// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 338f141126f2f370-vs.txt
// 3DMigoto: 338f141126f2f370 | Matched 30 variants of 15 shaders: 2DxFX/AL/Flame, 2DxFX/AL/GoldFX, 2DxFX/AL/GoldenFX, 2DxFX/AL/GrayScale, 2DxFX/AL/HSV, 2DxFX/AL/Heat, 2DxFX/AL/IcedFX, 2DxFX/AL/MetalFX, 2DxFX/AL/Negative, 2DxFX/AL/Noise, 2DxFX/AL/NoiseAnimated, 2DxFX/AL/Posterize, 2DxFX/AL/SandFX, 2DxFX/AL/Sepia, 2DxFX/AL/Sharpen
//
// 00000c00:    Unity headers extracted from 2DxFX_AL_Flame
// 30000000:    Unity headers extracted from 2DxFX_AL_GoldFX
// 0c000000:    Unity headers extracted from 2DxFX_AL_GoldenFX
// 00003000:    Unity headers extracted from 2DxFX_AL_GrayScale
// 00000300:    Unity headers extracted from 2DxFX_AL_HSV
// 00030000:    Unity headers extracted from 2DxFX_AL_Heat
// 0000000c:    Unity headers extracted from 2DxFX_AL_IcedFX
// 00300000:    Unity headers extracted from 2DxFX_AL_MetalFX
// 000000c0:    Unity headers extracted from 2DxFX_AL_Negative
// 000c0000:    Unity headers extracted from 2DxFX_AL_Noise
// 0000c000:    Unity headers extracted from 2DxFX_AL_NoiseAnimated
// 00000030:    Unity headers extracted from 2DxFX_AL_Posterize
// 00000003:    Unity headers extracted from 2DxFX_AL_SandFX
// 03000000:    Unity headers extracted from 2DxFX_AL_Sepia
// 00c00000:    Unity headers extracted from 2DxFX_AL_Sharpen
// 00000c00:    Shader "2DxFX/AL/Flame" {
// 30000000:    Shader "2DxFX/AL/GoldFX" {
// 0c000000:    Shader "2DxFX/AL/GoldenFX" {
// 00003000:    Shader "2DxFX/AL/GrayScale" {
// 00000300:    Shader "2DxFX/AL/HSV" {
// 00030000:    Shader "2DxFX/AL/Heat" {
// 0000000c:    Shader "2DxFX/AL/IcedFX" {
// 00300000:    Shader "2DxFX/AL/MetalFX" {
// 000000c0:    Shader "2DxFX/AL/Negative" {
// 000c0000:    Shader "2DxFX/AL/Noise" {
// 0000c000:    Shader "2DxFX/AL/NoiseAnimated" {
// 00000030:    Shader "2DxFX/AL/Posterize" {
// 00000003:    Shader "2DxFX/AL/SandFX" {
// 03000000:    Shader "2DxFX/AL/Sepia" {
// 00c00000:    Shader "2DxFX/AL/Sharpen" {
// 00000c00:      Fallback "Sprites/Default"
// 3ffff3ff:      Fallback "Transparent/VertexLit"
//                SubShader 1/1 {
//                  Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//                  Pass 2/7 {
//                    Name "FORWARD"
//                    Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "LIGHTMODE"="FORWARDADD" "PreviewType"="Plane" "RenderType"="TransparentCutout" "SHADOWSUPPORT"="true" }
//                    ZWrite Off
//                    Program "vp" {
//                      SubProgram "d3d11" {
//                      }
//                    }
//                  }
//                }
//              }
//
// 00000c00: Unity 5.3 headers extracted from 2DxFX_AL_Flame:
// 30000000: Unity 5.3 headers extracted from 2DxFX_AL_GoldFX:
// 0c000000: Unity 5.3 headers extracted from 2DxFX_AL_GoldenFX:
// 00003000: Unity 5.3 headers extracted from 2DxFX_AL_GrayScale:
// 00000300: Unity 5.3 headers extracted from 2DxFX_AL_HSV:
// 00030000: Unity 5.3 headers extracted from 2DxFX_AL_Heat:
// 0000000c: Unity 5.3 headers extracted from 2DxFX_AL_IcedFX:
// 00300000: Unity 5.3 headers extracted from 2DxFX_AL_MetalFX:
// 000000c0: Unity 5.3 headers extracted from 2DxFX_AL_Negative:
// 000c0000: Unity 5.3 headers extracted from 2DxFX_AL_Noise:
// 0000c000: Unity 5.3 headers extracted from 2DxFX_AL_NoiseAnimated:
// 00000030: Unity 5.3 headers extracted from 2DxFX_AL_Posterize:
// 00000003: Unity 5.3 headers extracted from 2DxFX_AL_SandFX:
// 03000000: Unity 5.3 headers extracted from 2DxFX_AL_Sepia:
// 00c00000: Unity 5.3 headers extracted from 2DxFX_AL_Sharpen:
//             API d3d11
//             Shader model vs_4_0
//             undeciphered1: 201708220 28 0 0
//             undeciphered1a: 2
// 2aaaaaaa:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
// 15555555:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
//             undeciphered2: 1 0 5 0 0 0
//             undeciphered3: 255 5 0 0 1 1 4 5 5 6 3 3
//             ConstBuffer "$Globals" 112
//             Vector 80 [_Color]
//             Vector 96 [_MainTex_ST]
//             ConstBuffer "UnityPerCamera" 144
//             Vector 80 [_ProjectionParams]
//             Vector 96 [_ScreenParams]
//             ConstBuffer "UnityPerDraw" 160
//             Matrix 0 [unity_ObjectToWorld]
//             Matrix 64 [unity_WorldToObject]
//             ConstBuffer "UnityPerFrame" 368
//             Matrix 272 [unity_MatrixVP]
//             ConstBuffer "UnityLightmaps" 32
//             Vector 0 [unity_LightmapST]
//             BindCB "$Globals" 0
//             BindCB "UnityPerCamera" 1
//             BindCB "UnityPerDraw" 2
//             BindCB "UnityPerFrame" 3
//             BindCB "UnityLightmaps" 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 18:00:54 2019
//
//
// 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   xy
// 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                 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[7], immediateIndexed
dcl_constantbuffer cb1[7], immediateIndexed
dcl_constantbuffer cb2[7], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_constantbuffer cb4[1], immediateIndexed
dcl_input v0.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_input v4.xy
dcl_input v7.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyz
dcl_output o3.xyz
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_temps 3

