// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed d302e741089f9634-vs.txt
// 3DMigoto: d302e741089f9634 | Matched 3 variants of 3 shaders: Hidden/UberShader/1CEF643C0B926EFBCB4CBEC54D652BBF, Hidden/UberShader/ABBBFD83D3AF1BC9085FB30D46799A92, Hidden/UberShader/BE92F9322AA4453717EB290FED4702E7
//
// 1:    Unity headers extracted from 1CEF643C0B926EFBCB4CBEC54D652BBF.shader
// 2:    Unity headers extracted from ABBBFD83D3AF1BC9085FB30D46799A92.shader
// 4:    Unity headers extracted from BE92F9322AA4453717EB290FED4702E7.shader
// 1:    Shader "Hidden/UberShader/1CEF643C0B926EFBCB4CBEC54D652BBF" {
// 2:    Shader "Hidden/UberShader/ABBBFD83D3AF1BC9085FB30D46799A92" {
// 4:    Shader "Hidden/UberShader/BE92F9322AA4453717EB290FED4702E7" {
//         Properties {
//          _UberShaderColorMask ("Uber color mask", Float) = 15
//          _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 3:       _AdditiveLayerDistortColor ("Additive Layer Distort Color", Color) = (1,1,1,1)
// 3:       _AdditiveLayerDistortDistortTexture ("Additive Layer Distort Distort Texture", 2D) = "white" { }
// 3:       _AdditiveLayerDistortDistortTexture_US_ST ("Additive Layer Distort Distort Texture_US_ST", Vector) = (0,0,0,0)
// 3:       _AdditiveLayerDistortMaskTexture ("Additive Layer Distort Mask Texture", 2D) = "white" { }
// 3:       _AdditiveLayerDistortMaskTexture_US_ST ("Additive Layer Distort Mask Texture_US_ST", Vector) = (0,0,0,0)
// 3:       _AdditiveLayerDistortStrength ("Additive Layer Distort Strength", Vector) = (0,0,0,0)
// 3:       _AdditiveLayerDistortTexture ("Additive Layer Distort Texture", 2D) = "white" { }
// 3:       _AdditiveLayerDistortTexture_Parralax ("Additive Layer Distort Texture_Parralax", Vector) = (0,0,0,0)
// 3:       _AdditiveLayerDistortTexture_US_ST ("Additive Layer Distort 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)
//          _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 4:       _MultiplyLayerDistortColor ("Multiply Layer Distort Color", Color) = (1,1,1,1)
// 4:       _MultiplyLayerDistortDistortTexture ("Multiply Layer Distort Distort Texture", 2D) = "white" { }
// 4:       _MultiplyLayerDistortDistortTexture_US_ST ("Multiply Layer Distort Distort Texture_US_ST", Vector) = (0,0,0,0)
// 4:       _MultiplyLayerDistortMaskTexture ("Multiply Layer Distort Mask Texture", 2D) = "white" { }
// 4:       _MultiplyLayerDistortMaskTexture_Parralax ("Multiply Layer Distort Mask Texture_Parralax", Vector) = (0,0,0,0)
// 4:       _MultiplyLayerDistortMaskTexture_US_ST ("Multiply Layer Distort Mask Texture_US_ST", Vector) = (0,0,0,0)
// 4:       _MultiplyLayerDistortStrength ("Multiply Layer Distort Strength", Vector) = (0,0,0,0)
// 4:       _MultiplyLayerDistortTexture ("Multiply Layer Distort Texture", 2D) = "white" { }
// 4:       _MultiplyLayerDistortTexture_US_ST ("Multiply Layer Distort 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)
//          _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]
// 2:          GpuProgramID 16189
// 1:          GpuProgramID 29353
// 4:          GpuProgramID 48014
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 1
//               }
//             }
//           }
//         }
//       }
//
// 1: Unity 5.3 headers extracted from 1CEF643C0B926EFBCB4CBEC54D652BBF.shader.decompressed:
// 2: Unity 5.3 headers extracted from ABBBFD83D3AF1BC9085FB30D46799A92.shader.decompressed:
// 4: Unity 5.3 headers extracted from BE92F9322AA4453717EB290FED4702E7.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 87 0 0
//      undeciphered2: 1 1 3 1 0
//      undeciphered3: 9 2 0 0 3 4
//      ConstBuffer "$Globals" 672
//      Float 0 [_FogGradientRange]
//      Float 112 [_GameTime]
//      Float 120 [_GlobalDebugScale]
//      Vector 128 [_DepthFlipScreen]
//      Vector 288 [_MainTex_ST]
//      Vector 304 [_MainTex_US_ST]
//      Vector 384 [_MultiplyLayerTexture_ST]
//      Vector 400 [_MultiplyLayerTexture_US_ST]
//      Vector 432 [_MultiplyLayerMaskTexture_ST]
//      Vector 448 [_MultiplyLayerMaskTexture_US_ST]
// 3:   Vector 496 [_AdditiveLayerDistortTexture_ST]
// 4:   Vector 496 [_MultiplyLayerDistortTexture_ST]
// 3:   Vector 512 [_AdditiveLayerDistortTexture_US_ST]
// 4:   Vector 512 [_MultiplyLayerDistortTexture_US_ST]
// 3:   Vector 544 [_AdditiveLayerDistortMaskTexture_ST]
// 4:   Vector 544 [_MultiplyLayerDistortMaskTexture_ST]
// 3:   Vector 560 [_AdditiveLayerDistortMaskTexture_US_ST]
// 4:   Vector 560 [_MultiplyLayerDistortMaskTexture_US_ST]
// 3:   Vector 592 [_AdditiveLayerDistortDistortTexture_ST]
// 4:   Vector 592 [_MultiplyLayerDistortDistortTexture_ST]
// 3:   Vector 608 [_AdditiveLayerDistortDistortTexture_US_ST]
// 4:   Vector 608 [_MultiplyLayerDistortDistortTexture_US_ST]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      ConstBuffer "UnityPerFrame" 256
//      Vector 64 [glstate_lightmodel_ambient]
//      SetTexture 0 [_FogGradientTex] 2D 0
//      BindCB "$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 23:47:32 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
//
vs_4_0
dcl_constantbuffer cb0[39], immediateIndexed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
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_temps 4

