// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 10bc04c0710c0767-vs.txt
// 3DMigoto: 10bc04c0710c0767 | Matched 8 variants of 1 shaders: PF/Standard
//
//        Unity headers extracted from PF_Standard
//        Shader "PF/Standard" {
//          CustomEditor "PFStandardShaderGUI"
//          SubShader 1/1 {
//            LOD 100
//            Tags { "Reflection"="Opaque" "RenderType"="Opaque" }
//            Pass 1/4 {
//              Tags { "LIGHTMODE"="FORWARDBASE" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//              ZWrite [_ZWrite]
//              Program "vp" {
//                SubProgram "d3d11" {
//                }
//              }
//            }
//          }
//        }
//
//     Unity 5.3 headers extracted from PF_Standard:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201708220 75 0 1
//       undeciphered1a: 5
// 01:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "FOG_LINEAR" "BUMP_ON" "CUTOUT_ON" "SPECULAR_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
// 04:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "FOG_LINEAR" "BUMP_ON" "CUTOUT_ON" "SPECULAR_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
// 08:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "FOG_LINEAR" "BUMP_ON" "CUTOUT_ON" "SPECULAR_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
// 40:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "FOG_LINEAR" "BUMP_ON" "CUTOUT_ON" "SPECULAR_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
// 80:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "FOG_LINEAR" "BUMP_ON" "CUTOUT_ON" "SPECULAR_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
// 02:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "LIGHTPROBE_SH" "FOG_LINEAR" "BUMP_ON" "CUTOUT_ON" "SPECULAR_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
// 10:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "FOG_LINEAR" "BUMP_ON" "CUTOUT_ON" "SPECULAR_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
// 20:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "FOG_LINEAR" "BUMP_ON" "CUTOUT_ON" "SPECULAR_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
//       undeciphered2: 1 1 6 1 0 0
//       undeciphered3: 191 7 0 0 4 5 5 6 7 8 3 3 1 1 2 2
//       ConstBuffer "$Globals" 2400
//       Vector 96 [_MainTex_ST]
//       Vector 2320 [_FoliageMask_ST]
//       ConstBuffer "UnityPerCamera" 144
//       Vector 0 [_Time]
//       Vector 80 [_ProjectionParams]
//       ConstBuffer "UnityPerDraw" 160
//       Vector 144 [unity_WorldTransformParams]
//       Matrix 0 [unity_ObjectToWorld]
//       Matrix 64 [unity_WorldToObject]
//       ConstBuffer "UnityPerFrame" 368
//       Matrix 144 [unity_MatrixV]
//       Matrix 272 [unity_MatrixVP]
//       ConstBuffer "UnityLightmaps" 32
//       Vector 0 [unity_LightmapST]
//       ConstBuffer "VertexAnimBuffer" 64
//       Float 16 [_SimpleAnimInfluence]
//       Vector 32 [_Wind]
//       Float 52 [_FoliageInteractionInfluence]
//       Float 56 [_GlobalFoliageInteractionFlag]
//       Float 60 [_GlobalFoliageInfluenceClamp]
//       SetTexture 0 [_FoliageMask] 2D 00
//       BindCB "$Globals" 0
//       BindCB "UnityPerCamera" 1
//       BindCB "UnityPerDraw" 2
//       BindCB "UnityPerFrame" 3
//       BindCB "UnityLightmaps" 4
//       BindCB "VertexAnimBuffer" 5
//
// Headers extracted with DarkStarSword's extract_unity55_shaders.py
// https://github.com/DarkStarSword/3d-fixes

//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.2 on Mon Jan 14 17:40:23 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xy          2     NONE   float   xy
// TEXCOORD                 3   xy          3     NONE   float   xy
// COLOR                    0   xyzw        4     NONE   float   xyzw
// NORMAL                   0   xyz         5     NONE   float   xyz
// TANGENT                  0   xyzw        6     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                 3   xyzw        3     NONE   float   xyzw
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// TEXCOORD                 6   xyz         6     NONE   float   xyz
// TEXCOORD                 8      w        6     NONE   float      w
// TEXCOORD                 7   xyzw        7     NONE   float   xyzw
// COLOR                    0   xyzw        8     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[146], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[10], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_constantbuffer cb4[1], immediateIndexed
dcl_constantbuffer cb5[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xy
dcl_input v4.xyzw
dcl_input v5.xyz
dcl_input v6.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.xyz
dcl_output o6.w
dcl_output o7.xyzw
dcl_output o8.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

