// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 12991b2ba83eb0b9-vs.txt
// 3DMigoto: 12991b2ba83eb0b9 | Matched 10 variants of 1 shaders: PF/StandardDynamic
//
//         Unity headers extracted from PF_StandardDynamic
//         Shader "PF/StandardDynamic" {
//           CustomEditor "PFStandardDynamicShaderGUI"
//           SubShader 1/1 {
//             LOD 100
//             Tags { "Reflection"="Opaque" "RenderType"="Opaque" }
//             Pass 2/4 {
//               Name "FORWARDADD"
//               Tags { "LIGHTMODE"="FORWARDADD" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//               ZWrite Off
//               Program "vp" {
//                 SubProgram "d3d11" {
//                 }
//               }
//             }
//           }
//         }
//
//      Unity 5.3 headers extracted from PF_StandardDynamic:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201708220 29 0 0
//        undeciphered1a: 3
// 080:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "CUTOUT_ON" "DISSOLVE_ON" "SPECULAR_ON" }
// 020:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "CUTOUT_ON" "DISSOLVE_ON" }
// 100:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "DISSOLVE_ON" "SPECULAR_ON" "METALLNESS_ON" }
// 040:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "DISSOLVE_ON" "SPECULAR_ON" }
// 200:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "DISSOLVE_ON" }
// 004:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "CUTOUT_ON" "DISSOLVE_ON" "SPECULAR_ON" }
// 001:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "CUTOUT_ON" "DISSOLVE_ON" }
// 008:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "DISSOLVE_ON" "SPECULAR_ON" "METALLNESS_ON" }
// 002:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "DISSOLVE_ON" "SPECULAR_ON" }
// 010:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "DISSOLVE_ON" }
//        undeciphered2: 1 0 6 0 0 0
//        undeciphered3: 55 4 0 0 4 5 5 6 1 1
//        ConstBuffer "$Globals" 2400
//        Vector 96 [_MainTex_ST]
//        ConstBuffer "UnityPerCamera" 144
//        Vector 80 [_ProjectionParams]
//        ConstBuffer "UnityPerDraw" 160
//        Matrix 0 [unity_ObjectToWorld]
//        Matrix 64 [unity_WorldToObject]
//        ConstBuffer "UnityPerFrame" 368
//        Matrix 144 [unity_MatrixV]
//        Matrix 272 [unity_MatrixVP]
//        ConstBuffer "UnityLightmaps" 32
//        Vector 0 [unity_LightmapST]
//        ConstBuffer "PFCommonBuffer" 240
//        Vector 0 [_DissolveTex_ST]
//        BindCB "$Globals" 0
//        BindCB "UnityPerCamera" 1
//        BindCB "UnityPerDraw" 2
//        BindCB "UnityPerFrame" 3
//        BindCB "UnityLightmaps" 4
//        BindCB "PFCommonBuffer" 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 17:41:38 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
// NORMAL                   0   xyz         3     NONE   float   xyz
// TANGENT                  0   xyzw        4     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                 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                 7   xyzw        7     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[7], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[7], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_constantbuffer cb4[1], immediateIndexed
dcl_constantbuffer cb5[1], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xyz
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 o7.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

mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb2[3].xyzw
mul r1.xyzw, r0.yyyy, cb3[18].xyzw
mad r1.xyzw, cb3[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb3[20].xyzw, r0.wwww, r1.xyzw
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 12991b2ba83eb0b9-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

mad o1.xy, v1.xyxx, cb0[6].xyxx, cb0[6].zwzz
mad o1.zw, v1.xxxy, cb5[0].xxxy, cb5[0].zzzw
mov o2.xyzw, l(0,0,0,0)
mov r1.w, l(0)
mul r2.xyz, v0.yyyy, cb2[1].xyzx
mad r2.xyz, cb2[0].xyzx, v0.xxxx, r2.xyzx
mad r2.xyz, cb2[2].xyzx, v0.zzzz, r2.xyzx
mad r1.xyz, cb2[3].xyzx, v0.wwww, r2.xyzx
mov o3.xyzw, r1.wwwx
mov o4.xyzw, r1.wwwy
dp3 r2.x, v3.xyzx, cb2[4].xyzx
dp3 r2.y, v3.xyzx, cb2[5].xyzx
dp3 r2.z, v3.xyzx, cb2[6].xyzx
dp3 r0.z, r2.xyzx, r2.xyzx
rsq r0.z, r0.z
mul o5.xyz, r0.zzzz, r2.xyzx
mov o5.w, r1.z
mul r2.xyz, r1.yyyy, cb3[10].xyzx
mad r1.xyw, cb3[9].xyxz, r1.xxxx, r2.xyxz
mad r1.xyz, cb3[11].xyzx, r1.zzzz, r1.xywx
add o6.xyz, r1.xyzx, cb3[12].xyzx
mul r0.y, r0.y, cb1[5].x
mul r0.xz, r0.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
mul r0.w, r0.y, l(0.500000)
add o7.zw, r0.zzzz, r0.xxxw
mad o7.xy, v2.xyxx, cb4[0].xyxx, cb4[0].zwzz
ret
// Approximately 0 instruction slots used