// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed e830479d53fa3fc3-vs.txt
// 3DMigoto: e830479d53fa3fc3 |    Unity headers extracted from C8D6BA4F9821C0500E0BBC432CEFB5FB.shader
//    Shader "Hidden/UberShader/C8D6BA4F9821C0500E0BBC432CEFB5FB" {
//      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)
//       _InteractionParams2Punch ("Interaction Params2 Punch", Vector) = (0,0,0,0)
//       _InteractionParamsPunch ("Interaction Params Punch", Vector) = (0,0,0,0)
//       _InteractionPosPunch ("Interaction Pos Punch", 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)
//       _InteractionSettingsPunch ("Interaction Settings Punch", Vector) = (0,0,0,0)
//       _InteractionVelocityPunch ("Interaction Velocity Punch", 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)
//       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
//       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
//       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
//       _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)
//       _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)
//       _TurbulenceLocalRotationSettings ("Turbulence Local Rotation Settings", Vector) = (0,0,0,0)
//       _TurbulenceRotationAnimMask ("Turbulence Rotation Anim Mask", 2D) = "white" { }
//       _TurbulenceRotationAnimMask_US_ST ("Turbulence Rotation Anim Mask_US_ST", Vector) = (0,0,0,0)
//       _TurbulenceRotationOffset ("Turbulence Rotation Offset", Vector) = (0,0,0,0)
//       _TurbulenceRotationPivotMask ("Turbulence Rotation Pivot Mask", Vector) = (0,0,0,0)
//      }
//      Fallback "Hidden/UberShader/C8D6BA4F9821C0500E0BBC432CEFB5FB_FB"
//      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]
//          GpuProgramID 630
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 0
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from C8D6BA4F9821C0500E0BBC432CEFB5FB.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 174 0 0
//   undeciphered2: 1 6 3 6 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 832
//   Float 0 [_FogGradientRange]
//   Float 112 [_GameTime]
//   Float 120 [_GlobalDebugScale]
//   Vector 128 [_DepthFlipScreen]
//   Float 208 [_TurbulenceStrength]
//   Float 212 [_TurbulenceTime]
//   Float 216 [_TurbulenceOffset]
//   Vector 288 [_MainTex_ST]
//   Vector 304 [_MainTex_US_ST]
//   Vector 368 [_TurbulenceLocalRotationSettings]
//   Vector 384 [_TurbulenceRotationOffset]
//   Vector 400 [_TurbulenceRotationAnimMask_ST]
//   Vector 416 [_TurbulenceRotationAnimMask_US_ST]
//   Vector 432 [_TurbulenceRotationPivotMask]
//   Vector 448 [_PivotSettings]
//   Vector 464 [_InteractionCurveSettingsDefault]
//   Vector 528 [_InteractionParamsPunch]
//   Vector 544 [_InteractionParams2Punch]
//   Vector 560 [_InteractionPosPunch]
//   Vector 576 [_InteractionVelocityPunch]
//   Vector 592 [_InteractionSettingsPunch]
//   Vector 608 [_RotationCurve_AnimationSettings]
//   Vector 624 [_Offset]
//   Vector 640 [_RotationAnimMask_ST]
//   Vector 656 [_RotationAnimMask_US_ST]
//   Vector 672 [_MultiplyLayerTexture_ST]
//   Vector 688 [_MultiplyLayerTexture_US_ST]
//   Vector 704 [_MultiplyLayerMaskTexture_ST]
