// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed e3e6e5ab85b99b2c-vs.txt
// 3DMigoto: e3e6e5ab85b99b2c | Matched 5 variants of 5 shaders: Hidden/UberShader/594A5EA51A22328B4BC3D03CFFDEFBAF, Hidden/UberShader/922C8F6E9FAE58331C3B8A4404586F75, Hidden/UberShader/B79BB8962C3BA1FF515616183F3116A3_FB, Hidden/UberShader/BAE918463547A222D5FFA1B30FC3C5DF, Hidden/UberShader/FAC05251975498147B56C5F30BE44A7F
//
// 04:    Unity headers extracted from 594A5EA51A22328B4BC3D03CFFDEFBAF.shader
// 01:    Unity headers extracted from 922C8F6E9FAE58331C3B8A4404586F75.shader
// 10:    Unity headers extracted from B79BB8962C3BA1FF515616183F3116A3_FB.shader
// 02:    Unity headers extracted from BAE918463547A222D5FFA1B30FC3C5DF.shader
// 08:    Unity headers extracted from FAC05251975498147B56C5F30BE44A7F.shader
// 04:    Shader "Hidden/UberShader/594A5EA51A22328B4BC3D03CFFDEFBAF" {
// 01:    Shader "Hidden/UberShader/922C8F6E9FAE58331C3B8A4404586F75" {
// 10:    Shader "Hidden/UberShader/B79BB8962C3BA1FF515616183F3116A3_FB" {
// 02:    Shader "Hidden/UberShader/BAE918463547A222D5FFA1B30FC3C5DF" {
// 08:    Shader "Hidden/UberShader/FAC05251975498147B56C5F30BE44A7F" {
//          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)
//           _InteractionParams2Rotation ("Interaction Params2 Rotation", Vector) = (0,0,0,0)
//           _InteractionParamsRotation ("Interaction Params Rotation", Vector) = (0,0,0,0)
//           _InteractionPosRotation ("Interaction Pos Rotation", Vector) = (0,0,0,0)
//           _InteractionRotationPivot ("Interaction Rotation Pivot", Vector) = (0,0,0,0)
//           _InteractionSettingsRotation ("Interaction Settings Rotation", 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)
//           _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 1d:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 1d:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 1d:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1d:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 1d:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra 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)
// 02:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 08:       _OutlineColor ("Outline Color", Color) = (1,1,1,1)
// 02:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 08:       _OutlineSize ("Outline Size", Float) = 0
// 02:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 02:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 02:       _MultiplyLayerThirdTexture_US_ST ("Multiply Layer Third 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
// 1b:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 04:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//              ColorMask [_UberShaderColorMask]
// 05:          GpuProgramID 26366
// 02:          GpuProgramID 32883
// 10:          GpuProgramID 3704
// 08:          GpuProgramID 40166
//              Program "vp" {
//                SubProgram "d3d11 " {
//                  GpuProgramIndex 1
//                }
//              }
//            }
//          }
//        }
//
// 04: Unity 5.3 headers extracted from 594A5EA51A22328B4BC3D03CFFDEFBAF.shader.decompressed:
// 01: Unity 5.3 headers extracted from 922C8F6E9FAE58331C3B8A4404586F75.shader.decompressed:
// 10: Unity 5.3 headers extracted from B79BB8962C3BA1FF515616183F3116A3_FB.shader.decompressed:
// 02: Unity 5.3 headers extracted from BAE918463547A222D5FFA1B30FC3C5DF.shader.decompressed:
// 08: Unity 5.3 headers extracted from FAC05251975498147B56C5F30BE44A7F.shader.decompressed:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201509030 146 0 0
//       undeciphered2: 1 3 3 3 0
//       undeciphered3: 13 3 0 0 2 1 3 4
// 17:   ConstBuffer "$Globals" 688
// 08:   ConstBuffer "$Globals" 720
//       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 [_MultiplyLayerTexture_ST]
//       Vector 544 [_MultiplyLayerTexture_US_ST]
//       Vector 560 [_MultiplyLayerMaskTexture_ST]
//       Vector 576 [_MultiplyLayerMaskTexture_US_ST]
// 1d:   Vector 608 [_MultiplyLayerExtraTexture_ST]
// 02:   Vector 608 [_MultiplyLayerThirdTexture_ST]
// 1d:   Vector 624 [_MultiplyLayerExtraTexture_US_ST]
// 02:   Vector 624 [_MultiplyLayerThirdTexture_US_ST]
// 1d:   Vector 640 [_MultiplyLayerExtraMaskTexture_ST]
// 02:   Vector 640 [_MultiplyLayerThirdMaskTexture_ST]
// 1d:   Vector 656 [_MultiplyLayerExtraMaskTexture_US_ST]
// 02:   Vector 656 [_MultiplyLayerThirdMaskTexture_US_ST]
//       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 [_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 23:48:02 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
