// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed f1429468821c6bd0-vs.txt
// 3DMigoto: f1429468821c6bd0 | Matched 10 variants of 10 shaders: Hidden/UberShader/0A12E0EAB2A3B44A2EAB2D0F83B99AB5, Hidden/UberShader/0D666949B44C69A0B693D890184E6B14, Hidden/UberShader/4F5441F9FBEBFBF3FFBCA3B02948F10D, Hidden/UberShader/56FDB942EEC8A40A8C79E71FED864471, Hidden/UberShader/60B47D31B5EFA8D2AE497FD4DC1FB60F, Hidden/UberShader/B39B8B49B714D61F0D01121B98028760, Hidden/UberShader/EB33BF7545086ABAD840004612EADAF0, Hidden/UberShader/EC4D742748948180BBE01E1FBAD73A3B, Hidden/UberShader/EF868BC9BF39B532CEDBDC696AF78D88, Hidden/UberShader/F89EBD397E8D6B21199DB0A42A8B39DC
//
// 001:    Unity headers extracted from 0A12E0EAB2A3B44A2EAB2D0F83B99AB5.shader
// 010:    Unity headers extracted from 0D666949B44C69A0B693D890184E6B14.shader
// 002:    Unity headers extracted from 4F5441F9FBEBFBF3FFBCA3B02948F10D.shader
// 200:    Unity headers extracted from 56FDB942EEC8A40A8C79E71FED864471.shader
// 080:    Unity headers extracted from 60B47D31B5EFA8D2AE497FD4DC1FB60F.shader
// 040:    Unity headers extracted from B39B8B49B714D61F0D01121B98028760.shader
// 008:    Unity headers extracted from EB33BF7545086ABAD840004612EADAF0.shader
// 020:    Unity headers extracted from EC4D742748948180BBE01E1FBAD73A3B.shader
// 004:    Unity headers extracted from EF868BC9BF39B532CEDBDC696AF78D88.shader
// 100:    Unity headers extracted from F89EBD397E8D6B21199DB0A42A8B39DC.shader
// 001:    Shader "Hidden/UberShader/0A12E0EAB2A3B44A2EAB2D0F83B99AB5" {
// 010:    Shader "Hidden/UberShader/0D666949B44C69A0B693D890184E6B14" {
// 002:    Shader "Hidden/UberShader/4F5441F9FBEBFBF3FFBCA3B02948F10D" {
// 200:    Shader "Hidden/UberShader/56FDB942EEC8A40A8C79E71FED864471" {
// 080:    Shader "Hidden/UberShader/60B47D31B5EFA8D2AE497FD4DC1FB60F" {
// 040:    Shader "Hidden/UberShader/B39B8B49B714D61F0D01121B98028760" {
// 008:    Shader "Hidden/UberShader/EB33BF7545086ABAD840004612EADAF0" {
// 020:    Shader "Hidden/UberShader/EC4D742748948180BBE01E1FBAD73A3B" {
// 004:    Shader "Hidden/UberShader/EF868BC9BF39B532CEDBDC696AF78D88" {
// 100:    Shader "Hidden/UberShader/F89EBD397E8D6B21199DB0A42A8B39DC" {
//           Properties {
//            _UberShaderColorMask ("Uber color mask", Float) = 15
//            _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 042:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 014:       _AdditiveLayerExtraColor ("Additive Layer Extra Color", Color) = (1,1,1,1)
// 014:       _AdditiveLayerExtraMaskTexture ("Additive Layer Extra Mask Texture", 2D) = "white" { }
// 042:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 014:       _AdditiveLayerExtraMaskTexture_US_ST ("Additive Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 042:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 014:       _AdditiveLayerExtraTexture ("Additive Layer Extra Texture", 2D) = "white" { }
// 042:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 014:       _AdditiveLayerExtraTexture_US_ST ("Additive Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 042:       _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)
//            _DistortionMaskTex ("Distortion Mask Tex", 2D) = "white" { }
//            _DistortionMaskTex_US_ST ("Distortion Mask Tex_US_ST", Vector) = (0,0,0,0)
//            _DistortionSettings ("Distortion Settings", Vector) = (0,0,0,0)
//            _DistortionTex ("Distortion Tex", 2D) = "white" { }
//            _DistortionTex_US_ST ("Distortion Tex_US_ST", 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)
//            _MaskStrength ("Mask Strength", Float) = 0
//            _MaskStrengthExtra ("Mask Strength Extra", Float) = 0
//            _MaskTexture ("Mask Texture", 2D) = "white" { }
//            _MaskTexture_US_ST ("Mask Texture_US_ST", Vector) = (0,0,0,0)
//            _MaskTextureExtra ("Mask Texture Extra", 2D) = "white" { }
//            _MaskTextureExtra_US_ST ("Mask Texture Extra_US_ST", Vector) = (0,0,0,0)
// 109:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 2a0:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 2a0:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// 109:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 2a0:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// 109:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 2a0:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// 109:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 2a0:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// 109:       _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]
// 002:          GpuProgramID 11583
