matched 9 variants of 7 shaders: Hidden/UberShader/0203A257CE0DE71E8EF2E9340BE7F6F7_FB, Hidden/UberShader/0E3693F74B1962254282F98EAC07DD5D_FB, Hidden/UberShader/34884E44EE194FCCF2F20BCD007B7831_FB, Hidden/UberShader/627F6ECEB0C27430BC45723566D38748_FB, Hidden/UberShader/BFC16AE9A4373A1E93E64F7D838FDEAE, Hidden/UberShader/C6112F8A98407C77A47956312D0DF4FC_FB, Hidden/UberShader/DA1EF6AF4CADD3FBE051A56299253121
//
// 080:    Unity headers extracted from 0203A257CE0DE71E8EF2E9340BE7F6F7_FB.shader
// 007:    Unity headers extracted from 0E3693F74B1962254282F98EAC07DD5D_FB.shader
// 008:    Unity headers extracted from 34884E44EE194FCCF2F20BCD007B7831_FB.shader
// 010:    Unity headers extracted from 627F6ECEB0C27430BC45723566D38748_FB.shader
// 100:    Unity headers extracted from BFC16AE9A4373A1E93E64F7D838FDEAE.shader
// 020:    Unity headers extracted from C6112F8A98407C77A47956312D0DF4FC_FB.shader
// 040:    Unity headers extracted from DA1EF6AF4CADD3FBE051A56299253121.shader
// 080:    Shader "Hidden/UberShader/0203A257CE0DE71E8EF2E9340BE7F6F7_FB" {
// 007:    Shader "Hidden/UberShader/0E3693F74B1962254282F98EAC07DD5D_FB" {
// 008:    Shader "Hidden/UberShader/34884E44EE194FCCF2F20BCD007B7831_FB" {
// 010:    Shader "Hidden/UberShader/627F6ECEB0C27430BC45723566D38748_FB" {
// 100:    Shader "Hidden/UberShader/BFC16AE9A4373A1E93E64F7D838FDEAE" {
// 020:    Shader "Hidden/UberShader/C6112F8A98407C77A47956312D0DF4FC_FB" {
// 040:    Shader "Hidden/UberShader/DA1EF6AF4CADD3FBE051A56299253121" {
//           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)
//            _InteractionDistortMask ("Interaction Distort Mask", 2D) = "white" { }
//            _InteractionDistortMask_US_ST ("Interaction Distort Mask_US_ST", Vector) = (0,0,0,0)
//            _InteractionParams2Punch ("Interaction Params2 Punch", Vector) = (0,0,0,0)
//            _InteractionParams2Rotation ("Interaction Params2 Rotation", Vector) = (0,0,0,0)
//            _InteractionParamsPunch ("Interaction Params Punch", Vector) = (0,0,0,0)
//            _InteractionParamsRotation ("Interaction Params Rotation", Vector) = (0,0,0,0)
//            _InteractionPosPunch ("Interaction Pos Punch", Vector) = (0,0,0,0)
//            _InteractionPosRotation ("Interaction Pos Rotation", 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)
//            _InteractionRotationPivot ("Interaction Rotation Pivot", Vector) = (0,0,0,0)
//            _InteractionSettingsPunch ("Interaction Settings Punch", Vector) = (0,0,0,0)
//            _InteractionSettingsRotation ("Interaction Settings Rotation", Vector) = (0,0,0,0)
//            _InteractionVelocityPunch ("Interaction Velocity Punch", Vector) = (0,0,0,0)
//            _InteractionVelocityRotation ("Interaction Velocity Rotation", 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)
// 1f8:       _Screen ("Screen", Vector) = (0,0,0,0)
// 1f8:       _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
