// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed e96a08a9bf485468-vs.txt
// 3DMigoto: e96a08a9bf485468 | Matched 31 variants of 31 shaders: Hidden/UberShader/0C6E98641000C29CD47947244F714C6A_FB, Hidden/UberShader/1BF6226B02E2DF6CB80E401E49279406, Hidden/UberShader/2245D8D3B02C096EC369349699FCF88E_FB, Hidden/UberShader/22A16336B72A9F64D227ED61535AFFF6, Hidden/UberShader/273F53696D804B3DBA93F15417B764F8_FB, Hidden/UberShader/2994F23C6E53A6C4E373C9B018E6C8DC_FB, Hidden/UberShader/2FC117698904DC69819BB01C693F0737_FB, Hidden/UberShader/32D7661D4C3EF06313FAF52176C6BF94_FB, Hidden/UberShader/3A5C49BD8D6E3EF7A563D3D023278411_FB, Hidden/UberShader/4B6ABECC944CAD48B123617AEE14252E_FB, Hidden/UberShader/4F378B7D5DFF3E8220AF0891F0C164FC_FB, Hidden/UberShader/4F4B10F9D960B48E6A6773440C29844E_FB, Hidden/UberShader/52C3F178032D8100165D043BB441A8F2, Hidden/UberShader/53B5AB9AD19E7A7E0B51803F89F75D25, Hidden/UberShader/5E54001D8503722186E217F4B50132B1, Hidden/UberShader/77C0381B2C7FDBCCF94500E48E6BDCB2_FB, Hidden/UberShader/8AD79023795BC78F03D848CE67022DC1_FB, Hidden/UberShader/8E6C274CD78D7486D4C48F64D3DA35FE_FB, Hidden/UberShader/8FFA50AC0170CFF3C27E01B259ACB287_FB, Hidden/UberShader/9354327E6B4D766007986EF3746BCA7D_FB, Hidden/UberShader/9E69560CC74867B8D3959343BEC34D73_FB, Hidden/UberShader/BF9EDC547A7B484A474E7B519201251C_FB, Hidden/UberShader/C6E2499CBB122117AFC99A0F41E5E7BF_FB, Hidden/UberShader/CF5AF67760AC8E0F72B3F6D399BAD9A9_FB, Hidden/UberShader/D23A33E015E9E0D598B036F68C1C4DAD_FB, Hidden/UberShader/E2C6888B5B7D12A3428AAF9E76FF2A13, Hidden/UberShader/E40FEF6838B6062144B54E3B227FDF6B, Hidden/UberShader/E5BC4E483549D0C571586203253074E7_FB, Hidden/UberShader/E77151BFB3D32D4CC965DD76DA9C2197_FB, Hidden/UberShader/E8959602FA3783317AF8EF207ABF1597, Hidden/UberShader/F67423B1A091C7A4289D17E9D7049004
//
// 00000020:    Unity headers extracted from 0C6E98641000C29CD47947244F714C6A_FB.shader
// 00000002:    Unity headers extracted from 1BF6226B02E2DF6CB80E401E49279406.shader
// 01000000:    Unity headers extracted from 2245D8D3B02C096EC369349699FCF88E_FB.shader
// 00010000:    Unity headers extracted from 22A16336B72A9F64D227ED61535AFFF6.shader
// 00001000:    Unity headers extracted from 273F53696D804B3DBA93F15417B764F8_FB.shader
// 00040000:    Unity headers extracted from 2994F23C6E53A6C4E373C9B018E6C8DC_FB.shader
// 00000040:    Unity headers extracted from 2FC117698904DC69819BB01C693F0737_FB.shader
// 00000080:    Unity headers extracted from 32D7661D4C3EF06313FAF52176C6BF94_FB.shader
// 20000000:    Unity headers extracted from 3A5C49BD8D6E3EF7A563D3D023278411_FB.shader
// 04000000:    Unity headers extracted from 4B6ABECC944CAD48B123617AEE14252E_FB.shader
// 00000001:    Unity headers extracted from 4F378B7D5DFF3E8220AF0891F0C164FC_FB.shader
// 02000000:    Unity headers extracted from 4F4B10F9D960B48E6A6773440C29844E_FB.shader
// 00008000:    Unity headers extracted from 52C3F178032D8100165D043BB441A8F2.shader
// 10000000:    Unity headers extracted from 53B5AB9AD19E7A7E0B51803F89F75D25.shader
// 00002000:    Unity headers extracted from 5E54001D8503722186E217F4B50132B1.shader
// 00020000:    Unity headers extracted from 77C0381B2C7FDBCCF94500E48E6BDCB2_FB.shader
// 00000100:    Unity headers extracted from 8AD79023795BC78F03D848CE67022DC1_FB.shader
// 00080000:    Unity headers extracted from 8E6C274CD78D7486D4C48F64D3DA35FE_FB.shader
// 00000010:    Unity headers extracted from 8FFA50AC0170CFF3C27E01B259ACB287_FB.shader
