// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 49b481a000fa19e6-vs.txt
// 3DMigoto: 49b481a000fa19e6 | Matched 8 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 66 0 0
//       undeciphered1a: 5
// 01:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "ALPHAPREMULTIPLY_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" }
// 04:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "ALPHAPREMULTIPLY_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" }
// 08:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "ALPHAPREMULTIPLY_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" }
// 40:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "ALPHAPREMULTIPLY_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" }
// 80:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "ALPHAPREMULTIPLY_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" }
// 02:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "LIGHTPROBE_SH" "ALPHAPREMULTIPLY_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" }
// 10:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "ALPHAPREMULTIPLY_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" }
// 20:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "ALPHAPREMULTIPLY_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" }
//       undeciphered2: 1 0 6 0 0 0
//       undeciphered3: 191 5 0 0 4 5 5 6 3 3 1 1
//       ConstBuffer "$Globals" 2400
//       Vector 96 [_MainTex_ST]
//       Vector 192 [_FogOfWarMask_ST]
//       ConstBuffer "UnityPerCamera" 144
//       Vector 0 [_Time]
//       Vector 80 [_ProjectionParams]
//       ConstBuffer "UnityPerDraw" 160
//       Matrix 0 [unity_ObjectToWorld]
//       Matrix 64 [unity_WorldToObject]
//       ConstBuffer "UnityPerFrame" 368
//       Matrix 144 [unity_MatrixV]
//       Matrix 272 [unity_MatrixVP]
//       ConstBuffer "UnityLightmaps" 32
//       Vector 0 [unity_LightmapST]
//       ConstBuffer "VertexAnimBuffer" 64
//       Float 0 [_ComplexAnimBranchScale]
//       Float 4 [_ComplexAnimEdgeFlutterScale]
//       Float 8 [_ComplexAnimPrimaryFactorScale]
//       Float 12 [_ComplexAnimSecondaryFactorScale]
//       Vector 32 [_Wind]
//       BindCB "$Globals" 0
//       BindCB "UnityPerCamera" 1
//       BindCB "UnityPerDraw" 2
//       BindCB "UnityPerFrame" 3
//       BindCB "UnityLightmaps" 4
//       BindCB "VertexAnimBuffer" 5
//
// 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 18:14:14 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   xy
// TEXCOORD                 3   xy          3     NONE   float
// COLOR                    0   xyzw        4     NONE   float   xyzw
// NORMAL                   0   xyz         5     NONE   float   xyz
// TANGENT                  0   xyzw        6     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                 7   xyzw        7     NONE   float   xyzw
// TEXCOORD                 9   xyzw        8     NONE   float   xyzw
// COLOR                    0   xyzw        9     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_constantbuffer cb4[1], immediateIndexed
dcl_constantbuffer cb5[3], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v4.xyzw
dcl_input v5.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 o7.xyzw
dcl_output o8.xyzw
dcl_output o9.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

dp3 r0.x, cb2[3].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r0.y, r0.x, cb1[0].y
mad r1.y, v4.x, cb5[0].x, r0.x
mul r0.x, r0.y, cb5[2].w
mul r0.xyz, r0.xxxx, l(1.975000, 0.793000, 0.375000, 0.000000)
frc r0.xyz, r0.xyzx
mad r0.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-0.500000, -0.500000, -0.500000, 0.000000)
frc r0.xyz, r0.xyzx
mad r0.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r2.xyz, |r0.xyzx|, |r0.xyzx|
mad r0.xyz, -|r0.xyzx|, l(2.000000, 2.000000, 2.000000, 0.000000), l(3.000000, 3.000000, 3.000000, 0.000000)
mul r0.xyz, r0.xyzx, r2.xyzx
mad r0.xyz, cb5[2].xyzx, r0.xyzx, cb5[2].xyzx
mul r2.xyz, r0.yyyy, cb2[5].xyzx
mad r0.xyw, cb2[4].xyxz, r0.xxxx, r2.xyxz
mad r0.xyz, cb2[6].xyzx, r0.zzzz, r0.xywx
mad r0.w, v4.y, cb5[0].y, r1.y
dp3 r1.x, v0.xyzx, r0.wwww
add r1.xyzw, r1.xxyy, cb1[0].yyyy
mul r1.xyzw, r1.xyzw, l(1.975000, 0.793000, 0.375000, 0.193000)
frc r1.xyzw, r1.xyzw
mad r1.xyzw, r1.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-0.500000, -0.500000, -0.500000, -0.500000)
frc r1.xyzw, r1.xyzw
mad r1.xyzw, r1.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000)
mul r2.xyzw, |r1.xyzw|, |r1.xyzw|
mad r1.xyzw, -|r1.xyzw|, l(2.000000, 2.000000, 2.000000, 2.000000), l(3.000000, 3.000000, 3.000000, 3.000000)
mul r1.xyzw, r1.xyzw, r2.xyzw
add r1.xy, r1.ywyy, r1.xzxx
mul r2.xyz, r0.xyzx, r1.yyyy
mul r3.xyz, v4.ywzy, cb5[0].yzwy
mul r2.xyz, r2.xyzx, r3.zzzz
mul r4.y, r1.y, r3.z
mov r1.z, l(0.300000)
mul r0.w, r3.x, l(0.100000)
mul r4.xz, r0.wwww, v5.xxzx
mad r1.xyz, r1.xzxx, r4.xyzx, r2.xyzx
mad r1.xyz, r1.xyzx, cb5[2].wwww, v0.xyzx
mad r0.xyz, r3.yyyy, r0.xyzx, r1.xyzx
mul r1.xyzw, r0.yyyy, cb2[1].xyzw
mad r1.xyzw, cb2[0].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb2[2].xyzw, r0.zzzz, r1.xyzw
add r1.xyzw, r1.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 49b481a000fa19e6-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

mad o1.xy, v1.xyxx, cb0[6].xyxx, cb0[6].zwzz
mov o1.zw, l(0,0,0,0)
mad o2.xy, v2.xyxx, cb4[0].xyxx, cb4[0].zwzz
mov o2.zw, l(0,0,0,0)
mul r2.xyz, r0.yyyy, cb2[1].xyzx
mad r0.xyw, cb2[0].xyxz, r0.xxxx, r2.xyxz
mad r0.xyz, cb2[2].xyzx, r0.zzzz, r0.xywx
mad r0.xyz, cb2[3].xyzx, v0.wwww, r0.xyzx
mov r0.w, l(0)
mov o3.xyzw, r0.wwwx
mov o4.xyzw, r0.wwwy
mov o5.w, r0.z
dp3 r2.x, v5.xyzx, cb2[4].xyzx
dp3 r2.y, v5.xyzx, cb2[5].xyzx
dp3 r2.z, v5.xyzx, cb2[6].xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul o5.xyz, r0.wwww, r2.xyzx
mul r2.xyz, r0.yyyy, cb3[10].xyzx
mad r2.xyz, cb3[9].xyzx, r0.xxxx, r2.xyzx
mad r2.xyz, cb3[11].xyzx, r0.zzzz, r2.xyzx
mad o8.xy, r0.xzxx, cb0[12].xyxx, cb0[12].zwzz
add o6.xyz, r2.xyzx, cb3[12].xyzx
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 o7.zw, r1.zzzw
add o7.xy, r0.zzzz, r0.xwxx
mov o8.zw, l(0,0,0,0)
mov o9.xyzw, v4.xyzw
ret
// Approximately 0 instruction slots used