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

ld_indexable(texture2d)(float,float,float,float) r3.xyzw, l(0, 0, 0, 0), t125.xyzw

add r0.x, cb0[7].z, l(1.000000)
mul r0.xy, r0.xxxx, v0.xyxx
mul r0.yzw, r0.yyyy, cb1[1].xxyw
mad r0.xyz, cb1[0].xywx, r0.xxxx, r0.yzwy
mad r0.xyz, cb1[2].xywx, v0.zzzz, r0.xyzx
mad r0.xyw, cb1[3].xyxw, v0.wwww, r0.xyxz
add r1.x, cb0[8].x, l(200.000000)

// Relocated to here with asmtool.py
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 d302e741089f9634-vs.txt
ne r3.w, r0.w, l(1.0)
if_nz r3.w
  add r3.w, r0.w, -r3.y
  mad r0.x, r3.w, r3.x, r0.x
endif

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

// mov o0.xyzw, r0.xyzw // Relocated from here with asmtool.py
// Inserted by asmtool.py
mov o0.z, r0.z

dp4 r0.x, r0.xyzw, r0.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
add r0.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r1.xy, r1.xxxx, r0.yzyy
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.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.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r0.w
mad r0.w, cb0[25].w, cb0[7].x, cb0[25].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[24].y, cb0[24].w
mad o2.y, cb0[25].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[24].x, cb0[24].z
mad o2.x, cb0[25].x, cb0[7].x, r0.w
mad r0.w, cb0[28].w, cb0[7].x, cb0[28].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[27].y, cb0[27].w
mad o2.w, cb0[28].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[27].x, cb0[27].z
mad o2.z, cb0[28].x, cb0[7].x, r0.w
mad r0.w, cb0[32].w, cb0[7].x, cb0[32].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[31].y, cb0[31].w
mad o3.y, cb0[32].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[31].x, cb0[31].z
mad o3.x, cb0[32].x, cb0[7].x, r0.w
mad r0.w, cb0[35].w, cb0[7].x, cb0[35].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.w, r0.z, r2.x, -r1.x
mad r1.x, r0.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[34].y, cb0[34].w
mad o3.w, cb0[35].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[34].x, cb0[34].z
mad o3.z, cb0[35].x, cb0[7].x, r0.w
mad r0.w, cb0[38].w, cb0[7].x, cb0[38].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r0.yzyy, r1.xxxx
mad r0.z, r0.z, r2.x, -r1.x
mad r0.y, r0.y, r2.x, r1.y
add r0.y, r0.y, l(0.500000)
mad r0.y, r0.y, cb0[37].y, cb0[37].w
mad o4.y, cb0[38].y, cb0[7].x, r0.y
add r0.y, r0.z, l(0.500000)
mad r0.y, r0.y, cb0[37].x, cb0[37].z
mad o4.x, cb0[38].x, cb0[7].x, r0.y
mov o4.zw, l(0,0,0,0)
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 o5.w, -r0.x, r0.x, l(1.000000)
mul o5.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.x, r0.x, l(0.500000)
mov r0.y, l(0)
sample_l r1.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
mul o6.w, r0.z, r1.w
mov o6.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used