// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 3ed3cf7d9dcb3552-vs.txt
// 3DMigoto: 3ed3cf7d9dcb3552 | Matched 14 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 48 0 0
//         undeciphered1a: 5
// 2000:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "CUTOUT_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
// 0100:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "CUTOUT_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 1000:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "EMISSION_ON" "SPECULAR_ON" "METALLNESS_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 0400:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "EMISSION_ON" "SPECULAR_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 0800:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "SPECULAR_ON" "METALLNESS_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 0200:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "SPECULAR_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 0080:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 0040:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "CUTOUT_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
// 0002:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "CUTOUT_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 0020:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "EMISSION_ON" "SPECULAR_ON" "METALLNESS_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 0008:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "EMISSION_ON" "SPECULAR_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 0010:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "SPECULAR_ON" "METALLNESS_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 0004:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "SPECULAR_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 0001:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
//         undeciphered2: 1 0 8 0 0 0
//         undeciphered3: 55 5 0 0 4 5 5 6 1 1 2 2
//         ConstBuffer "$Globals" 2400
//         Vector 96 [_MainTex_ST]
//         ConstBuffer "UnityPerCamera" 144
//         Vector 80 [_ProjectionParams]
//         ConstBuffer "UnityPerDraw" 160
//         Vector 144 [unity_WorldTransformParams]
//         ConstBuffer "UnityPerFrame" 368
//         Matrix 144 [unity_MatrixV]
//         Matrix 272 [unity_MatrixVP]
//         ConstBuffer "UnityLightmaps" 32
//         Vector 0 [unity_LightmapST]
//         ConstBuffer "UnityDrawCallInfo" 16
//         ScalarInt 0 [unity_BaseInstanceID]
//         ConstBuffer "UnityInstancing_PerDraw0" 256
//         Struct 0 [unity_Builtins0Array] 2 128
//         Matrix 0 [unity_ObjectToWorldArray]
//         Matrix 64 [unity_WorldToObjectArray]
//         ConstBuffer "UnityInstancing_PerDraw2" 224
//         Struct 0 [unity_Builtins2Array] 2 112
//         Vector 0 [unity_SHArArray]
//         Vector 16 [unity_SHAgArray]
//         Vector 32 [unity_SHAbArray]
//         Vector 48 [unity_SHBrArray]
//         Vector 64 [unity_SHBgArray]
//         Vector 80 [unity_SHBbArray]
//         Vector 96 [unity_SHCArray]
//         BindCB "$Globals" 0
//         BindCB "UnityPerCamera" 1
//         BindCB "UnityPerDraw" 2
//         BindCB "UnityPerFrame" 3
//         BindCB "UnityLightmaps" 4
//         BindCB "UnityDrawCallInfo" 5
//         BindCB "UnityInstancing_PerDraw0" 6
//         BindCB "UnityInstancing_PerDraw2" 7
//
// 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 18:08:18 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// SV_InstanceID            0   x           1   INSTID    uint   x
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1   xy          3     NONE   float   xy
// NORMAL                   0   xyz         4     NONE   float   xyz
// TANGENT                  0   xyzw        5     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// SV_InstanceID            0   x           1     NONE    uint   x
// TEXCOORD                 0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
// TEXCOORD                 6   xyz         7     NONE   float   xyz
// TEXCOORD                 7   xyzw        8     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[7], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[10], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_constantbuffer cb4[1], immediateIndexed
dcl_constantbuffer cb5[1], immediateIndexed
dcl_constantbuffer cb6[15], dynamicIndexed
dcl_constantbuffer cb7[14], dynamicIndexed
dcl_input v0.xyzw
dcl_input_sgv v1.x, instance_id
dcl_input v2.xy
dcl_input v3.xy
dcl_input v4.xyz
dcl_input v5.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.x
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyz
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

iadd r0.x, v1.x, cb5[0].x
ishl r0.y, r0.x, l(3)
imul null, r0.x, r0.x, l(7)
mul r1.xyzw, v0.yyyy, cb6[r0.y + 1].xyzw
mad r1.xyzw, cb6[r0.y + 0].xyzw, v0.xxxx, r1.xyzw
mad r1.xyzw, cb6[r0.y + 2].xyzw, v0.zzzz, r1.xyzw
add r1.xyzw, r1.xyzw, cb6[r0.y + 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 3ed3cf7d9dcb3552-vs.txt
ne r5.w, r1.w, l(1.0)
if_nz r5.w
  add r5.w, r1.w, -r5.y
  mad r1.x, r5.w, r5.x, r1.x
endif

mov o1.x, v1.x
mad o2.xy, v2.xyxx, cb0[6].xyxx, cb0[6].zwzz
mov o2.zw, l(0,0,0,0)
dp3 r2.x, v4.xyzx, cb6[r0.y + 4].xyzx
dp3 r2.y, v4.xyzx, cb6[r0.y + 5].xyzx
dp3 r2.z, v4.xyzx, cb6[r0.y + 6].xyzx
dp3 r0.z, r2.xyzx, r2.xyzx
rsq r0.z, r0.z
mul r2.xyz, r0.zzzz, r2.xyzx
mul r0.z, r2.y, r2.y
mad r0.z, r2.x, r2.x, -r0.z
mul r3.xyzw, r2.yzzx, r2.xyzz
dp4 r4.x, cb7[r0.x + 3].xyzw, r3.xyzw
dp4 r4.y, cb7[r0.x + 4].xyzw, r3.xyzw
dp4 r4.z, cb7[r0.x + 5].xyzw, r3.xyzw
mad o3.xyz, cb7[r0.x + 6].xyzx, r0.zzzz, r4.xyzx
mov o3.w, l(0)
mul r0.xzw, v5.yyyy, cb6[r0.y + 1].xxyz
mad r0.xzw, cb6[r0.y + 0].xxyz, v5.xxxx, r0.xxzw
mad r0.xzw, cb6[r0.y + 2].xxyz, v5.zzzz, r0.xxzw
dp3 r1.z, r0.xzwx, r0.xzwx
rsq r1.z, r1.z
mul r0.xzw, r0.xxzw, r1.zzzz
mov o4.xyz, r0.xzwx
mul r3.xyz, v0.yyyy, cb6[r0.y + 1].xyzx
mad r3.xyz, cb6[r0.y + 0].xyzx, v0.xxxx, r3.xyzx
mad r3.xyz, cb6[r0.y + 2].xyzx, v0.zzzz, r3.xyzx
mad r3.xyz, cb6[r0.y + 3].xyzx, v0.wwww, r3.xyzx
mov o4.w, r3.x
mul r4.xyz, r0.zwxz, r2.zxyz
mad r0.xyz, r2.yzxy, r0.wxzw, -r4.xyzx
mov o6.xyz, r2.xyzx
mul r0.w, v5.w, cb2[9].w
mul o5.xyz, r0.wwww, r0.xyzx
mov o5.w, r3.y
mov o6.w, r3.z
mul r0.xyz, r3.yyyy, cb3[10].xyzx
mad r0.xyz, cb3[9].xyzx, r3.xxxx, r0.xyzx
mad r0.xyz, cb3[11].xyzx, r3.zzzz, r0.xyzx
add o7.xyz, r0.xyzx, cb3[12].xyzx
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 o8.zw, r1.zzzz, r1.xxxw
mad o8.xy, v3.xyxx, cb4[0].xyxx, cb4[0].zwzz
ret
// Approximately 0 instruction slots used