mul r0.xy, v4.wwww, l(0.000244140625, 4096.000000, 0.000000, 0.000000)
round_ni r1.x, r0.x
ge r0.x, r0.y, -r0.y
movc r0.xy, r0.xxxx, l(4096.000000,0.000244140625,0,0), l(-4096.000000,-0.000244140625,0,0)
mul r0.y, r0.y, v4.w
frc r0.y, r0.y
mul r1.y, r0.y, r0.x
mul r0.xy, r1.xyxx, l(0.000244200259, 0.000244200259, 0.000000, 0.000000)
dp3 r0.z, cb5[2].xyzx, cb5[2].xyzx
sqrt r0.z, r0.z
div r0.w, l(0.500000), r0.z
lt r0.z, l(0.500000), r0.z
movc r0.z, r0.z, r0.w, l(1.000000)
mul r1.xyz, r0.zzzz, cb5[2].xyzx
mul r2.xyz, v3.yyyy, cb2[2].xyzx
mad r2.xyz, cb2[0].xyzx, v3.xxxx, r2.xyzx
add r2.xyz, r2.xyzx, cb2[3].xyzx
dp3 r0.z, r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r0.z, r0.z, cb1[0].y
mul r0.z, r0.z, cb5[2].w
mul r3.xyz, r0.zzzz, l(1.975000, 0.793000, 0.375000, 0.000000)
frc r3.xyz, r3.xyzx
mad r3.xyz, r3.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-0.500000, -0.500000, -0.500000, 0.000000)
frc r3.xyz, r3.xyzx
mad r3.xyz, r3.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r4.xyz, |r3.xyzx|, |r3.xyzx|
mad r3.xyz, -|r3.xyzx|, l(2.000000, 2.000000, 2.000000, 0.000000), l(3.000000, 3.000000, 3.000000, 0.000000)
mul r3.xyz, r3.xyzx, r4.xyzx
mad r1.xyz, r1.xyzx, r3.xyzx, r1.xyzx
lt r0.z, l(0.000000), cb5[3].z
if_nz r0.z
  mad r0.zw, r2.xxxz, cb0[145].xxxy, cb0[145].zzzw
  sample_l r2.xyzw, r0.zwzz, t0.xyzw, s0, l(0.000000)
  max r0.zw, r2.xxxy, -cb5[3].wwww
  min r0.zw, r0.zzzw, cb5[3].wwww
  mad r1.xz, r0.zzwz, cb5[3].yyyy, r1.xxzx
endif
mul r2.xyz, r1.yyyy, cb2[5].xyzx
mad r1.xyw, cb2[4].xyxz, r1.xxxx, r2.xyxz
mad r1.xyz, cb2[6].xyzx, r1.zzzz, r1.xywx
mul r1.xyz, r1.xyzx, cb5[1].xxxx
mad r0.yzw, r1.xxyz, r0.yyyy, v0.xxyz
mul r1.xyz, r0.zzzz, cb2[1].xyzx
mad r1.xyz, cb2[0].xyzx, r0.yyyy, r1.xyzx
mad r1.xyz, cb2[2].xyzx, r0.wwww, r1.xyzx
mad r1.xyz, cb2[3].xyzx, v0.wwww, r1.xyzx
dp3 r2.x, v5.xyzx, cb2[4].xyzx
dp3 r2.y, v5.xyzx, cb2[5].xyzx
dp3 r2.z, v5.xyzx, cb2[6].xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
mad o2.xy, v2.xyxx, cb4[0].xyxx, cb4[0].zwzz
mul r3.xyzw, r0.zzzz, cb2[1].xyzw
mad r3.xyzw, cb2[0].xyzw, r0.yyyy, r3.xyzw
mad r3.xyzw, cb2[2].xyzw, r0.wwww, r3.xyzw
add r3.xyzw, r3.xyzw, cb2[3].xyzw
mul r4.xyzw, r3.yyyy, cb3[18].xyzw
mad r4.xyzw, cb3[17].xyzw, r3.xxxx, r4.xyzw
mad r4.xyzw, cb3[19].xyzw, r3.zzzz, r4.xyzw
mad r3.xyzw, cb3[20].xyzw, r3.wwww, r4.xyzw
mul r0.yzw, r1.yyyy, cb3[10].xxyz
mad r0.yzw, cb3[9].xxyz, r1.xxxx, r0.yyzw
mad r0.yzw, cb3[11].xxyz, r1.zzzz, r0.yyzw
add o6.xyz, r0.yzwy, cb3[12].xyzx
mad o1.xy, v1.xyxx, cb0[6].xyxx, cb0[6].zwzz
mul r0.yzw, v6.yyyy, cb2[1].xxyz
mad r0.yzw, cb2[0].xxyz, v6.xxxx, r0.yyzw
mad r0.yzw, cb2[2].xxyz, v6.zzzz, r0.yyzw
dp3 r1.w, r0.yzwy, r0.yzwy
rsq r1.w, r1.w
mul r0.yzw, r0.yyzw, r1.wwww
mul r1.w, v6.w, cb2[9].w
mul r4.xyz, r0.zwyz, r2.zxyz
mad r4.xyz, r2.yzxy, r0.wyzw, -r4.xyzx
mul o4.xyz, r1.wwww, r4.xyzx

// Relocated to here with asmtool.py
mov o0.xyzw, r3.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 10bc04c0710c0767-vs.txt
ne r5.w, r3.w, l(1.0)
if_nz r5.w
  add r5.w, r3.w, -r5.y
  mad r3.x, r5.w, r5.x, r3.x
endif

mul r4.xz, r3.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
mul r1.w, r3.y, cb1[5].x
mul r4.w, r1.w, l(0.500000)
add o7.xy, r4.zzzz, r4.xwxx

// mov o0.xyzw, r3.xyzw // Relocated from here with asmtool.py

mov o1.zw, l(0,0,0,0)
mov o2.zw, l(0,0,0,0)
mov o3.w, r1.x
mov o3.xyz, r0.yzwy
mov o4.w, r1.y
mov o5.w, r1.z
mov o5.xyz, r2.xyzx
mov o6.w, r3.z
mov o7.zw, r3.zzzw
mov o8.xyz, v4.xyzx
mov o8.w, r0.x
ret
// Approximately 0 instruction slots used