// 00800000:    Unity headers extracted from 9354327E6B4D766007986EF3746BCA7D_FB.shader
// 00000200:    Unity headers extracted from 9E69560CC74867B8D3959343BEC34D73_FB.shader
// 00200000:    Unity headers extracted from BF9EDC547A7B484A474E7B519201251C_FB.shader
// 00000400:    Unity headers extracted from C6E2499CBB122117AFC99A0F41E5E7BF_FB.shader
// 00000004:    Unity headers extracted from CF5AF67760AC8E0F72B3F6D399BAD9A9_FB.shader
// 00000800:    Unity headers extracted from D23A33E015E9E0D598B036F68C1C4DAD_FB.shader
// 40000000:    Unity headers extracted from E2C6888B5B7D12A3428AAF9E76FF2A13.shader
// 00000008:    Unity headers extracted from E40FEF6838B6062144B54E3B227FDF6B.shader
// 08000000:    Unity headers extracted from E5BC4E483549D0C571586203253074E7_FB.shader
// 00400000:    Unity headers extracted from E77151BFB3D32D4CC965DD76DA9C2197_FB.shader
// 00004000:    Unity headers extracted from E8959602FA3783317AF8EF207ABF1597.shader
// 00100000:    Unity headers extracted from F67423B1A091C7A4289D17E9D7049004.shader
// 00000020:    Shader "Hidden/UberShader/0C6E98641000C29CD47947244F714C6A_FB" {
// 00000002:    Shader "Hidden/UberShader/1BF6226B02E2DF6CB80E401E49279406" {
// 01000000:    Shader "Hidden/UberShader/2245D8D3B02C096EC369349699FCF88E_FB" {
// 00010000:    Shader "Hidden/UberShader/22A16336B72A9F64D227ED61535AFFF6" {
// 00001000:    Shader "Hidden/UberShader/273F53696D804B3DBA93F15417B764F8_FB" {
// 00040000:    Shader "Hidden/UberShader/2994F23C6E53A6C4E373C9B018E6C8DC_FB" {
// 00000040:    Shader "Hidden/UberShader/2FC117698904DC69819BB01C693F0737_FB" {
// 00000080:    Shader "Hidden/UberShader/32D7661D4C3EF06313FAF52176C6BF94_FB" {
// 20000000:    Shader "Hidden/UberShader/3A5C49BD8D6E3EF7A563D3D023278411_FB" {
// 04000000:    Shader "Hidden/UberShader/4B6ABECC944CAD48B123617AEE14252E_FB" {
// 00000001:    Shader "Hidden/UberShader/4F378B7D5DFF3E8220AF0891F0C164FC_FB" {
// 02000000:    Shader "Hidden/UberShader/4F4B10F9D960B48E6A6773440C29844E_FB" {
// 00008000:    Shader "Hidden/UberShader/52C3F178032D8100165D043BB441A8F2" {
// 10000000:    Shader "Hidden/UberShader/53B5AB9AD19E7A7E0B51803F89F75D25" {
// 00002000:    Shader "Hidden/UberShader/5E54001D8503722186E217F4B50132B1" {
// 00020000:    Shader "Hidden/UberShader/77C0381B2C7FDBCCF94500E48E6BDCB2_FB" {
// 00000100:    Shader "Hidden/UberShader/8AD79023795BC78F03D848CE67022DC1_FB" {
// 00080000:    Shader "Hidden/UberShader/8E6C274CD78D7486D4C48F64D3DA35FE_FB" {
// 00000010:    Shader "Hidden/UberShader/8FFA50AC0170CFF3C27E01B259ACB287_FB" {
// 00800000:    Shader "Hidden/UberShader/9354327E6B4D766007986EF3746BCA7D_FB" {
// 00000200:    Shader "Hidden/UberShader/9E69560CC74867B8D3959343BEC34D73_FB" {
// 00200000:    Shader "Hidden/UberShader/BF9EDC547A7B484A474E7B519201251C_FB" {
// 00000400:    Shader "Hidden/UberShader/C6E2499CBB122117AFC99A0F41E5E7BF_FB" {
// 00000004:    Shader "Hidden/UberShader/CF5AF67760AC8E0F72B3F6D399BAD9A9_FB" {
// 00000800:    Shader "Hidden/UberShader/D23A33E015E9E0D598B036F68C1C4DAD_FB" {
// 40000000:    Shader "Hidden/UberShader/E2C6888B5B7D12A3428AAF9E76FF2A13" {
// 00000008:    Shader "Hidden/UberShader/E40FEF6838B6062144B54E3B227FDF6B" {
// 08000000:    Shader "Hidden/UberShader/E5BC4E483549D0C571586203253074E7_FB" {
// 00400000:    Shader "Hidden/UberShader/E77151BFB3D32D4CC965DD76DA9C2197_FB" {
