// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed d8163339809d2353-vs.txt
// 3DMigoto: d8163339809d2353 | Matched 2 variants of 2 shaders: FX/Alpha Blend Additive Green, FX/Alpha Blend Without Fog
//
// 1:    Unity headers extracted from AlphaBlendAdditiveGreen.shader
// 2:    Unity headers extracted from AlphaBlendNoFog.shader
// 1:    Shader "FX/Alpha Blend Additive Green" {
// 2:    Shader "FX/Alpha Blend Without Fog" {
//         Properties {
// 2:       _MainTex ("Base (RGB)", 2D) = "white" { }
// 1:       _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
// 1:       _AdditiveTintColor ("Additive Color", Color) = (0.5,0.5,0.5,0.5)
// 2:       _Color ("Main Color", Color) = (1,1,1,1)
// 1:       _MainTex ("Texture", 2D) = "white" { }
//         }
//         Fallback "Diffuse"
//         SubShader 1/1 {
//           Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
// 1:        Pass 1/10 {
// 2:        Pass 1/5 {
//             Name "FORWARD"
//             Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="Transparent" }
// 1:          ZTest Always
//             ZWrite Off
//             Cull Off
//             Blend SrcAlpha OneMinusSrcAlpha
// 2:          GpuProgramID 43121
// 1:          GpuProgramID 47927
//             Program "vp" {
//               SubProgram "d3d11_9x " {
//                 GpuProgramIndex 5
//               }
//             }
//           }
//         }
//       }
//
// 1: Unity 5.3 headers extracted from AlphaBlendAdditiveGreen.shader.decompressed:
// 2: Unity 5.3 headers extracted from AlphaBlendNoFog.shader.decompressed:
//      API d3d11_9x
//      Shader model vs_4_0_level_9_1
//      undeciphered1: 201509030 43 0 0
//      Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
//      undeciphered2: 1 0 4 0 0
//      undeciphered3: 15 4 0 0 2 1 1 2 3 4
//      ConstBuffer "$Globals" 160
//      Vector 144 [_MainTex_ST]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityLighting" 720
//      Vector 608 [unity_SHAr]
//      Vector 624 [unity_SHAg]
//      Vector 640 [unity_SHAb]
//      Vector 656 [unity_SHBr]
//      Vector 672 [unity_SHBg]
//      Vector 688 [unity_SHBb]
//      Vector 704 [unity_SHC]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      Matrix 256 [_World2Object]
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityLighting" 2
//      BindCB "UnityPerDraw" 3
//
// 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 23:47:46 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TANGENT                  0   xyzw        1     NONE   float
// NORMAL                   0   xyz         2     NONE   float   xyz
// TEXCOORD                 0   xyzw        3     NONE   float   xy
// TEXCOORD                 1   xyzw        4     NONE   float
// TEXCOORD                 2   xyzw        5     NONE   float
// TEXCOORD                 3   xyzw        6     NONE   float
// COLOR                    0   xyzw        7     NONE   float   xyzw
//
//
// 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   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// COLOR                    0   xyzw        4     NONE   float   xyzw
// TEXCOORD                 3   xyz         5     NONE   float   xyz
// TEXCOORD                 4   xyzw        6     NONE   float   xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
//
// Target Reg Buffer  Start Reg # of Regs        Data Conversion
// ---------- ------- --------- --------- ----------------------
// c1         cb0             9         1  ( FLT, FLT, FLT, FLT)
// c2         cb1             5         1  ( FLT, FLT, FLT, FLT)
// c3         cb2            38         7  ( FLT, FLT, FLT, FLT)
// c10        cb3             0         4  ( FLT, FLT, FLT, FLT)
// c14        cb3            12         7  ( FLT, FLT, FLT, FLT)
//
//
// Runtime generated constant mappings:
//
// Target Reg                               Constant Description
// ---------- --------------------------------------------------
// c0                              Vertex Shader position offset
//
//
// Level9 shader bytecode:
//
    vs_2_0
    def c21, 1, 0, 0.416666657, 0.5
    def c22, 1.05499995, -0.0549999997, 0, 0
    dcl_texcoord v0
    dcl_texcoord2 v2
    dcl_texcoord3 v3
    dcl_texcoord7 v7
    mad oT0.xy, v3, c1, c1.zwzw
    mul r0.xyz, v0.y, c15
    mad r0.xyz, c14, v0.x, r0
    mad r0.xyz, c16, v0.z, r0
    mad oT2.xyz, c17, v0.w, r0
    mul r0.x, v2.x, c18.x
    mul r0.y, v2.x, c19.x
    mul r0.z, v2.x, c20.x
    mul r1.x, v2.y, c18.y
    mul r1.y, v2.y, c19.y
    mul r1.z, v2.y, c20.y
    add r0.xyz, r0, r1
    mul r1.x, v2.z, c18.z
    mul r1.y, v2.z, c19.z
    mul r1.z, v2.z, c20.z
    add r0.xyz, r0, r1
    nrm r1.xyz, r0
    mul r0.x, r1.y, r1.y
    mad r0.x, r1.x, r1.x, -r0.x
    mul r2, r1.yzzx, r1.xyzz
    dp4 r3.x, c6, r2
    dp4 r3.y, c7, r2
    dp4 r3.z, c8, r2
    mad r0.xyz, c9, r0.x, r3
    mov r1.w, c21.x
    dp4 r2.x, c3, r1
    dp4 r2.y, c4, r1
    dp4 r2.z, c5, r1
    mov oT1.xyz, r1
    add r0.xyz, r0, r2
    max r0.xyz, r0, c21.y
    mov r0.w, c21.z
    lit r1, r0.xxww
    mov r1.x, r1.z
    lit r2, r0.yyww
    lit r0, r0.zzww
    mov r1.z, r0.z
    mov r1.y, r2.z
    mad r0.xyz, r1, c22.x, c22.y
    max oT4.xyz, r0, c21.y
    mul r0, v0.y, c11
    mad r0, c10, v0.x, r0
    mad r0, c12, v0.z, r0
    mad r0, c13, v0.w, r0
    mul r1.x, r0.y, c2.x
    mul r1.w, r1.x, c21.w
    mul r1.xz, r0.xyww, c21.w
    add oT5.xy, r1.z, r1.xwzw
    mad oPos.xy, r0.w, c0, r0
    mov oPos.zw, r0
    mov oT5.zw, r0
    mov oT3, v7

