// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 21e6c194bbc04321-vs.txt
// 3DMigoto: 21e6c194bbc04321 | Matched 2 variants of 1 shaders: PF/GlobalMap
//
//       Unity headers extracted from PF_GlobalMap
//       Shader "PF/GlobalMap" {
//         CustomEditor "GlobalMapShaderGUI"
//         SubShader 1/1 {
//           LOD 100
//           Tags { "Reflection"="Opaque" "RenderType"="Opaque" }
//           Pass 1/3 {
//             Tags { "LIGHTMODE"="FORWARDBASE" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//             Program "vp" {
//               SubProgram "d3d11" {
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from PF_GlobalMap:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201708220 45 0 0
//      undeciphered1a: 5
// 2:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "FOG_LINEAR" "BUMP_ON" }
// 1:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "BUMP_ON" }
//      undeciphered2: 1 0 5 0 0 0
//      undeciphered3: 55 4 0 0 4 5 1 1 2 2
//      ConstBuffer "$Globals" 2448
//      Vector 0 [_BorderMask_ST]
//      Vector 144 [_MainTex_ST]
//      Vector 240 [_FogOfWarMask_ST]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityLighting" 768
//      Vector 672 [unity_SHBr]
//      Vector 688 [unity_SHBg]
//      Vector 704 [unity_SHBb]
//      Vector 720 [unity_SHC]
//      ConstBuffer "UnityPerDraw" 160
//      Vector 144 [unity_WorldTransformParams]
//      Matrix 0 [unity_ObjectToWorld]
//      Matrix 64 [unity_WorldToObject]
//      ConstBuffer "UnityPerFrame" 368
//      Matrix 144 [unity_MatrixV]
//      Matrix 272 [unity_MatrixVP]
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityLighting" 2
//      BindCB "UnityPerDraw" 3
//      BindCB "UnityPerFrame" 4
//
// 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 17:50:20 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
// NORMAL                   0   xyz         3     NONE   float   xyz
// TANGENT                  0   xyzw        4     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
// TEXCOORD                 9   xyzw        8     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[16], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[46], immediateIndexed
dcl_constantbuffer cb3[10], immediateIndexed
dcl_constantbuffer cb4[21], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v3.xyz
dcl_input v4.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.xyzw, v0.yyyy, cb3[1].xyzw
mad r0.xyzw, cb3[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb3[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb3[3].xyzw
mul r1.xyzw, r0.yyyy, cb4[18].xyzw
mad r1.xyzw, cb4[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb4[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb4[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 21e6c194bbc04321-vs.txt
ne r5.w, r0.w, l(1.0)
if_nz r5.w
  add r5.w, r0.w, -r5.y
  mad r0.x, r5.w, r5.x, r0.x
endif

mad o1.xy, v1.xyxx, cb0[9].xyxx, cb0[9].zwzz
mov o1.zw, l(0,0,0,0)
dp3 r1.x, v3.xyzx, cb3[4].xyzx
dp3 r1.y, v3.xyzx, cb3[5].xyzx
dp3 r1.z, v3.xyzx, cb3[6].xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
mul r1.w, r1.y, r1.y
mad r1.w, r1.x, r1.x, -r1.w
mul r2.xyzw, r1.yzzx, r1.xyzz
dp4 r3.x, cb2[42].xyzw, r2.xyzw
dp4 r3.y, cb2[43].xyzw, r2.xyzw
dp4 r3.z, cb2[44].xyzw, r2.xyzw
mad o2.xyz, cb2[45].xyzx, r1.wwww, r3.xyzx
mov o2.w, l(0)
mul r2.xyz, v4.yyyy, cb3[1].xyzx
mad r2.xyz, cb3[0].xyzx, v4.xxxx, r2.xyzx
mad r2.xyz, cb3[2].xyzx, v4.zzzz, r2.xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
mov o3.xyz, r2.xyzx
mul r3.xyz, v0.yyyy, cb3[1].xyzx
mad r3.xyz, cb3[0].xyzx, v0.xxxx, r3.xyzx
mad r3.xyz, cb3[2].xyzx, v0.zzzz, r3.xyzx
mad r3.xyz, cb3[3].xyzx, v0.wwww, r3.xyzx
mov o3.w, r3.x
mul r4.xyz, r1.zxyz, r2.yzxy
mad r2.xyz, r1.yzxy, r2.zxyz, -r4.xyzx
mov o5.xyz, r1.xyzx
mul r1.x, v4.w, cb3[9].w
mul o4.xyz, r1.xxxx, r2.xyzx
mov o4.w, r3.y
mov o5.w, r3.z
mul r1.xyz, r3.yyyy, cb4[10].xyzx
mad r1.xyz, cb4[9].xyzx, r3.xxxx, r1.xyzx
mad r1.xyz, cb4[11].xyzx, r3.zzzz, r1.xyzx
mad o8.xy, r3.xzxx, cb0[15].xyxx, cb0[15].zwzz
add o6.xyz, r1.xyzx, cb4[12].xyzx
mov o6.w, r0.z
mul r0.y, r0.y, cb1[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o7.zw, r0.zzzw
add o7.xy, r1.zzzz, r1.xwxx
mad o8.zw, v1.xxxy, cb0[0].xxxy, cb0[0].zzzw
ret
// Approximately 0 instruction slots used