// 00004000:    Shader "Hidden/UberShader/E8959602FA3783317AF8EF207ABF1597" {
// 00100000:    Shader "Hidden/UberShader/F67423B1A091C7A4289D17E9D7049004" {
//                Properties {
//                 _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//                 _UberShaderColorMask ("Uber color mask", Float) = 15
//                 _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 000dc341:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 00000180:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 00000180:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 00000180:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 00000180:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 00000180:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 000dc341:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 000dc341:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 000dc341:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 000dc341:       _AdditiveLayerTexture_US_ST ("Additive Layer Texture_US_ST", Vector) = (0,0,0,0)
//                 _Color ("Color", Color) = (1,1,1,1)
//                 _DepthFlipScreen ("Depth Flip Screen", Vector) = (0,0,0,0)
// 08000000:       _InteractionDistortMask ("Interaction Distort Mask", 2D) = "white" { }
// 08000000:       _InteractionDistortMask_US_ST ("Interaction Distort Mask_US_ST", Vector) = (0,0,0,0)
// 08000000:       _InteractionRotationPivot ("Interaction Rotation Pivot", Vector) = (0,0,0,0)
// 08000000:       _InteractionSettingsRotation ("Interaction Settings 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)
// 7dceb89f:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 7bf25662:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 7bf25662:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 7bf25662:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 7bf25662:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 7bf25662:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 7dceb89f:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 7dceb89f:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 7dceb89f:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 7dceb89f:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 06312c3c:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 06312c3c:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 06312c3c:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 06312c3c:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 06312c3c:       _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)
//                 _TurbulenceLocalRotationSettings ("Turbulence Local Rotation Settings", Vector) = (0,0,0,0)
// 08000000:       _TurbulenceLocalScaleSettings ("Turbulence Local Scale 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)
// 08000000:       _TurbulenceScaleAnimMask ("Turbulence Scale Anim Mask", 2D) = "white" { }
// 08000000:       _TurbulenceScaleAnimMask_US_ST ("Turbulence Scale Anim Mask_US_ST", Vector) = (0,0,0,0)
// 08000000:       _TurbulenceScaleOffset ("Turbulence Scale Offset", Vector) = (0,0,0,0)
// 08000000:       _TurbulenceSquishScale ("Turbulence Squish Scale", 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
// 4f37f9fb:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 30c80604:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//                    ColorMask [_UberShaderColorMask]
// 00010000:          GpuProgramID 15866