// approximately 54 instruction slots used
vs_4_0
dcl_constantbuffer cb0[10], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[45], immediateIndexed
dcl_constantbuffer cb3[19], immediateIndexed
dcl_input v0.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_input v7.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyz
dcl_output o3.xyz
dcl_output o4.xyzw
dcl_output o5.xyz
dcl_output o6.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

mul r0.xyzw, v0.yyyy, cb3[1].xyzw
mad r0.xyzw, cb3[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb3[2].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb3[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 d8163339809d2353-vs.txt
ne r5.w, r0.w, l(1.0)
if_nz r5.w
  add r5.w, r0.w, -r5.y
  mad r0.x, r5.w, r5.x, r0.x
endif

mad o1.xy, v3.xyxx, cb0[9].xyxx, cb0[9].zwzz
mul r1.x, v2.x, cb3[16].x
mul r1.y, v2.x, cb3[17].x
mul r1.z, v2.x, cb3[18].x
mul r2.x, v2.y, cb3[16].y
mul r2.y, v2.y, cb3[17].y
mul r2.z, v2.y, cb3[18].y
add r1.xyz, r1.xyzx, r2.xyzx
mul r2.x, v2.z, cb3[16].z
mul r2.y, v2.z, cb3[17].z
mul r2.z, v2.z, cb3[18].z
add r1.xyz, r1.xyzx, r2.xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
mov o2.xyz, r1.xyzx
mul r2.xyz, v0.yyyy, cb3[13].xyzx
mad r2.xyz, cb3[12].xyzx, v0.xxxx, r2.xyzx
mad r2.xyz, cb3[14].xyzx, v0.zzzz, r2.xyzx
mad o3.xyz, cb3[15].xyzx, v0.wwww, r2.xyzx
mov o4.xyzw, v7.xyzw
mul r2.x, r1.y, r1.y
mad r2.x, r1.x, r1.x, -r2.x
mul r3.xyzw, r1.yzzx, r1.xyzz
dp4 r4.x, cb2[41].xyzw, r3.xyzw
dp4 r4.y, cb2[42].xyzw, r3.xyzw
dp4 r4.z, cb2[43].xyzw, r3.xyzw
mad r2.xyz, cb2[44].xyzx, r2.xxxx, r4.xyzx
mov r1.w, l(1.000000)
dp4 r3.x, cb2[38].xyzw, r1.xyzw
dp4 r3.y, cb2[39].xyzw, r1.xyzw
dp4 r3.z, cb2[40].xyzw, r1.xyzw
add r1.xyz, r2.xyzx, r3.xyzx
max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
log r1.xyz, r1.xyzx
mul r1.xyz, r1.xyzx, l(0.416666657, 0.416666657, 0.416666657, 0.000000)
exp r1.xyz, r1.xyzx
mad r1.xyz, r1.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000)
max o5.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r0.y, r0.y, cb1[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o6.zw, r0.zzzw
add o6.xy, r1.zzzz, r1.xwxx
ret
// Approximately 0 instruction slots used