// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed fcddebe61f1ba371-vs.txt
// 3DMigoto: fcddebe61f1ba371 | Matched 2 variants of 1 shaders: Standard
//
//       Unity headers extracted from 0x002ad9f8.shader
//       Shader "Standard" {
//         Properties {
//          _Color ("Color", Color) = (1,1,1,1)
//          _MainTex ("Albedo", 2D) = "white" { }
//          _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
//          _Glossiness ("Smoothness", Range(0,1)) = 0.5
//         [Gamma]  _Metallic ("Metallic", Range(0,1)) = 0
//          _MetallicGlossMap ("Metallic", 2D) = "white" { }
//          _BumpScale ("Scale", Float) = 1
//          _BumpMap ("Normal Map", 2D) = "bump" { }
//          _Parallax ("Height Scale", Range(0.005,0.08)) = 0.02
//          _ParallaxMap ("Height Map", 2D) = "black" { }
//          _OcclusionStrength ("Strength", Range(0,1)) = 1
//          _OcclusionMap ("Occlusion", 2D) = "white" { }
//          _EmissionColor ("Color", Color) = (0,0,0,1)
//          _EmissionMap ("Emission", 2D) = "white" { }
//          _DetailMask ("Detail Mask", 2D) = "white" { }
//          _DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" { }
//          _DetailNormalMapScale ("Scale", Float) = 1
//          _DetailNormalMap ("Normal Map", 2D) = "bump" { }
//         [Enum(UV0,0,UV1,1)]  _UVSec ("UV Set for secondary textures", Float) = 0
//         [HideInInspector]  _Mode ("__mode", Float) = 0
//         [HideInInspector]  _SrcBlend ("__src", Float) = 1
//         [HideInInspector]  _DstBlend ("__dst", Float) = 0
//         [HideInInspector]  _ZWrite ("__zw", Float) = 1
//         }
//         Fallback "VertexLit"
//         SubShader 2/2 {
//           LOD 150
//           Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
//           Pass 2/3 {
//             Name "FORWARD_DELTA"
//             Tags { "LIGHTMODE"="ForwardAdd" "SHADOWSUPPORT"="true" "RenderType"="Opaque" "PerformanceChecks"="False" }
//             ZWrite Off
//             Blend [_SrcBlend] One
//             GpuProgramID 443686
//             Program "vp" {
//               SubProgram "d3d11 " {
// 1:              GpuProgramIndex 139
// 2:              GpuProgramIndex 142
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from 0x002ad9f8.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201509030 52 0 0
// 1:   Keywords { "POINT" "SHADOWS_CUBE" }
// 2:   Keywords { "POINT_COOKIE" "SHADOWS_CUBE" }
//      undeciphered2: 1 0 4 0 0
//      undeciphered3: 155 5 0 0 1 2 3 4 4 5 7 8
//      ConstBuffer "$Globals" 304
//      Vector 160 [_MainTex_ST]
//      Vector 176 [_DetailAlbedoMap_ST]
//      Float 216 [_UVSec]
//      Matrix 240 [_LightMatrix0]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      ConstBuffer "UnityLighting" 720
//      Vector 0 [_WorldSpaceLightPos0]
//      Vector 16 [_LightPositionRange]
//      ConstBuffer "UnityPerDraw" 352
//      Vector 336 [unity_WorldTransformParams]
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [_Object2World]
//      Matrix 256 [_World2Object]
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityLighting" 2
//      BindCB "UnityPerDraw" 3
//
// 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 23:48:46 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// NORMAL                   0   xyz         1     NONE   float   xyz
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1   xy          3     NONE   float   xy
// TANGENT                  0   xyzw        4     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   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyz         6     NONE   float   xyz
// TEXCOORD                 6   xyz         7     NONE   float   xyz
//
vs_4_0
dcl_constantbuffer cb0[19], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[2], immediateIndexed
dcl_constantbuffer cb3[22], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v2.xy
dcl_input v3.xy
dcl_input v4.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyz
dcl_output o7.xyz
dcl_temps 6
dcl_constantbuffer cb10[4], immediateIndexed

// 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


// Unity reflection/specular 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 fcddebe61f1ba371-vs.txt

mul r4.w, -r4.x, r4.y
mad r5.xyz, -r4.wwww, cb10[0].xyzw, cb1[4].xyzw

mul r0.xyzw, v0.yyyy, cb3[1].xyzw
mad r0.xyzw, cb3[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb3[2].xyzw, v0.zzzz, r0.xyzw
mad o0.xyzw, cb3[3].xyzw, v0.wwww, r0.xyzw
eq r0.x, cb0[13].z, l(0.000000)
movc r0.xy, r0.xxxx, v2.xyxx, v3.xyxx
mad o1.zw, r0.xxxy, cb0[11].xxxy, cb0[11].zzzw
mad o1.xy, v2.xyxx, cb0[10].xyxx, cb0[10].zwzz
mul r0.xyz, v0.yyyy, cb3[13].xyzx
mad r0.xyz, cb3[12].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb3[14].xyzx, v0.zzzz, r0.xyzx
mad r0.xyz, cb3[15].xyzx, v0.wwww, r0.xyzx
add r1.xyz, r0.xyzx, -r5.xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul o2.xyz, r0.wwww, r1.xyzx
mad r1.xyz, -r0.xyzx, cb2[0].wwww, cb2[0].xyzx
add o7.xyz, r0.xyzx, -cb2[1].xyzx
dp3 r0.x, r1.xyzx, r1.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, r1.xyzx
mov o3.w, r0.x
mul r1.xyz, v4.yyyy, cb3[13].xyzx
mad r1.xyz, cb3[12].xyzx, v4.xxxx, r1.xyzx
mad r1.xyz, cb3[14].xyzx, v4.zzzz, r1.xyzx
dp3 r0.x, r1.xyzx, r1.xyzx
rsq r0.x, r0.x
mul r1.xyz, r0.xxxx, r1.xyzx
mov o3.xyz, r1.xyzx
mul r2.x, v1.x, cb3[16].x
mul r2.y, v1.x, cb3[17].x
mul r2.z, v1.x, cb3[18].x
mul r3.x, v1.y, cb3[16].y
mul r3.y, v1.y, cb3[17].y
mul r3.z, v1.y, cb3[18].y
add r2.xyz, r2.xyzx, r3.xyzx
mul r3.x, v1.z, cb3[16].z
mul r3.y, v1.z, cb3[17].z
mul r3.z, v1.z, cb3[18].z
add r2.xyz, r2.xyzx, r3.xyzx
dp3 r0.x, r2.xyzx, r2.xyzx
rsq r0.x, r0.x
mul r2.xyz, r0.xxxx, r2.xyzx
mul r3.xyz, r1.yzxy, r2.zxyz
mad r1.xyz, r2.yzxy, r1.zxyz, -r3.xyzx
mov o5.xyz, r2.xyzx
mul r0.x, v4.w, cb3[21].w
mul o4.xyz, r0.xxxx, r1.xyzx
mov o4.w, r0.y
mov o5.w, r0.z
mul r0.xyzw, v0.yyyy, cb3[13].xyzw
mad r0.xyzw, cb3[12].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb3[14].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb3[15].xyzw, v0.wwww, r0.xyzw
mul r1.xyz, r0.yyyy, cb0[16].xyzx
mad r1.xyz, cb0[15].xyzx, r0.xxxx, r1.xyzx
mad r0.xyz, cb0[17].xyzx, r0.zzzz, r1.xyzx
mad o6.xyz, cb0[18].xyzx, r0.wwww, r0.xyzx
ret
// Approximately 0 instruction slots used