// 00000814:          GpuProgramID 21313
// 08000000:          GpuProgramID 25542
// 00008000:          GpuProgramID 29250
// 02000000:          GpuProgramID 29809
// 00200000:          GpuProgramID 30876
// 00004000:          GpuProgramID 32042
// 50000002:          GpuProgramID 33769
// 00000240:          GpuProgramID 33809
// 00000001:          GpuProgramID 35321
// 00000420:          GpuProgramID 36037
// 00002000:          GpuProgramID 36366
// 00401000:          GpuProgramID 38149
// 00820000:          GpuProgramID 38469
// 04000000:          GpuProgramID 43432
// 00000008:          GpuProgramID 46567
// 00000080:          GpuProgramID 56222
// 00000100:          GpuProgramID 59447
// 000c0000:          GpuProgramID 59749
// 00100000:          GpuProgramID 60775
// 21000000:          GpuProgramID 7569
//                    Program "vp" {
//                      SubProgram "d3d11 " {
//                        GpuProgramIndex 1
//                      }
//                    }
//                  }
//                }
//              }
//
// 00000020: Unity 5.3 headers extracted from 0C6E98641000C29CD47947244F714C6A_FB.shader.decompressed:
// 00000002: Unity 5.3 headers extracted from 1BF6226B02E2DF6CB80E401E49279406.shader.decompressed:
// 01000000: Unity 5.3 headers extracted from 2245D8D3B02C096EC369349699FCF88E_FB.shader.decompressed:
// 00010000: Unity 5.3 headers extracted from 22A16336B72A9F64D227ED61535AFFF6.shader.decompressed:
// 00001000: Unity 5.3 headers extracted from 273F53696D804B3DBA93F15417B764F8_FB.shader.decompressed:
// 00040000: Unity 5.3 headers extracted from 2994F23C6E53A6C4E373C9B018E6C8DC_FB.shader.decompressed:
// 00000040: Unity 5.3 headers extracted from 2FC117698904DC69819BB01C693F0737_FB.shader.decompressed:
// 00000080: Unity 5.3 headers extracted from 32D7661D4C3EF06313FAF52176C6BF94_FB.shader.decompressed:
// 20000000: Unity 5.3 headers extracted from 3A5C49BD8D6E3EF7A563D3D023278411_FB.shader.decompressed:
// 04000000: Unity 5.3 headers extracted from 4B6ABECC944CAD48B123617AEE14252E_FB.shader.decompressed:
// 00000001: Unity 5.3 headers extracted from 4F378B7D5DFF3E8220AF0891F0C164FC_FB.shader.decompressed:
// 02000000: Unity 5.3 headers extracted from 4F4B10F9D960B48E6A6773440C29844E_FB.shader.decompressed:
// 00008000: Unity 5.3 headers extracted from 52C3F178032D8100165D043BB441A8F2.shader.decompressed:
// 10000000: Unity 5.3 headers extracted from 53B5AB9AD19E7A7E0B51803F89F75D25.shader.decompressed:
// 00002000: Unity 5.3 headers extracted from 5E54001D8503722186E217F4B50132B1.shader.decompressed:
// 00020000: Unity 5.3 headers extracted from 77C0381B2C7FDBCCF94500E48E6BDCB2_FB.shader.decompressed:
// 00000100: Unity 5.3 headers extracted from 8AD79023795BC78F03D848CE67022DC1_FB.shader.decompressed:
// 00080000: Unity 5.3 headers extracted from 8E6C274CD78D7486D4C48F64D3DA35FE_FB.shader.decompressed:
// 00000010: Unity 5.3 headers extracted from 8FFA50AC0170CFF3C27E01B259ACB287_FB.shader.decompressed:
// 00800000: Unity 5.3 headers extracted from 9354327E6B4D766007986EF3746BCA7D_FB.shader.decompressed:
// 00000200: Unity 5.3 headers extracted from 9E69560CC74867B8D3959343BEC34D73_FB.shader.decompressed:
// 00200000: Unity 5.3 headers extracted from BF9EDC547A7B484A474E7B519201251C_FB.shader.decompressed:
// 00000400: Unity 5.3 headers extracted from C6E2499CBB122117AFC99A0F41E5E7BF_FB.shader.decompressed:
