// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 138ccf59d9b6b1d6-vs.txt
// 3DMigoto: 138ccf59d9b6b1d6 | Matched 6 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 67 0 0
//       undeciphered1a: 4
// 20:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "FOG_LINEAR" "EMISSION_ON" "SPECULAR_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 10:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "FOG_LINEAR" "SPECULAR_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 08:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 04:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "FOG_LINEAR" "EMISSION_ON" "SPECULAR_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 02:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "FOG_LINEAR" "SPECULAR_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 01:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
//       undeciphered2: 1 0 7 0 0 0
//       undeciphered3: 191 6 0 0 4 5 5 6 7 8 3 3 1 1
//       ConstBuffer "$Globals" 2400
//       Vector 96 [_MainTex_ST]
//       ConstBuffer "UnityPerCamera" 144
//       Vector 0 [_Time]
//       Vector 80 [_ProjectionParams]
//       ConstBuffer "UnityLighting" 768
//       Vector 672 [unity_SHBr]
//       Vector 688 [unity_SHBg]
//       Vector 704 [unity_SHBb]
//       Vector 720 [unity_SHC]
//       ConstBuffer "UnityPerDraw" 160
//       Matrix 0 [unity_ObjectToWorld]
//       Matrix 64 [unity_WorldToObject]
//       ConstBuffer "UnityPerFrame" 368
//       Matrix 144 [unity_MatrixV]
//       Matrix 272 [unity_MatrixVP]
//       ConstBuffer "UnityLightmaps" 32
//       Vector 0 [unity_LightmapST]
//       ConstBuffer "VertexAnimBuffer" 64
//       Float 16 [_SimpleAnimInfluence]
//       Vector 32 [_Wind]
//       BindCB "$Globals" 0
//       BindCB "UnityPerCamera" 1
//       BindCB "UnityLighting" 2
//       BindCB "UnityPerDraw" 3
//       BindCB "UnityPerFrame" 4
//       BindCB "UnityLightmaps" 5
//       BindCB "VertexAnimBuffer" 6
//
// 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 17:42:17 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
//
//
// 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[7], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[46], immediateIndexed
dcl_constantbuffer cb3[7], immediateIndexed
dcl_constantbuffer cb4[21], immediateIndexed
dcl_constantbuffer cb5[1], immediateIndexed
dcl_constantbuffer cb6[3], immediateIndexed
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_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 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, v3.yyyy, cb3[2].xyzx
mad r0.xyz, cb3[0].xyzx, v3.xxxx, r0.xyzx
add r0.xyz, r0.xyzx, cb3[3].xyzx
dp3 r0.x, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r0.x, r0.x, cb1[0].y
mul r0.x, r0.x, cb6[2].w
mul r0.xyz, r0.xxxx, l(1.975000, 0.793000, 0.375000, 0.000000)
frc r0.xyz, r0.xyzx
mad r0.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-0.500000, -0.500000, -0.500000, 0.000000)
frc r0.xyz, r0.xyzx
mad r0.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r1.xyz, |r0.xyzx|, |r0.xyzx|
mad r0.xyz, -|r0.xyzx|, l(2.000000, 2.000000, 2.000000, 0.000000), l(3.000000, 3.000000, 3.000000, 0.000000)
mul r0.xyz, r0.xyzx, r1.xyzx
dp3 r0.w, cb6[2].xyzx, cb6[2].xyzx
sqrt r0.w, r0.w
div r1.x, l(0.500000), r0.w
lt r0.w, l(0.500000), r0.w
movc r0.w, r0.w, r1.x, l(1.000000)
mul r1.xyz, r0.wwww, cb6[2].xyzx
mad r0.xyz, r1.xyzx, r0.xyzx, r1.xyzx
mul r1.xyz, r0.yyyy, cb3[5].xyzx
mad r0.xyw, cb3[4].xyxz, r0.xxxx, r1.xyxz
mad r0.xyz, cb3[6].xyzx, r0.zzzz, r0.xywx
mul r0.xyz, r0.xyzx, cb6[1].xxxx
mul r1.xy, v4.wwww, l(0.000244140625, 4096.000000, 0.000000, 0.000000)
ge r0.w, r1.y, -r1.y
round_ni r1.x, r1.x
movc r1.zw, r0.wwww, l(0,0,4096.000000,0.000244140625), l(0,0,-4096.000000,-0.000244140625)
mul r0.w, r1.w, v4.w
frc r0.w, r0.w
mul r1.y, r0.w, r1.z
mul r1.xy, r1.xyxx, l(0.000244200259, 0.000244200259, 0.000000, 0.000000)
mad r0.xyz, r0.xyzx, r1.yyyy, v0.xyzx
mov o8.w, r1.x
mul r1.xyzw, r0.yyyy, cb3[1].xyzw
mad r1.xyzw, cb3[0].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[2].xyzw, r0.zzzz, r1.xyzw
add r1.xyzw, r1.xyzw, cb3[3].xyzw
mul r2.xyzw, r1.yyyy, cb4[18].xyzw
mad r2.xyzw, cb4[17].xyzw, r1.xxxx, r2.xyzw
mad r2.xyzw, cb4[19].xyzw, r1.zzzz, r2.xyzw
mad r1.xyzw, cb4[20].xyzw, r1.wwww, r2.xyzw
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 138ccf59d9b6b1d6-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

mad o1.xy, v1.xyxx, cb0[6].xyxx, cb0[6].zwzz
mov o1.zw, l(0,0,0,0)
dp3 r2.x, v5.xyzx, cb3[4].xyzx
dp3 r2.y, v5.xyzx, cb3[5].xyzx
dp3 r2.z, v5.xyzx, cb3[6].xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
mul r0.w, r2.y, r2.y
mad r0.w, r2.x, r2.x, -r0.w
mul r3.xyzw, r2.yzzx, r2.xyzz
mov o5.xyz, r2.xyzx
dp4 r2.x, cb2[42].xyzw, r3.xyzw
dp4 r2.y, cb2[43].xyzw, r3.xyzw
dp4 r2.z, cb2[44].xyzw, r3.xyzw
mad o2.xyz, cb2[45].xyzx, r0.wwww, r2.xyzx
mov o2.w, l(0)
mul r2.xyz, r0.yyyy, cb3[1].xyzx
mad r0.xyw, cb3[0].xyxz, r0.xxxx, r2.xyxz
mad r0.xyz, cb3[2].xyzx, r0.zzzz, r0.xywx
mad r0.xyz, cb3[3].xyzx, v0.wwww, r0.xyzx
mov r0.w, l(0)
mov o3.xyzw, r0.wwwx
mov o4.xyzw, r0.wwwy
mov o5.w, r0.z
mul r2.xyz, r0.yyyy, cb4[10].xyzx
mad r0.xyw, cb4[9].xyxz, r0.xxxx, r2.xyxz
mad r0.xyz, cb4[11].xyzx, r0.zzzz, r0.xywx
add o6.xyz, r0.xyzx, cb4[12].xyzx
mov o6.w, r1.z
mul r0.x, r1.y, cb1[5].x
mul r1.xz, r1.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
mul r1.w, r0.x, l(0.500000)
add o7.zw, r1.zzzz, r1.xxxw
mad o7.xy, v2.xyxx, cb5[0].xyxx, cb5[0].zwzz
mov o8.xyz, v4.xyzx
ret
// Approximately 0 instruction slots used