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[42], 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_input v2.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_temps 7

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

ld_indexable(texture2d)(float,float,float,float) r6.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
div r0.x, r0.z, cb0[0].x
dp2 r0.z, r1.zwzz, r1.zwzz
sqrt r0.z, r0.z
add r0.z, r0.z, -cb0[28].z
max r0.z, r0.z, l(0.000000)
add r0.z, r0.z, -cb0[31].z
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[31].z
mul_sat r0.z, r0.w, r0.z
mad r2.x, r0.z, l(-2.000000), l(3.000000)
mul r0.z, r0.z, r0.z
mul r0.z, r0.z, r2.x
mul r2.xyzw, cb0[31].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r2.xyzw, r1.xyzw, r2.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 r0.w, r0.w, r1.x
dp2 r1.x, r2.zwzz, r2.zwzz
dp2 r1.y, r2.xyxx, r2.xyxx
sqrt r1.xy, r1.xyxx
add r1.xy, r1.xyxx, -cb0[28].zzzz
max r1.xy, r1.xyxx, 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.x, r2.x, l(0.500000), r1.x
add r1.zw, cb0[7].xxxx, -cb0[27].xxxz
add r1.x, -r1.x, r1.w
mul r1.x, r1.x, cb0[31].w
mul r3.z, r1.x, cb0[23].y
mov r3.yw, l(0,0,0,0)
sample_l r4.xyzw, r3.zwzz, t1.xyzw, s1, l(0.000000)
mad r1.x, r4.w, l(2.000000), l(-1.000000)
mul r1.x, r1.x, cb0[23].x
add r1.w, -v2.x, l(1.000000)
mad r2.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r4.x, r5.x, r2.w
add r3.zw, v1.yyyx, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r4.xy, r4.xxxx, r3.zwzz
mad r2.w, r3.w, r5.x, -r4.x
mad r4.x, r3.z, r5.x, r4.y
add r4.x, r4.x, l(0.500000)
mad r4.x, r4.x, cb0[25].y, cb0[25].w
mad r4.y, cb0[26].y, cb0[7].x, r4.x
add r2.w, r2.w, l(0.500000)
mad r2.w, r2.w, cb0[25].x, cb0[25].z
mad r4.x, cb0[26].x, cb0[7].x, r2.w
sample_l r4.xyzw, r4.xyxx, t0.xyzw, s2, l(0.000000)
mul r1.w, r1.w, r4.x
mul r1.x, r1.w, r1.x
mul r0.z, r0.z, r1.x
mul r0.z, r0.z, cb0[27].w
mad r1.x, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r1.x
mad r1.x, r2.x, l(0.500000), r1.y
add r2.xy, r2.yzyy, r2.yzyy
mad r2.xy, r2.xyxx, cb0[32].zwzz, cb0[30].xyxx
mad r2.xy, -v0.xyxx, cb0[32].xyxx, r2.xyxx
add r1.x, -r1.x, r1.z
mul r1.x, r1.x, cb0[31].w
mul r3.x, r1.x, cb0[23].y
sample_l r4.xyzw, r3.xyxx, t1.xyzw, s1, l(0.000000)
mad r1.x, r4.w, l(2.000000), l(-1.000000)
mul r1.x, r1.x, cb0[23].x
mul r1.x, r1.w, r1.x
mul r0.w, r0.w, r1.x
mad r0.z, r0.w, cb0[27].y, r0.z
sincos r1.x, r3.x, r0.z
mul r0.zw, v0.yyyx, cb0[32].yyyx
mad r0.zw, cb0[30].zzzw, r2.xxxy, r0.wwwz
mad r1.yz, v0.yyxy, cb0[32].yyxy, -r0.wwzw
mul r1.xw, r1.xxxx, r1.yyyz
mad r2.x, r1.z, r3.x, -r1.x
mad r2.y, r1.y, r3.x, r1.w
add r0.zw, r0.zzzw, r2.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 e3e6e5ab85b99b2c-vs.txt
ne r6.w, r1.w, l(1.0)
if_nz r6.w
  add r6.w, r1.w, -r6.y
  mad r1.x, r6.w, r6.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
mov o1.zw, v1.zzzw
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.zwzz
mad r0.w, r3.w, r2.x, -r1.x
mad r1.x, r3.z, 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
mad r0.w, cb0[34].w, cb0[7].x, cb0[34].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r3.zwzz
mad r0.w, r3.w, r2.x, -r1.x
mad r1.x, r3.z, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[33].y, cb0[33].w
mad o2.y, cb0[34].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[33].x, cb0[33].z
mad o2.x, cb0[34].x, cb0[7].x, r0.w
mad r0.w, cb0[36].w, cb0[7].x, cb0[36].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r3.zwzz
mad r0.w, r3.w, r2.x, -r1.x
mad r1.x, r3.z, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[35].y, cb0[35].w
mad o2.w, cb0[36].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[35].x, cb0[35].z
mad o2.z, cb0[36].x, cb0[7].x, r0.w
mad r0.w, cb0[39].w, cb0[7].x, cb0[39].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r3.zwzz
mad r0.w, r3.w, r2.x, -r1.x
mad r1.x, r3.z, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[38].y, cb0[38].w
mad o3.y, cb0[39].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[38].x, cb0[38].z
mad o3.x, cb0[39].x, cb0[7].x, r0.w
mad r0.w, cb0[41].w, cb0[7].x, cb0[41].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r3.zwzz
mad r0.w, r3.w, r2.x, -r1.x
mad r1.x, r3.z, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[40].y, cb0[40].w
mad o3.w, cb0[41].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[40].x, cb0[40].z
mad o3.z, cb0[41].x, cb0[7].x, r0.w
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 o4.w, -r0.z, r0.z, l(1.000000)
mul o4.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mov r0.y, l(0)
sample_l r1.xyzw, r0.xyxx, t2.xyzw, s0, l(0.000000)
mul o5.w, r0.w, r1.w
mov o5.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used