// 128:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 0d7:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//               ColorMask [_UberShaderColorMask]
// 0b8:          GpuProgramID 32066
// 007:          GpuProgramID 4161
// 140:          GpuProgramID 47121
//               Program "vp" {
//                 SubProgram "d3d11 " {
// 1f9:              GpuProgramIndex 1
// 002:              GpuProgramIndex 3
// 004:              GpuProgramIndex 5
//                 }
//               }
//             }
//           }
//         }
//
// 080: Unity 5.3 headers extracted from 0203A257CE0DE71E8EF2E9340BE7F6F7_FB.shader.decompressed:
// 007: Unity 5.3 headers extracted from 0E3693F74B1962254282F98EAC07DD5D_FB.shader.decompressed:
// 008: Unity 5.3 headers extracted from 34884E44EE194FCCF2F20BCD007B7831_FB.shader.decompressed:
// 010: Unity 5.3 headers extracted from 627F6ECEB0C27430BC45723566D38748_FB.shader.decompressed:
// 100: Unity 5.3 headers extracted from BFC16AE9A4373A1E93E64F7D838FDEAE.shader.decompressed:
// 020: Unity 5.3 headers extracted from C6112F8A98407C77A47956312D0DF4FC_FB.shader.decompressed:
// 040: Unity 5.3 headers extracted from DA1EF6AF4CADD3FBE051A56299253121.shader.decompressed:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201509030 170 0 0
// 004:   Keywords { "SCREEN_BLUE" }
// 002:   Keywords { "SCREEN_GREEN" }
// 001:   Keywords { "SCREEN_RED" }
//        undeciphered2: 1 4 3 4 0
//        undeciphered3: 13 3 0 0 2 1 3 4
//        ConstBuffer "$Globals" 640
//        Float 0 [_FogGradientRange]
//        Float 112 [_GameTime]
//        Float 120 [_GlobalDebugScale]
//        Vector 128 [_DepthFlipScreen]
//        Vector 288 [_MainTex_ST]
//        Vector 304 [_MainTex_US_ST]
//        Vector 368 [_InteractionCurveSettingsDefault]
//        Vector 400 [_InteractionDistortMask_ST]
//        Vector 416 [_InteractionDistortMask_US_ST]
//        Vector 432 [_InteractionParamsRotation]
//        Vector 448 [_InteractionParams2Rotation]
//        Vector 464 [_InteractionPosRotation]
//        Vector 480 [_InteractionRotationPivot]
//        Vector 496 [_InteractionSettingsRotation]
//        Vector 512 [_PivotSettings]
//        Vector 528 [_InteractionPunchDistortMask_ST]
//        Vector 544 [_InteractionPunchDistortMask_US_ST]
//        Vector 560 [_InteractionParamsPunch]
//        Vector 576 [_InteractionParams2Punch]
//        Vector 592 [_InteractionPosPunch]
//        Vector 608 [_InteractionVelocityPunch]
//        Vector 624 [_InteractionSettingsPunch]
//        ConstBuffer "UnityPerDraw" 352
//        Matrix 0 [glstate_matrix_mvp]
//        Matrix 192 [_Object2World]
//        ConstBuffer "UnityPerFrame" 256
//        Vector 64 [glstate_lightmodel_ambient]
//        SetTexture 0 [_InteractionDistortMask] 2D 2
//        SetTexture 1 [_InteractionCurveDefault] 2D 1
//        SetTexture 2 [_InteractionPunchDistortMask] 2D 3
//        SetTexture 3 [_FogGradientTex] 2D 0
