// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 1e0c86af8f519a57-vs.txt
// 3DMigoto: 1e0c86af8f519a57 | Matched 16 variants of 8 shaders: 2DxFX/AL/Color, 2DxFX/AL/ColorChange, 2DxFX/AL/DesintegrationFX, 2DxFX/AL/Distortion, 2DxFX/AL/Hologram3, 2DxFX/AL/Mystic_Distortion, 2DxFX/AL/PlasmaShield, 2DxFX/AL/Twist
//
// 0003:    Unity headers extracted from 2DxFX_AL_Color
// 0300:    Unity headers extracted from 2DxFX_AL_ColorChange
// c000:    Unity headers extracted from 2DxFX_AL_DesintegrationFX
// 0c00:    Unity headers extracted from 2DxFX_AL_Distortion
// 0030:    Unity headers extracted from 2DxFX_AL_Hologram3
// 00c0:    Unity headers extracted from 2DxFX_AL_Mystic_Distortion
// 000c:    Unity headers extracted from 2DxFX_AL_PlasmaShield
// 3000:    Unity headers extracted from 2DxFX_AL_Twist
// 0003:    Shader "2DxFX/AL/Color" {
// 0300:    Shader "2DxFX/AL/ColorChange" {
// c000:    Shader "2DxFX/AL/DesintegrationFX" {
// 0c00:    Shader "2DxFX/AL/Distortion" {
// 0030:    Shader "2DxFX/AL/Hologram3" {
// 00c0:    Shader "2DxFX/AL/Mystic_Distortion" {
// 000c:    Shader "2DxFX/AL/PlasmaShield" {
// 3000:    Shader "2DxFX/AL/Twist" {
// 3000:      Fallback "Sprites/Default"
// cfff:      Fallback "Transparent/VertexLit"
//            SubShader 1/1 {
//              Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//              Pass 2/6 {
//                Name "FORWARD"
//                Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "LIGHTMODE"="FORWARDADD" "PreviewType"="Plane" "RenderType"="TransparentCutout" "SHADOWSUPPORT"="true" }
//                ZWrite Off
//                Program "vp" {
//                  SubProgram "d3d11" {
//                  }
//                }
//              }
//            }
//          }
//
// 0003: Unity 5.3 headers extracted from 2DxFX_AL_Color:
// 0300: Unity 5.3 headers extracted from 2DxFX_AL_ColorChange:
// c000: Unity 5.3 headers extracted from 2DxFX_AL_DesintegrationFX:
// 0c00: Unity 5.3 headers extracted from 2DxFX_AL_Distortion:
// 0030: Unity 5.3 headers extracted from 2DxFX_AL_Hologram3:
// 00c0: Unity 5.3 headers extracted from 2DxFX_AL_Mystic_Distortion:
// 000c: Unity 5.3 headers extracted from 2DxFX_AL_PlasmaShield:
// 3000: Unity 5.3 headers extracted from 2DxFX_AL_Twist:
//         API d3d11
//         Shader model vs_4_0
//         undeciphered1: 201802150 32 0 0
//         undeciphered1a: 3
// aaaa:   Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" }
// 5555:   Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" }
//         undeciphered2: 1 0 4 0 0 0
//         undeciphered3: 255 4 0 0 1 1 4 5 3 3
//         ConstBuffer "$Globals" 208
//         Vector 144 [_Color]
//         Vector 192 [_MainTex_ST]
//         Matrix 64 [unity_WorldToLight]
//         ConstBuffer "UnityPerCamera" 144
//         Vector 80 [_ProjectionParams]
//         Vector 96 [_ScreenParams]
//         ConstBuffer "UnityPerDraw" 176
//         Matrix 0 [unity_ObjectToWorld]
//         Matrix 64 [unity_WorldToObject]
//         ConstBuffer "UnityPerFrame" 368
//         Matrix 272 [unity_MatrixVP]
//         BindCB "$Globals" 0
//         BindCB "UnityPerCamera" 1
//         BindCB "UnityPerDraw" 2
//         BindCB "UnityPerFrame" 3
//
// Headers extracted with DarkStarSword's extract_unity55_shaders.py
// https://github.com/DarkStarSword/3d-fixes

//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sun Aug 23 06:23:14 2020
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TANGENT                  0   xyzw        1     NONE   float
// NORMAL                   0   xyz         2     NONE   float   xyz
// TEXCOORD                 0   xyzw        3     NONE   float   xy
// TEXCOORD                 1   xyzw        4     NONE   float
// TEXCOORD                 2   xyzw        5     NONE   float
// TEXCOORD                 3   xyzw        6     NONE   float
// COLOR                    0   xyzw        7     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 4     zw        1     NONE   float     zw
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[7], immediateIndexed
dcl_constantbuffer cb2[7], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_input v0.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_input v7.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.zw
dcl_output o2.xyz
dcl_output o3.xyz
dcl_output o4.xyzw
dcl_output o5.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

div r0.xy, v0.xyxx, v0.wwww
mul r0.zw, cb1[6].xxxy, l(0.000000, 0.000000, 0.500000, 0.500000)
mul r0.xy, r0.zwzz, r0.xyxx
round_ne r0.xy, r0.xyxx
div r0.xy, r0.xyxx, r0.zwzz
mul r0.xy, r0.xyxx, v0.wwww
mul r1.xyzw, r0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, r0.xxxx, r1.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
add r1.xyzw, r0.xyzw, cb2[3].xyzw
mul r2.xyzw, r1.yyyy, cb3[18].xyzw
mad r2.xyzw, cb3[17].xyzw, r1.xxxx, r2.xyzw
mad r2.xyzw, cb3[19].xyzw, r1.zzzz, r2.xyzw
mad r1.xyzw, cb3[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 1e0c86af8f519a57-vs.txt
ne r3.w, r1.w, l(1.0)
if_nz r3.w
  add r3.w, r1.w, -r3.y
  mad r1.x, r3.w, r3.x, r1.x
endif

mad r2.xyzw, cb2[3].xyzw, v0.wwww, r0.xyzw
mad o3.xyz, cb2[3].xyzx, v0.wwww, r0.xyzx
mul r0.xy, r2.yyyy, cb0[5].xyxx
mad r0.xy, cb0[4].xyxx, r2.xxxx, r0.xyxx
mad r0.xy, cb0[6].xyxx, r2.zzzz, r0.xyxx
mad o1.zw, cb0[7].xxxy, r2.wwww, r0.xxxy
mad o1.xy, v3.xyxx, cb0[12].xyxx, cb0[12].zwzz
dp3 r0.x, v2.xyzx, cb2[4].xyzx
dp3 r0.y, v2.xyzx, cb2[5].xyzx
dp3 r0.z, v2.xyzx, cb2[6].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul o2.xyz, r0.wwww, r0.xyzx
mul o4.xyzw, v7.xyzw, cb0[9].xyzw
mul r0.x, r1.y, cb1[5].x
mul r0.w, r0.x, l(0.500000)
mul r0.xz, r1.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
mov o5.zw, r1.zzzw
add o5.xy, r0.zzzz, r0.xwxx
ret
// Approximately 0 instruction slots used