// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed fd970eb8d80c2253-vs.txt
// 3DMigoto: fd970eb8d80c2253 |    Unity headers extracted from B1856270C9ABC05DAEF4679AB43996C1_FB.shader
//    Shader "Hidden/UberShader/B1856270C9ABC05DAEF4679AB43996C1_FB" {
//      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)
//       _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)
//       _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]
//          GpuProgramID 20081
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 1
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from B1856270C9ABC05DAEF4679AB43996C1_FB.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201509030 120 0 0
//   undeciphered2: 1 3 3 3 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 624
//   Float 0 [_FogGradientRange]
//   Float 112 [_GameTime]
//   Float 120 [_GlobalDebugScale]
//   Vector 128 [_DepthFlipScreen]
//   Vector 288 [_MainTex_ST]
//   Vector 304 [_MainTex_US_ST]
//   Vector 368 [_InteractionCurveSettingsDefault]
//   Vector 400 [_InteractionPunchDistortMask_ST]
//   Vector 416 [_InteractionPunchDistortMask_US_ST]
//   Vector 432 [_InteractionParamsPunch]
//   Vector 448 [_InteractionParams2Punch]
//   Vector 464 [_InteractionPosPunch]
//   Vector 480 [_InteractionVelocityPunch]
//   Vector 496 [_InteractionSettingsPunch]
//   Vector 512 [_PivotSettings]
//   Vector 528 [_MaskTexture_ST]
//   Vector 544 [_MaskTexture_US_ST]
//   Vector 576 [_MaskTextureExtra_ST]
//   Vector 592 [_MaskTextureExtra_US_ST]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [_Object2World]
//   ConstBuffer "UnityPerFrame" 256
//   Vector 64 [glstate_lightmodel_ambient]
//   SetTexture 0 [_InteractionPunchDistortMask] 2D 2
//   SetTexture 1 [_InteractionCurveDefault] 2D 1
//   SetTexture 2 [_FogGradientTex] 2D 0
//   BindCB "$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 23:48:47 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   xy
//
//
// 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
//
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.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.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

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[29].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[28].z
max r0.z, r0.z, l(0.000000)
add r0.z, r0.z, -cb0[31].z
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), -cb0[31].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[31].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[28].z
max r1.x, r1.x, l(0.000000)
add r1.x, r1.x, -cb0[31].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[28].zzzz
max r1.xy, r1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
add r1.z, v2.y, l(-0.500000)
mad r1.x, r1.z, l(0.500000), r1.x
mad r1.y, r1.z, l(0.500000), r1.y
add r1.zw, cb0[7].xxxx, -cb0[27].xxxz
add r1.xy, -r1.xyxx, r1.zwzz
mul r1.xy, r1.xyxx, cb0[31].wwww
mul r2.xz, r1.xxyx, cb0[23].yyyy
mov r2.yw, l(0,0,0,0)
sample_l r1.xyzw, r2.xyxx, t1.xyzw, s1, l(0.000000)
sample_l r2.xyzw, r2.zwzz, t1.xyzw, s1, l(0.000000)
mad r1.x, r2.w, l(2.000000), l(-1.000000)
mad r1.y, r1.w, l(2.000000), l(-1.000000)
mul r1.xy, r1.xyxx, cb0[23].xxxx
add r1.z, -v2.x, l(1.000000)
mad r1.w, cb0[26].w, cb0[7].x, cb0[26].z
sincos r2.x, r3.x, r1.w
add r2.yz, v1.yyxy, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r2.xw, r2.xxxx, r2.yyyz
mad r1.w, r2.z, r3.x, -r2.x
mad r2.x, r2.y, r3.x, r2.w
add r2.x, r2.x, l(0.500000)
mad r2.x, r2.x, cb0[25].y, cb0[25].w
mad r3.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 r3.x, cb0[26].x, cb0[7].x, r1.w
sample_l r3.xyzw, r3.xyxx, t0.xyzw, s2, l(0.000000)
mul r1.z, r1.z, r3.x
mul r1.xy, r1.zzzz, r1.xyxx
mul r0.z, r0.z, r1.y
mad r1.y, r0.w, l(-2.000000), l(3.000000)
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r1.y
mul r0.w, r0.w, r1.x
mul r0.zw, r0.zzzw, cb0[27].yyyw
add r1.xyzw, cb0[30].xyzw, l(0.000100, 0.000100, 0.000100, 0.000100)
dp2 r2.x, r1.zwzz, r1.zwzz
rsq r2.x, r2.x
mul r1.zw, r1.zzzw, r2.xxxx
mul r1.zw, r0.wwww, r1.zzzw
dp2 r0.w, r1.xyxx, r1.xyxx
rsq r0.w, r0.w
mul r1.xy, r0.wwww, r1.xyxx
mad r0.zw, r0.zzzz, r1.xxxy, r1.zzzw
mad r0.zw, v0.xxxy, cb0[32].xxxy, r0.zzzw
div r0.zw, r0.zzzw, cb0[32].xxxy
add r1.x, cb0[7].z, l(1.000000)
mul r0.zw, r0.zzzw, r1.xxxx
mul r1.xyz, r0.wwww, cb1[1].xywx
mad r1.xyz, cb1[0].xywx, r0.zzzz, r1.xyzx
mad r1.xyz, cb1[2].xywx, v0.zzzz, r1.xyzx
mad r1.xyw, cb1[3].xyxw, v0.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 fd970eb8d80c2253-vs.txt
ne r4.w, r1.w, l(1.0)
if_nz r4.w
  add r4.w, r1.w, -r4.y
  mad r1.x, r4.w, r4.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, r2.yzyy
mad r0.w, r2.z, r2.x, -r1.x
mad r1.x, r2.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[34].w, cb0[7].x, cb0[34].z
sincos r1.x, r2.x, r0.w
mul r1.xy, r1.xxxx, r2.yzyy
mad r0.w, r2.z, r2.x, -r1.x
mad r1.x, r2.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[33].y, cb0[33].w
mad o2.y, cb0[34].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[33].x, cb0[33].z
mad o2.x, cb0[34].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, r1.xxxx, r2.yzyy
mad r0.w, r2.z, r2.x, -r1.x
mad r1.x, r2.y, r2.x, r1.y
add r1.x, r1.x, l(0.500000)
mad r1.x, r1.x, cb0[36].y, cb0[36].w
mad o2.w, cb0[37].y, cb0[7].x, r1.x
add r0.w, r0.w, l(0.500000)
mad r0.w, r0.w, cb0[36].x, cb0[36].z
mad o2.z, cb0[37].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 o3.w, -r0.z, r0.z, l(1.000000)
mul o3.xyz, cb2[4].xyzx, l(4.000000, 4.000000, 4.000000, 0.000000)
mov r0.y, l(0)
sample_l r1.xyzw, r0.xyxx, t2.xyzw, s0, l(0.000000)
mul o4.w, r0.w, r1.w
mov o4.xyz, r1.xyzx
ret
// Approximately 0 instruction slots used