//        BindCB "$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 23:47:27 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   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[40], 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_sampler s3, 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_resource_texture2d (float,float,float,float) t3
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 8

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

ld_indexable(texture2d)(float,float,float,float) r7.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
dp2 r0.w, r1.zwzz, r1.zwzz
sqrt r0.w, r0.w
add r0.w, r0.w, -cb0[28].z
max r0.w, r0.w, l(0.000000)
add r0.w, r0.w, -cb0[31].z
div r2.x, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[31].z
mul_sat r0.w, r0.w, r2.x
mad r2.y, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r2.y
mul r3.xyzw, cb0[31].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r3.xyzw, r1.xyzw, r3.xyzw
dp2 r1.x, r1.xyxx, r1.xyxx
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 r1.x, r2.x, r1.x
dp2 r1.y, r3.zwzz, r3.zwzz
dp2 r1.z, r3.xyxx, r3.xyxx
sqrt r1.yz, r1.yyzy
add r1.yz, r1.yyzy, -cb0[28].zzzz
max r1.yz, r1.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
add r2.xyz, v2.yzwy, l(-0.500000, -0.500000, -0.500000, 0.000000)
mad r1.y, r2.x, l(0.500000), r1.y
add r3.xy, cb0[7].xxxx, -cb0[27].xzxx
add r1.y, -r1.y, r3.y
mul r1.y, r1.y, cb0[31].w
mul r4.z, r1.y, cb0[23].y
mov r4.yw, l(0,0,0,0)
sample_l r5.xyzw, r4.zwzz, t1.xyzw, s1, l(0.000000)
mad r1.y, r5.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[23].x
mad r1.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r5.x, r6.x, r1.w
add r3.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r4.zw, r5.xxxx, r3.yyyz
mad r1.w, r3.z, r6.x, -r4.z
mad r2.w, r3.y, r6.x, r4.w
add r2.w, r2.w, l(0.500000)
mad r2.w, r2.w, cb0[25].y, cb0[25].w
mad r5.y, cb0[26].y, cb0[7].x, r2.w
add r1.w, r1.w, l(0.500000)
mad r1.w, r1.w, cb0[25].x, cb0[25].z
mad r5.x, cb0[26].x, cb0[7].x, r1.w
sample_l r5.xyzw, r5.xyxx, t0.xyzw, s2, l(0.000000)
add r1.w, -v2.x, l(1.000000)
mul r2.w, r1.w, r5.x
mul r1.y, r1.y, r2.w
mul r0.w, r0.w, r1.y
mul r0.w, r0.w, cb0[27].w
mad r1.y, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r1.y
mad r1.y, r2.x, l(0.500000), r1.z
add r1.y, -r1.y, r3.x
mul r1.y, r1.y, cb0[31].w
mul r4.x, r1.y, cb0[23].y
sample_l r4.xyzw, r4.xyxx, t1.xyzw, s1, l(0.000000)
mad r1.y, r4.w, l(2.000000), l(-1.000000)
mul r1.y, r1.y, cb0[23].x
mul r1.y, r2.w, r1.y
mul r1.x, r1.x, r1.y
mad r0.w, r1.x, cb0[27].y, r0.w
sincos r1.x, r3.x, r0.w
add r1.yz, r2.yyzy, r2.yyzy
mad r1.yz, r1.yyzy, cb0[32].zzwz, cb0[30].xxyx
mad r1.yz, -v0.xxyx, cb0[32].xxyx, r1.yyzy
mul r2.yz, v0.yyxy, cb0[32].yyxy
mad r1.yz, cb0[30].zzwz, r1.yyzy, r2.zzyz
mad r2.yz, v0.yyxy, cb0[32].yyxy, -r1.zzyz
mul r4.xy, r1.xxxx, r2.yzyy
mad r5.x, r2.z, r3.x, -r4.x
mad r5.y, r2.y, r3.x, r4.y
add r1.xy, r1.yzyy, r5.xyxx
mad r0.w, cb0[34].w, cb0[7].x, cb0[34].z