// 00000004: Unity 5.3 headers extracted from CF5AF67760AC8E0F72B3F6D399BAD9A9_FB.shader.decompressed:
// 00000800: Unity 5.3 headers extracted from D23A33E015E9E0D598B036F68C1C4DAD_FB.shader.decompressed:
// 40000000: Unity 5.3 headers extracted from E2C6888B5B7D12A3428AAF9E76FF2A13.shader.decompressed:
// 00000008: Unity 5.3 headers extracted from E40FEF6838B6062144B54E3B227FDF6B.shader.decompressed:
// 08000000: Unity 5.3 headers extracted from E5BC4E483549D0C571586203253074E7_FB.shader.decompressed:
// 00400000: Unity 5.3 headers extracted from E77151BFB3D32D4CC965DD76DA9C2197_FB.shader.decompressed:
// 00004000: Unity 5.3 headers extracted from E8959602FA3783317AF8EF207ABF1597.shader.decompressed:
// 00100000: Unity 5.3 headers extracted from F67423B1A091C7A4289D17E9D7049004.shader.decompressed:
//             API d3d11
//             Shader model vs_4_0
//             undeciphered1: 201509030 104 0 0
//             undeciphered2: 1 3 3 3 0
//             undeciphered3: 13 3 0 0 2 1 3 4
//             ConstBuffer "$Globals" 624
//             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]
// 00000100:   Vector 464 [_AdditiveLayerTexture_ST]
// 02304660:   Vector 464 [_MultiplyLayerExtraTexture_ST]
// 7dceb89f:   Vector 464 [_MultiplyLayerTexture_ST]
// 00010000:   Vector 464 [_MultiplyLayerThirdTexture_ST]
// 00000100:   Vector 480 [_AdditiveLayerTexture_US_ST]
// 02304660:   Vector 480 [_MultiplyLayerExtraTexture_US_ST]
// 7dceb89f:   Vector 480 [_MultiplyLayerTexture_US_ST]
// 00010000:   Vector 480 [_MultiplyLayerThirdTexture_US_ST]
// 00000100:   Vector 496 [_AdditiveLayerMaskTexture_ST]
// 02304660:   Vector 496 [_MultiplyLayerExtraMaskTexture_ST]
// 7dceb89f:   Vector 496 [_MultiplyLayerMaskTexture_ST]
// 00010000:   Vector 496 [_MultiplyLayerThirdMaskTexture_ST]
// 00000100:   Vector 512 [_AdditiveLayerMaskTexture_US_ST]
// 02304660:   Vector 512 [_MultiplyLayerExtraMaskTexture_US_ST]
// 7dceb89f:   Vector 512 [_MultiplyLayerMaskTexture_US_ST]
// 00010000:   Vector 512 [_MultiplyLayerThirdMaskTexture_US_ST]
// 00000180:   Vector 544 [_AdditiveLayerExtraTexture_ST]
// 000dc241:   Vector 544 [_AdditiveLayerTexture_ST]
// 79c21002:   Vector 544 [_MultiplyLayerExtraTexture_ST]
// 06302c3c:   Vector 544 [_MultiplyLayerThirdTexture_ST]
// 00000180:   Vector 560 [_AdditiveLayerExtraTexture_US_ST]
// 000dc241:   Vector 560 [_AdditiveLayerTexture_US_ST]
// 79c21002:   Vector 560 [_MultiplyLayerExtraTexture_US_ST]
// 06302c3c:   Vector 560 [_MultiplyLayerThirdTexture_US_ST]
// 00000180:   Vector 576 [_AdditiveLayerExtraMaskTexture_ST]
// 000dc241:   Vector 576 [_AdditiveLayerMaskTexture_ST]
// 79c21002:   Vector 576 [_MultiplyLayerExtraMaskTexture_ST]
// 06302c3c:   Vector 576 [_MultiplyLayerThirdMaskTexture_ST]
// 00000180:   Vector 592 [_AdditiveLayerExtraMaskTexture_US_ST]
// 000dc241:   Vector 592 [_AdditiveLayerMaskTexture_US_ST]
// 79c21002:   Vector 592 [_MultiplyLayerExtraMaskTexture_US_ST]
// 06302c3c:   Vector 592 [_MultiplyLayerThirdMaskTexture_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 [_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 23:48:09 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[38], 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 5

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

ld_indexable(texture2d)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw

add r0.xyz, v2.yzwy, l(-0.500000, -0.500000, -0.500000, 0.000000)
add r0.yz, r0.yyzy, r0.yyzy