//   Vector 720 [_MultiplyLayerMaskTexture_US_ST]
//   Vector 752 [_MultiplyLayerExtraTexture_ST]
//   Vector 768 [_MultiplyLayerExtraTexture_US_ST]
//   Vector 784 [_MultiplyLayerExtraMaskTexture_ST]
//   Vector 800 [_MultiplyLayerExtraMaskTexture_US_ST]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   ConstBuffer "UnityPerFrame" 256
//   Vector 64 [glstate_lightmodel_ambient]
//   SetTexture 0 [_TurbulenceTexture] 2D 1
//   SetTexture 1 [_TurbulenceRotationAnimMask] 2D 2
//   SetTexture 2 [_InteractionCurveDefault] 2D 3
//   SetTexture 3 [_RotationAnimMask] 2D 5
//   SetTexture 4 [_RotationCurve] 2D 4
//   SetTexture 5 [_FogGradientTex] 2D 0
//   BindCB "$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 23:48:08 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
//
//
// 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[51], 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_sampler s4, mode_default
dcl_sampler s5, 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_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
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_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.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[35].xyzw
div r0.x, r0.z, cb0[0].x
dp2 r0.z, r1.xyxx, r1.xyxx
sqrt r0.z, r0.z
add r0.z, r0.z, -cb0[34].z
max r0.z, r0.z, l(0.000000)
add r0.z, r0.z, -cb0[37].z
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[37].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[37].xyxy, l(0.040000, 0.040000, 0.040000, 0.040000)
mul r2.xyzw, r1.xyzw, r2.xyzw
dp2 r1.x, r1.zwzz, r1.zwzz
sqrt r1.x, r1.x
add r1.x, r1.x, -cb0[34].z
max r1.x, r1.x, l(0.000000)
add r1.x, r1.x, -cb0[37].z
mul_sat r0.w, r0.w, r1.x
dp2 r1.x, r2.xyxx, r2.xyxx
dp2 r1.y, r2.zwzz, r2.zwzz
sqrt r1.xy, r1.xyxx
add r1.xy, r1.xyxx, -cb0[34].zzzz
max r1.xy, r1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
add r1.zw, cb0[7].xxxx, -cb0[33].xxxz
add r1.xy, -r1.xyxx, r1.zwzz
mul r1.xy, r1.xyxx, cb0[37].wwww
mul r2.x, r1.y, cb0[29].y
mul r1.z, r1.x, cb0[29].y
mov r1.yw, l(0,0,0,0)
sample_l r3.xyzw, r1.zwzz, t2.xyzw, s3, l(0.000000)
mad r1.z, r3.w, l(2.000000), l(-1.000000)
mul r1.z, r1.z, cb0[29].x
mul r0.z, r0.z, r1.z
mad r1.z, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r1.z
mov r2.yw, l(0,0,0,0)
sample_l r3.xyzw, r2.xyxx, t2.xyzw, s3, l(0.000000)
mad r1.z, r3.w, l(2.000000), l(-1.000000)
mul r1.z, r1.z, cb0[29].x
mul r0.w, r0.w, r1.z
mul r0.zw, r0.zzzw, cb0[33].yyyw
add r3.xyzw, cb0[36].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r1.z, r3.zwzz, r3.zwzz
rsq r1.z, r1.z
mul r1.zw, r1.zzzz, r3.zzzw
mul r1.zw, r0.wwww, r1.zzzw
dp2 r0.w, r3.xyxx, r3.xyxx
rsq r0.w, r0.w
mul r2.xy, r0.wwww, r3.xyxx
mad r0.zw, r0.zzzz, r2.xxxy, r1.zzzw
mul r1.zw, v0.yyyx, cb0[28].yyyx
mad r2.xy, -v0.xyxx, cb0[28].xyxx, cb0[24].xyxx
mad r1.zw, cb0[27].xxxy, r2.xxxy, r1.wwwz
mad r2.xy, v0.yxyy, cb0[28].yxyy, -r1.wzww
mad r3.x, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r3.y, v1.xyxx, cb0[24].zwzz
add r1.x, r3.y, r3.x
sample_l r3.xyzw, r1.xyxx, t0.xyzw, s1, l(0.000000)
add r1.x, r3.w, cb0[23].w
add r1.x, r1.x, l(-0.500000)
mul r1.x, r1.x, cb0[13].x
mad r1.x, r1.x, cb0[23].y, cb0[13].z