sincos r3.x, r4.x, r0.w
mul r2.yz, r3.xxxx, r3.yyzy
mad r0.w, r3.z, r4.x, -r2.y
mad r1.z, r3.y, r4.x, r2.z
add r1.z, r1.z, l(0.500000)
mad r1.z, r1.z, cb0[33].y, cb0[33].w
mad r4.y, cb0[34].y, cb0[7].x, r1.z
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[33].x, cb0[33].z
mad r4.x, cb0[34].x, cb0[7].x, r0.w
sample_l r4.xyzw, r4.xyxx, t2.xyzw, s3, l(0.000000)
mul r0.w, r1.w, r4.x
mul r4.xyzw, cb0[39].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
add r5.xyzw, r0.xyxy, -cb0[37].xyzw
div r0.x, r0.z, cb0[0].x
mul r4.xyzw, r4.xyzw, r5.xyzw
dp2 r0.z, r4.xyxx, r4.xyxx
dp2 r1.z, r4.zwzz, r4.zwzz
sqrt r1.z, r1.z
add r1.z, r1.z, -cb0[36].z
max r1.z, r1.z, l(0.000000)
mad r1.z, r2.x, l(0.500000), r1.z
sqrt r0.z, r0.z
add r0.z, r0.z, -cb0[36].z
max r0.z, r0.z, l(0.000000)
mad r0.z, r2.x, l(0.500000), r0.z
add r2.xy, cb0[7].xxxx, -cb0[35].xzxx
add r0.z, -r0.z, r2.x
add r1.z, -r1.z, r2.y
mul r1.z, r1.z, cb0[39].w
mul r2.z, r1.z, cb0[23].y
mul r0.z, r0.z, cb0[39].w
mul r2.x, r0.z, cb0[23].y
mov r2.yw, l(0,0,0,0)
sample_l r4.xyzw, r2.xyxx, t1.xyzw, s1, l(0.000000)
sample_l r2.xyzw, r2.zwzz, t1.xyzw, s1, l(0.000000)
mad r0.z, r2.w, l(2.000000), l(-1.000000)
mul r0.z, r0.z, cb0[23].x
mul r0.z, r0.w, r0.z
mad r1.z, r4.w, l(2.000000), l(-1.000000)
mul r1.z, r1.z, cb0[23].x
mul r0.w, r0.w, r1.z
dp2 r1.z, r5.xyxx, r5.xyxx
dp2 r1.w, r5.zwzz, r5.zwzz
sqrt r1.zw, r1.zzzw
add r1.zw, r1.zzzw, -cb0[36].zzzz
max r1.zw, r1.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
add r1.zw, r1.zzzw, -cb0[39].zzzz
div r2.x, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[39].z
mul_sat r1.zw, r1.zzzw, r2.xxxx
mad r2.x, r1.z, l(-2.000000), l(3.000000)
mul r1.z, r1.z, r1.z
mul r1.z, r1.z, r2.x
mul r0.w, r0.w, r1.z
mad r1.z, r1.w, l(-2.000000), l(3.000000)
mul r1.w, r1.w, r1.w
mul r1.z, r1.w, r1.z
mul r0.z, r0.z, r1.z
mul r0.zw, r0.zzzw, cb0[35].wwwy
add r2.xyzw, cb0[38].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r1.z, r2.zwzz, r2.zwzz
rsq r1.z, r1.z
mul r1.zw, r1.zzzz, r2.zzzw
mul r1.zw, r0.zzzz, r1.zzzw
dp2 r0.z, r2.xyxx, r2.xyxx
rsq r0.z, r0.z
mul r2.xy, r0.zzzz, r2.xyxx
mad r0.zw, r0.wwww, r2.xxxy, r1.zzzw
add r0.zw, r0.zzzw, r1.xxxy
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 r1.xyz, r0.wwww, cb1[1].xywx
mad r1.xyz, cb1[0].xywx, r0.zzzz, r1.xyzx
mad r1.xyz, cb1[2].xywx, v0.zzzz, r1.xyzx
mad r1.xyw, cb1[3].xyxw, v0.wwww, r1.xyxz
add r0.z, cb0[8].x, l(200.000000)

// 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 d04f5d92155ff880-vs.txt
ne r7.w, r1.w, l(1.0)
if_nz r7.w
  add r7.w, r1.w, -r7.y
  mad r1.x, r7.w, r7.x, r1.x
endif

mul r0.z, r1.w, r0.z
mul r1.z, r0.z, 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.z, r1.xyzw, r1.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, r3.yzyy
mad r0.w, r3.z, r2.x, -r1.x
mad r1.x, r3.y, 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, t3.xyzw, s0, l(0.000000)
mul o3.w, r0.w, r1.w
mov o3.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used