// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed f570c01920077ffc-vs.txt
// 3DMigoto: f570c01920077ffc | Matched 3 variants of 3 shaders: Hidden/UberShader/0DF1ED068A6C5DFFACB3D0CE8F7FA0ED, Hidden/UberShader/2533AA6D727AEBD91C1F3E6966EE35AC, Hidden/UberShader/A30E53396F0EA0F7A6FBA009D269BEE9
//
// 4:    Unity headers extracted from 0DF1ED068A6C5DFFACB3D0CE8F7FA0ED.shader
// 1:    Unity headers extracted from 2533AA6D727AEBD91C1F3E6966EE35AC.shader
// 2:    Unity headers extracted from A30E53396F0EA0F7A6FBA009D269BEE9.shader
// 4:    Shader "Hidden/UberShader/0DF1ED068A6C5DFFACB3D0CE8F7FA0ED" {
// 1:    Shader "Hidden/UberShader/2533AA6D727AEBD91C1F3E6966EE35AC" {
// 2:    Shader "Hidden/UberShader/A30E53396F0EA0F7A6FBA009D269BEE9" {
//         Properties {
//          _PivotSettings ("Pivot settings", Vector) = (0,0,0,0)
//          _UberShaderColorMask ("Uber color mask", Float) = 15
//          _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
// 1:       _AdditiveLayerColor ("Additive Layer Color", Color) = (1,1,1,1)
// 1:       _AdditiveLayerMaskTexture ("Additive Layer Mask Texture", 2D) = "white" { }
// 1:       _AdditiveLayerMaskTexture_US_ST ("Additive Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 1:       _AdditiveLayerTexture ("Additive Layer Texture", 2D) = "white" { }
// 1:       _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)
//          _DistortionExtraMaskTex ("Distortion Extra Mask Tex", 2D) = "white" { }
//          _DistortionExtraMaskTex_US_ST ("Distortion Extra Mask Tex_US_ST", Vector) = (0,0,0,0)
//          _DistortionExtraSettings ("Distortion Extra Settings", Vector) = (0,0,0,0)
//          _DistortionExtraTex ("Distortion Extra Tex", 2D) = "white" { }
//          _DistortionExtraTex_US_ST ("Distortion Extra Tex_US_ST", 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)
// 4:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 2:       _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
// 4:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 2:       _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
// 4:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 2:       _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
// 4:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 2:       _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
// 4:       _MultiplyLayerTexture_US_ST ("Multiply Layer Texture_US_ST", Vector) = (0,0,0,0)
// 2:       _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)
//          _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)
//         }
//         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]
// 2:          GpuProgramID 22461
// 1:          GpuProgramID 33271
// 4:          GpuProgramID 42461
//             Program "vp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 1
//               }
//             }
//           }
//         }
//       }
//
// 4: Unity 5.3 headers extracted from 0DF1ED068A6C5DFFACB3D0CE8F7FA0ED.shader.decompressed:
// 1: Unity 5.3 headers extracted from 2533AA6D727AEBD91C1F3E6966EE35AC.shader.decompressed:
// 2: Unity 5.3 headers extracted from A30E53396F0EA0F7A6FBA009D269BEE9.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 117 0 0
//      undeciphered2: 1 3 3 3 0
//      undeciphered3: 13 3 0 0 2 1 3 4
//      ConstBuffer "$Globals" 704
//      Float 0 [_FogGradientRange]
//      Float 112 [_GameTime]
//      Float 120 [_GlobalDebugScale]
//      Vector 128 [_DepthFlipScreen]
//      Float 208 [_TurbulenceStrength]
//      Float 212 [_TurbulenceTime]
//      Float 216 [_TurbulenceOffset]
//      Vector 288 [_MainTex_ST]
//      Vector 304 [_MainTex_US_ST]
//      Vector 368 [_TurbulenceLocalRotationSettings]
//      Vector 384 [_TurbulenceRotationOffset]
//      Vector 400 [_TurbulenceRotationAnimMask_ST]
//      Vector 416 [_TurbulenceRotationAnimMask_US_ST]
//      Vector 432 [_TurbulenceRotationPivotMask]
//      Vector 448 [_PivotSettings]
//      Vector 480 [_DistortionTex_ST]
//      Vector 496 [_DistortionTex_US_ST]
//      Vector 512 [_DistortionMaskTex_ST]
//      Vector 528 [_DistortionMaskTex_US_ST]
//      Vector 560 [_DistortionExtraMaskTex_ST]
//      Vector 576 [_DistortionExtraMaskTex_US_ST]
//      Vector 592 [_DistortionExtraTex_ST]
//      Vector 608 [_DistortionExtraTex_US_ST]
// 1:   Vector 624 [_AdditiveLayerTexture_ST]
// 4:   Vector 624 [_MultiplyLayerTexture_ST]
// 2:   Vector 624 [_MultiplyLayerThirdTexture_ST]
// 1:   Vector 640 [_AdditiveLayerTexture_US_ST]
// 4:   Vector 640 [_MultiplyLayerTexture_US_ST]
// 2:   Vector 640 [_MultiplyLayerThirdTexture_US_ST]
// 1:   Vector 656 [_AdditiveLayerMaskTexture_ST]
// 4:   Vector 656 [_MultiplyLayerMaskTexture_ST]
// 2:   Vector 656 [_MultiplyLayerThirdMaskTexture_ST]
// 1:   Vector 672 [_AdditiveLayerMaskTexture_US_ST]