mad r1.y, cb0[26].w, cb0[7].x, cb0[26].z
sincos r3.x, r4.x, r1.y
add r3.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r3.xw, r3.xxxx, r3.yyyz
mad r1.y, r3.z, r4.x, -r3.x
mad r3.x, r3.y, r4.x, r3.w
add r3.x, r3.x, l(0.500000)
mad r3.x, r3.x, cb0[25].y, cb0[25].w
mad r4.y, cb0[26].y, cb0[7].x, r3.x
add r1.y, r1.y, l(0.500000)
mad r1.y, r1.y, cb0[25].x, cb0[25].z
mad r4.x, cb0[26].x, cb0[7].x, r1.y
sample_l r4.xyzw, r4.xyxx, t1.xyzw, s2, l(0.000000)
mul r1.x, r1.x, r4.x
sincos r1.x, r3.x, r1.x
mul r1.xy, r1.xxxx, r2.xyxx
mad r4.x, r2.y, r3.x, -r1.x
mad r4.y, r2.x, r3.x, r1.y
add r1.xy, r1.zwzz, r4.xyxx
add r0.zw, r0.zzzw, r1.xxxy
mov r1.xy, cb0[39].zwzz
mad r0.zw, r0.wwwz, r1.yyyx, -cb0[39].yyyx
div r2.x, cb0[7].x, cb0[38].y
add r2.z, r2.x, cb0[38].z
sample_l r2.xyzw, r2.zwzz, t4.xyzw, s4, l(0.000000)
mad r2.x, r2.w, l(2.000000), l(-1.000000)
mul r2.x, r2.x, cb0[38].x
mul r2.x, r2.x, l(0.0174527783)
mad r2.y, cb0[41].w, cb0[7].x, cb0[41].z
sincos r3.x, r4.x, r2.y
mul r2.yz, r3.xxxx, r3.yyzy
mad r2.y, r3.z, r4.x, -r2.y
mad r2.z, r3.y, r4.x, r2.z
add r2.yz, r2.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r2.z, r2.z, cb0[40].y, cb0[40].w
mad r4.y, cb0[41].y, cb0[7].x, r2.z
mad r2.y, r2.y, cb0[40].x, cb0[40].z
mad r4.x, cb0[41].x, cb0[7].x, r2.y
sample_l r4.xyzw, r4.xyxx, t3.xyzw, s5, l(0.000000)
mul r2.x, r2.x, r4.x
sincos r2.x, r3.x, r2.x
mul r2.xy, r0.zwzz, r2.xxxx
mad r4.x, r0.w, r3.x, -r2.x
mad r4.y, r0.z, r3.x, r2.y
add r2.xy, r4.xyxx, cb0[39].xyxx
mov r0.zw, v0.zzzw
mov r1.zw, l(0,0,1.000000,1.000000)
mul r2.zw, r0.zzzw, r1.zzzw
div r1.xyzw, r2.xyzw, r1.xyzw
div r0.zw, r1.xxxy, cb0[28].xxxy
add r1.x, cb0[7].z, l(1.000000)
mul r0.zw, r0.zzzw, r1.xxxx
mul r2.xyz, r0.wwww, cb1[1].xywx
mad r2.xyz, cb1[0].xywx, r0.zzzz, r2.xyzx
mad r1.xyz, cb1[2].xywx, r1.zzzz, r2.xyzx
mad r1.xyw, cb1[3].xyxw, r1.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 e830479d53fa3fc3-vs.txt
ne r5.w, r1.w, l(1.0)
if_nz r5.w
  add r5.w, r1.w, -r5.y
  mad r1.x, r5.w, r5.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.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
mad r0.w, cb0[43].w, cb0[7].x, cb0[43].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[42].y, cb0[42].w
mad o2.y, cb0[43].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[42].x, cb0[42].z
mad o2.x, cb0[43].x, cb0[7].x, r0.w
mad r0.w, cb0[45].w, cb0[7].x, cb0[45].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[44].y, cb0[44].w
mad o2.w, cb0[45].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[44].x, cb0[44].z
mad o2.z, cb0[45].x, cb0[7].x, r0.w
mad r0.w, cb0[48].w, cb0[7].x, cb0[48].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[47].y, cb0[47].w
mad o3.y, cb0[48].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[47].x, cb0[47].z
mad o3.x, cb0[48].x, cb0[7].x, r0.w
mad r0.w, cb0[50].w, cb0[7].x, cb0[50].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[49].y, cb0[49].w
mad o3.w, cb0[50].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[49].x, cb0[49].z
mad o3.z, cb0[50].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, t5.xyzw, s0, l(0.000000)
mul o5.w, r0.w, r1.w
mov o5.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used