// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 28fc8c78356a8d00-vs.txt
// 3DMigoto: 28fc8c78356a8d00 | Matched 9 variants of 2 shaders: PF/Standard, PF/StandardDynamic
//
// 1f8:    Unity headers extracted from PF_Standard
// 007:    Unity headers extracted from PF_StandardDynamic
// 1f8:    Shader "PF/Standard" {
// 007:    Shader "PF/StandardDynamic" {
// 007:      CustomEditor "PFStandardDynamicShaderGUI"
// 1f8:      CustomEditor "PFStandardShaderGUI"
//           SubShader 1/1 {
//             LOD 100
//             Tags { "Reflection"="Opaque" "RenderType"="Opaque" }
// 052:        Pass 1/4 {
// 184:        Pass 2/4 {
// 029: 1:     Pass 1/4 {
// 184:          Name "FORWARDADD"
// 052:          Tags { "LIGHTMODE"="FORWARDBASE" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
// 029: 2:     Pass 2/4 {
// 184:          Tags { "LIGHTMODE"="FORWARDADD" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
// 052:          ZWrite [_ZWrite]
// 029: 2:       Name "FORWARDADD"
// 184:          ZWrite Off
// 029: 1:       Tags { "LIGHTMODE"="FORWARDBASE" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
// 029: 2:       Tags { "LIGHTMODE"="FORWARDADD" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
// 029: 1:       ZWrite [_ZWrite]
// 029: 2:       ZWrite Off
//               Program "vp" {
//                 SubProgram "d3d11" {
//                 }
//               }
//             }
//           }
//         }
//
// 1f8: Unity 5.3 headers extracted from PF_Standard:
// 007: Unity 5.3 headers extracted from PF_StandardDynamic:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201708220 27 0 0
//        undeciphered1a: 3
// 040:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "ALPHABLEND_ON" "EMISSION_ON" "SPECULAR_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 010:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "ALPHABLEND_ON" "EMISSION_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 002:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "ALPHABLEND_ON" "EMISSION_ON" }
// 020:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "ALPHABLEND_ON" "SPECULAR_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 008:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "ALPHABLEND_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 001:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "ALPHABLEND_ON" }
// 100:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "FOG_LINEAR" "ALPHABLEND_ON" "SPECULAR_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 080:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "FOG_LINEAR" "ALPHABLEND_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 004:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "FOG_LINEAR" "ALPHABLEND_ON" }
//        undeciphered2: 1 0 4 0 0 0
//        undeciphered3: 55 3 0 0 4 5 1 1
//        ConstBuffer "$Globals" 2400
//        Vector 96 [_MainTex_ST]
//        Vector 192 [_FogOfWarMask_ST]
//        ConstBuffer "UnityPerCamera" 144
//        Vector 80 [_ProjectionParams]
//        ConstBuffer "UnityPerDraw" 160
//        Matrix 0 [unity_ObjectToWorld]
//        Matrix 64 [unity_WorldToObject]
//        ConstBuffer "UnityPerFrame" 368
//        Matrix 144 [unity_MatrixV]
//        Matrix 272 [unity_MatrixVP]
//        BindCB "$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 v1.3.2 on Mon Jan 14 17:54:44 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
//
//
// 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[13], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[7], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.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 o6.w
dcl_output o7.xyzw
dcl_output o8.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 28fc8c78356a8d00-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
mov o1.zw, l(0,0,0,0)
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 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul o5.xyz, r1.wwww, r2.xyzx
mov o5.w, r1.z
mul r2.xyz, r1.yyyy, cb3[10].xyzx
mad r2.xyz, cb3[9].xyzx, r1.xxxx, r2.xyzx
mad r2.xyz, cb3[11].xyzx, r1.zzzz, r2.xyzx
mad o8.xy, r1.xzxx, cb0[12].xyxx, cb0[12].zwzz
add o6.xyz, r2.xyzx, cb3[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
mov o8.zw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used