// 4:   Vector 672 [_MultiplyLayerMaskTexture_US_ST]
// 2:   Vector 672 [_MultiplyLayerThirdMaskTexture_US_ST]
//      ConstBuffer "UnityPerDraw" 352
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      ConstBuffer "UnityPerFrame" 256
//      Vector 64 [glstate_lightmodel_ambient]
//      SetTexture 0 [_TurbulenceTexture] 2D 1
//      SetTexture 1 [_TurbulenceRotationAnimMask] 2D 2
//      SetTexture 2 [_FogGradientTex] 2D 0
//      BindCB "$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 23:48:30 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
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[43], 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_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 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

add r0.x, cb0[8].x, l(200.000000)
add r0.y, cb0[7].z, l(1.000000)
mul r0.zw, v0.yyyx, cb0[28].yyyx
mad r1.xy, -v0.xyxx, cb0[28].xyxx, cb0[24].xyxx
mad r0.zw, cb0[27].xxxy, r1.xxxy, r0.wwwz
mad r1.xy, v0.yxyy, cb0[28].yxyy, -r0.wzww
mad r1.z, cb0[13].y, cb0[23].x, cb0[23].z
dp2 r1.w, v1.xyxx, cb0[24].zwzz
add r2.x, r1.w, r1.z
mov r2.yw, l(0,0,0,0)
sample_l r3.xyzw, r2.xyxx, t0.xyzw, s1, l(0.000000)
add r1.z, r3.w, cb0[23].w
add r1.z, r1.z, l(-0.500000)
mul r1.z, r1.z, cb0[13].x
mad r1.z, r1.z, cb0[23].y, cb0[13].z
mad r1.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r2.x, r3.x, r1.w
add r3.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r2.xy, r2.xxxx, r3.yzyy
mad r1.w, r3.z, r3.x, -r2.x
mad r2.x, r3.y, r3.x, r2.y
add r2.x, r2.x, l(0.500000)
mad r2.x, r2.x, cb0[25].y, cb0[25].w
mad r2.y, cb0[26].y, cb0[7].x, r2.x
add r1.w, r1.w, l(0.500000)
mad r1.w, r1.w, cb0[25].x, cb0[25].z
mad r2.x, cb0[26].x, cb0[7].x, r1.w
sample_l r4.xyzw, r2.xyxx, t1.xyzw, s2, l(0.000000)
mul r1.z, r1.z, r4.x
sincos r2.x, r3.x, r1.z
mul r1.zw, r1.xxxy, r2.xxxx
mad r2.x, r1.y, r3.x, -r1.z
mad r2.y, r1.x, r3.x, r1.w
add r0.zw, r0.zzzw, r2.xxxy
div r0.zw, r0.zzzw, cb0[28].xxxy
mul r0.yz, r0.yyyy, r0.zzwz
mul r1.xyz, r0.zzzz, cb1[1].xywx
mad r0.yzw, cb1[0].xxyw, r0.yyyy, r1.xxyz
mad r0.yzw, cb1[2].xxyw, v0.zzzz, r0.yyzw
mad r1.xyw, cb1[3].xyxw, v0.wwww, r0.yzyw

// 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 f570c01920077ffc-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.x, r0.x, r1.w
mul r1.z, r0.x, 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.x, r1.xyzw, r1.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, r3.yyzy
mad r0.y, r3.z, r2.x, -r0.y
mad r0.z, r3.y, 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[31].w, cb0[7].x, cb0[31].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r3.yyzy
mad r0.y, r3.z, r2.x, -r0.y
mad r0.z, r3.y, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[30].y, cb0[30].w
mad o2.y, cb0[31].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[30].x, cb0[30].z
mad o2.x, cb0[31].x, cb0[7].x, r0.y
mad r0.y, cb0[33].w, cb0[7].x, cb0[33].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r3.yyzy
mad r0.y, r3.z, r2.x, -r0.y
mad r0.z, r3.y, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[32].y, cb0[32].w
mad o2.w, cb0[33].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[32].x, cb0[32].z
mad o2.z, cb0[33].x, cb0[7].x, r0.y
mad r0.y, cb0[38].w, cb0[7].x, cb0[38].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r3.yyzy
mad r0.y, r3.z, r2.x, -r0.y
mad r0.z, r3.y, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[37].y, cb0[37].w
mad o3.w, cb0[38].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[37].x, cb0[37].z
mad o3.z, cb0[38].x, cb0[7].x, r0.y
mad r0.y, cb0[36].w, cb0[7].x, cb0[36].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r3.yyzy
mad r0.y, r3.z, r2.x, -r0.y
mad r0.z, r3.y, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[35].y, cb0[35].w
mad o3.y, cb0[36].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[35].x, cb0[35].z
mad o3.x, cb0[36].x, cb0[7].x, r0.y
mad r0.y, cb0[40].w, cb0[7].x, cb0[40].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r3.yyzy
mad r0.y, r3.z, r2.x, -r0.y
mad r0.z, r3.y, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[39].y, cb0[39].w
mad o4.y, cb0[40].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[39].x, cb0[39].z
mad o4.x, cb0[40].x, cb0[7].x, r0.y
mad r0.y, cb0[42].w, cb0[7].x, cb0[42].z
sincos r1.x, r2.x, r0.y
mul r0.yz, r1.xxxx, r3.yyzy
mad r0.y, r3.z, r2.x, -r0.y
mad r0.z, r3.y, r2.x, r0.z
add r0.yz, r0.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.z, r0.z, cb0[41].y, cb0[41].w
mad o4.w, cb0[42].y, cb0[7].x, r0.z
mad r0.y, r0.y, cb0[41].x, cb0[41].z
mad o4.z, cb0[42].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 r2.z, r0.x, l(0.500000)
sample_l r1.xyzw, r2.zwzz, t2.xyzw, s0, l(0.000000)
mul o6.w, r0.z, r1.w
mov o6.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used