// 080:          GpuProgramID 11854
// 200:          GpuProgramID 15209
// 040:          GpuProgramID 15574
// 010:          GpuProgramID 18887
// 004:          GpuProgramID 27618
// 100:          GpuProgramID 34173
// 001:          GpuProgramID 3419
// 020:          GpuProgramID 40278
// 008:          GpuProgramID 54237
//               Program "vp" {
//                 SubProgram "d3d11 " {
//                   GpuProgramIndex 1
//                 }
//               }
//             }
//           }
//         }
//
// 001: Unity 5.3 headers extracted from 0A12E0EAB2A3B44A2EAB2D0F83B99AB5.shader.decompressed:
// 010: Unity 5.3 headers extracted from 0D666949B44C69A0B693D890184E6B14.shader.decompressed:
// 002: Unity 5.3 headers extracted from 4F5441F9FBEBFBF3FFBCA3B02948F10D.shader.decompressed:
// 200: Unity 5.3 headers extracted from 56FDB942EEC8A40A8C79E71FED864471.shader.decompressed:
// 080: Unity 5.3 headers extracted from 60B47D31B5EFA8D2AE497FD4DC1FB60F.shader.decompressed:
// 040: Unity 5.3 headers extracted from B39B8B49B714D61F0D01121B98028760.shader.decompressed:
// 008: Unity 5.3 headers extracted from EB33BF7545086ABAD840004612EADAF0.shader.decompressed:
// 020: Unity 5.3 headers extracted from EC4D742748948180BBE01E1FBAD73A3B.shader.decompressed:
// 004: Unity 5.3 headers extracted from EF868BC9BF39B532CEDBDC696AF78D88.shader.decompressed:
// 100: Unity 5.3 headers extracted from F89EBD397E8D6B21199DB0A42A8B39DC.shader.decompressed:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201509030 97 0 0
//        undeciphered2: 1 1 3 1 0
//        undeciphered3: 9 2 0 0 3 4
//        ConstBuffer "$Globals" 624
//        Float 0 [_FogGradientRange]
//        Float 112 [_GameTime]
//        Float 120 [_GlobalDebugScale]
//        Vector 128 [_DepthFlipScreen]
//        Vector 288 [_MainTex_ST]
//        Vector 304 [_MainTex_US_ST]
//        Vector 384 [_DistortionTex_ST]
//        Vector 400 [_DistortionTex_US_ST]
//        Vector 416 [_DistortionMaskTex_ST]
//        Vector 432 [_DistortionMaskTex_US_ST]
//        Vector 448 [_MaskTexture_ST]
//        Vector 464 [_MaskTexture_US_ST]
//        Vector 496 [_MaskTextureExtra_ST]
//        Vector 512 [_MaskTextureExtra_US_ST]
// 014:   Vector 544 [_AdditiveLayerExtraTexture_ST]
// 042:   Vector 544 [_AdditiveLayerTexture_ST]
// 2a0:   Vector 544 [_MultiplyLayerExtraTexture_ST]
// 109:   Vector 544 [_MultiplyLayerTexture_ST]
// 014:   Vector 560 [_AdditiveLayerExtraTexture_US_ST]
// 042:   Vector 560 [_AdditiveLayerTexture_US_ST]
// 2a0:   Vector 560 [_MultiplyLayerExtraTexture_US_ST]
// 109:   Vector 560 [_MultiplyLayerTexture_US_ST]
// 014:   Vector 576 [_AdditiveLayerExtraMaskTexture_ST]
// 042:   Vector 576 [_AdditiveLayerMaskTexture_ST]
// 2a0:   Vector 576 [_MultiplyLayerExtraMaskTexture_ST]
// 109:   Vector 576 [_MultiplyLayerMaskTexture_ST]
// 014:   Vector 592 [_AdditiveLayerExtraMaskTexture_US_ST]
// 042:   Vector 592 [_AdditiveLayerMaskTexture_US_ST]
// 2a0:   Vector 592 [_MultiplyLayerExtraMaskTexture_US_ST]
// 109:   Vector 592 [_MultiplyLayerMaskTexture_US_ST]
//        ConstBuffer "UnityPerDraw" 352
//        Matrix 0 [glstate_matrix_mvp]
//        Matrix 192 [_Object2World]
//        ConstBuffer "UnityPerFrame" 256
//        Vector 64 [glstate_lightmodel_ambient]
//        SetTexture 0 [_FogGradientTex] 2D 0
//        BindCB "$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 23:48:22 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[38], 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 f1429468821c6bd0-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[27].w, cb0[7].x, cb0[27].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[26].y, cb0[26].w
mad o2.w, cb0[27].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[26].x, cb0[26].z
mad o2.z, cb0[27].x, cb0[7].x, r0.w
mad r0.w, cb0[29].w, cb0[7].x, cb0[29].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[28].y, cb0[28].w
mad o3.y, cb0[29].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[28].x, cb0[28].z
mad o3.x, cb0[29].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.w, 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.z, 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 o4.y, 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 o4.x, cb0[35].x, cb0[7].x, r0.w
mad r0.w, cb0[37].w, cb0[7].x, cb0[37].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[36].y, cb0[36].w
mad o4.w, cb0[37].y, cb0[7].x, r0.y
add r0.y, r0.z, l(0.500000)
mad r0.y, r0.y, cb0[36].x, cb0[36].z
mad o4.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 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