mad r0.yz, r0.yyzy, cb0[28].zzwz, cb0[24].xxyx
mad r0.yz, -v0.xxyx, cb0[28].xxyx, r0.yyzy
mul r1.xy, v0.yxyy, cb0[28].yxyy
mad r0.yz, cb0[27].xxyx, r0.yyzy, r1.yyxy
mad r1.xy, v0.yxyy, cb0[28].yxyy, -r0.zyzz
add r0.w, -v2.x, l(1.000000)
mad r1.z, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r1.w, v1.xyxx, cb0[24].zwzz
add r1.z, r1.w, r1.z
mad r2.x, r0.x, l(0.500000), r1.z
mov r2.yw, l(0,0,0,0)
sample_l r3.xyzw, r2.xyxx, t0.xyzw, s1, l(0.000000)
add r0.x, r3.w, cb0[23].w
add r0.x, r0.x, l(-0.500000)
mul r0.x, r0.x, cb0[13].x
mad r0.x, r0.x, cb0[23].y, cb0[13].z
mad r1.z, cb0[26].w, cb0[7].x, cb0[26].z
sincos r2.x, r3.x, r1.z
add r1.zw, v1.yyyx, l(0.000000, 0.000000, -0.500000, -0.500000)
mul r2.xy, r2.xxxx, r1.zwzz
mad r2.x, r1.w, r3.x, -r2.x
mad r2.y, r1.z, r3.x, r2.y
add r2.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r2.y, r2.y, cb0[25].y, cb0[25].w
mad r3.y, cb0[26].y, cb0[7].x, r2.y
mad r2.x, r2.x, cb0[25].x, cb0[25].z
mad r3.x, cb0[26].x, cb0[7].x, r2.x
sample_l r3.xyzw, r3.xyxx, t1.xyzw, s2, l(0.000000)
mul r0.x, r0.x, r3.x
mul r0.x, r0.w, r0.x
sincos r0.x, r2.x, r0.x
mul r0.xw, r0.xxxx, r1.xxxy
mad r3.x, r1.y, r2.x, -r0.x
mad r3.y, r1.x, r2.x, r0.w
add r0.xy, r0.yzyy, r3.xyxx
div r0.xy, r0.xyxx, cb0[28].xyxx
add r0.z, cb0[7].z, l(1.000000)
mul r0.xy, r0.zzzz, r0.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 e96a08a9bf485468-vs.txt
ne r4.w, r0.w, l(1.0)
if_nz r4.w
  add r4.w, r0.w, -r4.y
  mad r0.x, r4.w, r4.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
mul r0.yz, r1.xxxx, r1.zzwz
mad r0.y, r1.w, r2.x, -r0.y
mad r0.z, r1.z, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[18].y, cb0[18].w
mad o1.y, cb0[19].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[18].x, cb0[18].z
mad o1.x, cb0[19].x, cb0[7].x, r0.y
mad r0.y, cb0[30].w, cb0[7].x, cb0[30].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r1.zzwz
mad r0.y, r1.w, r2.x, -r0.y
mad r0.z, r1.z, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[29].y, cb0[29].w
mad o2.y, cb0[30].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[29].x, cb0[29].z
mad o2.x, cb0[30].x, cb0[7].x, r0.y
mad r0.y, cb0[32].w, cb0[7].x, cb0[32].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r1.zzwz
mad r0.y, r1.w, r2.x, -r0.y
mad r0.z, r1.z, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[31].y, cb0[31].w
mad o2.w, cb0[32].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[31].x, cb0[31].z
mad o2.z, cb0[32].x, cb0[7].x, r0.y
mad r0.y, cb0[35].w, cb0[7].x, cb0[35].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r1.zzwz
mad r0.y, r1.w, r2.x, -r0.y
mad r0.z, r1.z, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[34].y, cb0[34].w
mad o3.y, cb0[35].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[34].x, cb0[34].z
mad o3.x, cb0[35].x, cb0[7].x, r0.y
mad r0.y, cb0[37].w, cb0[7].x, cb0[37].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r1.zzwz
mad r0.y, r1.w, r2.x, -r0.y
mad r0.z, r1.z, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[36].y, cb0[36].w
mad o3.w, cb0[37].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[36].x, cb0[36].z
mad o3.z, cb0[37].x, cb0[7].x, r0.y
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 o4.w, -r0.x, r0.x, l(1.000000)
mul o4.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 r2.z, r0.x, l(0.500000)
sample_l r1.xyzw, r2.zwzz, t2.xyzw, s0, l(0.000000)
mul o5.w, r0.z, r1.w
mov o5.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used