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125

ld_indexable(texture2d)(float,float,float,float) r2.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
mad o3.xyz, cb2[3].xyzx, v0.wwww, r0.xyzx
mul r0.xyzw, r1.yyyy, cb3[18].xyzw
mad r0.xyzw, cb3[17].xyzw, r1.xxxx, r0.xyzw
mad r0.xyzw, cb3[19].xyzw, r1.zzzz, r0.xyzw
mad r0.xyzw, cb3[20].xyzw, r1.wwww, r0.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 338f141126f2f370-vs.txt
ne r2.w, r0.w, l(1.0)
if_nz r2.w
  add r2.w, r0.w, -r2.y
  mad r0.x, r2.w, r2.x, r0.x
endif

mad o1.xy, v3.xyxx, cb0[6].xyxx, cb0[6].zwzz
dp3 r1.x, v2.xyzx, cb2[4].xyzx
dp3 r1.y, v2.xyzx, cb2[5].xyzx
dp3 r1.z, v2.xyzx, cb2[6].xyzx
dp3 r0.z, r1.xyzx, r1.xyzx
rsq r0.z, r0.z
mul o2.xyz, r0.zzzz, r1.xyzx
mul o4.xyzw, v7.xyzw, cb0[5].xyzw
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 o5.zw, r0.zzzz, r0.xxxw
mad o5.xy, v4.xyxx, cb4[0].xyxx, cb4[0].zwzz
ret
// Approximately 0 instruction slots used