// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 605115e6e4b7b71a-vs.txt
// 3DMigoto: 605115e6e4b7b71a | Matched 24 variants of 1 shaders: PF/Water/Water
//
//            Unity headers extracted from PF_Water_Water
//            Shader "PF/Water/Water" {
//              CustomEditor "WaterShaderGUI"
//              SubShader 1/1 {
//                LOD 100
//                Tags { "QUEUE"="AlphaTest+10" "RenderType"="Opaque" }
//                Pass 2/3 {
//                  Tags { "LIGHTMODE"="FORWARDBASE" "QUEUE"="AlphaTest+10" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//                  Program "vp" {
//                    SubProgram "d3d11" {
//                    }
//                  }
//                }
//              }
//            }
//
//         Unity 5.3 headers extracted from PF_Water_Water:
//           API d3d11
//           Shader model vs_4_0
//           undeciphered1: 201708220 45 0 0
//           undeciphered1a: 5
// 400000:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FLOW_ON" "FOAM_DEPTH" "FOAM_MASK" "FOAM_ON" "SCREEN_SPACE_REFLECTIONS" "WATER_INTERACTION" "FLUID_ON" }
// 000400:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FLOW_ON" "FOAM_DEPTH" "FOAM_MASK" "FOAM_ON" "WATER_INTERACTION" "FLUID_ON" }
// 010000:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FLOW_ON" "FOAM_DEPTH" "FOAM_MASK" "SCREEN_SPACE_REFLECTIONS" "WATER_INTERACTION" "FLUID_ON" }
// 000010:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FLOW_ON" "FOAM_DEPTH" "FOAM_MASK" "WATER_INTERACTION" "FLUID_ON" }
// 080000:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FLOW_ON" "FOAM_DEPTH" "FOAM_ON" "SCREEN_SPACE_REFLECTIONS" "WATER_INTERACTION" "FLUID_ON" }
// 000080:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FLOW_ON" "FOAM_DEPTH" "FOAM_ON" "WATER_INTERACTION" "FLUID_ON" }
// 002000:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FLOW_ON" "FOAM_DEPTH" "SCREEN_SPACE_REFLECTIONS" "WATER_INTERACTION" "FLUID_ON" }
// 000002:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FLOW_ON" "FOAM_DEPTH" "WATER_INTERACTION" "FLUID_ON" }
// 100000:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FLOW_ON" "FOAM_MASK" "FOAM_ON" "SCREEN_SPACE_REFLECTIONS" "WATER_INTERACTION" "FLUID_ON" }
// 000100:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FLOW_ON" "FOAM_MASK" "FOAM_ON" "WATER_INTERACTION" "FLUID_ON" }
// 004000:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FLOW_ON" "FOAM_MASK" "SCREEN_SPACE_REFLECTIONS" "WATER_INTERACTION" "FLUID_ON" }
// 000004:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FLOW_ON" "FOAM_MASK" "WATER_INTERACTION" "FLUID_ON" }
// 020000:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FLOW_ON" "FOAM_ON" "SCREEN_SPACE_REFLECTIONS" "WATER_INTERACTION" "FLUID_ON" }
// 000020:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FLOW_ON" "FOAM_ON" "WATER_INTERACTION" "FLUID_ON" }
// 200000:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FOAM_DEPTH" "FOAM_MASK" "FOAM_ON" "SCREEN_SPACE_REFLECTIONS" "WATER_INTERACTION" "FLUID_ON" }
// 000200:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FOAM_DEPTH" "FOAM_MASK" "FOAM_ON" "WATER_INTERACTION" "FLUID_ON" }
// 008000:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FOAM_DEPTH" "FOAM_MASK" "SCREEN_SPACE_REFLECTIONS" "WATER_INTERACTION" "FLUID_ON" }
// 000008:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FOAM_DEPTH" "FOAM_MASK" "WATER_INTERACTION" "FLUID_ON" }
// 040000:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FOAM_DEPTH" "FOAM_ON" "SCREEN_SPACE_REFLECTIONS" "WATER_INTERACTION" "FLUID_ON" }
// 000040:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FOAM_DEPTH" "FOAM_ON" "WATER_INTERACTION" "FLUID_ON" }
// 001000:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FOAM_DEPTH" "SCREEN_SPACE_REFLECTIONS" "WATER_INTERACTION" "FLUID_ON" }
// 000001:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "FOAM_DEPTH" "WATER_INTERACTION" "FLUID_ON" }
// 800000:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "SCREEN_SPACE_REFLECTIONS" "WATER_INTERACTION" "FLUID_ON" }
// 000800:   Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "WATER_INTERACTION" "FLUID_ON" }
//           undeciphered2: 1 0 6 0 0 0
//           undeciphered3: 55 4 0 0 4 5 1 1 2 2
//           ConstBuffer "$Globals" 2608
//           Vector 192 [_FogOfWarMask_ST]
//           ConstBuffer "UnityPerCamera" 144
//           Vector 80 [_ProjectionParams]
//           ConstBuffer "UnityLighting" 768
//           Vector 672 [unity_SHBr]
//           Vector 688 [unity_SHBg]
//           Vector 704 [unity_SHBb]
//           Vector 720 [unity_SHC]
//           ConstBuffer "UnityPerDraw" 160
//           Vector 144 [unity_WorldTransformParams]
//           Matrix 0 [unity_ObjectToWorld]
//           Matrix 64 [unity_WorldToObject]
//           ConstBuffer "UnityPerFrame" 368
//           Matrix 144 [unity_MatrixV]
//           Matrix 272 [unity_MatrixVP]
//           ConstBuffer "WaterBuffer" 256
//           Vector 48 [_WaterMask_ST]
//           Vector 64 [_WaterFluidMask_ST]
//           BindCB "$Globals" 0
//           BindCB "UnityPerCamera" 1
//           BindCB "UnityLighting" 2
//           BindCB "UnityPerDraw" 3
//           BindCB "UnityPerFrame" 4
//           BindCB "WaterBuffer" 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 18:27:39 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                 9   xyzw        7     NONE   float   xyzw
// TEXCOORD                11   xyzw        8     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[46], immediateIndexed
dcl_constantbuffer cb3[10], immediateIndexed
dcl_constantbuffer cb4[21], immediateIndexed
dcl_constantbuffer cb5[5], 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 605115e6e4b7b71a-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

mov o1.xy, v1.xyxx
mul r1.xyz, v0.yyyy, cb3[1].xyzx
mad r1.xyz, cb3[0].xyzx, v0.xxxx, r1.xyzx
mad r1.xyz, cb3[2].xyzx, v0.zzzz, r1.xyzx
mad r1.xyz, cb3[3].xyzx, v0.wwww, r1.xyzx
mad o1.zw, r1.xxxz, cb5[3].xxxy, cb5[3].zzzw
dp3 r2.x, v3.xyzx, cb3[4].xyzx
dp3 r2.y, v3.xyzx, cb3[5].xyzx
dp3 r2.z, v3.xyzx, cb3[6].xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
mul r1.w, r2.y, r2.y
mad r1.w, r2.x, r2.x, -r1.w
mul r3.xyzw, r2.yzzx, r2.xyzz
dp4 r4.x, cb2[42].xyzw, r3.xyzw
dp4 r4.y, cb2[43].xyzw, r3.xyzw
dp4 r4.z, cb2[44].xyzw, r3.xyzw
mad o2.xyz, cb2[45].xyzx, r1.wwww, r4.xyzx
mov o2.w, l(0)
mul r3.xyz, v4.yyyy, cb3[1].xyzx
mad r3.xyz, cb3[0].xyzx, v4.xxxx, r3.xyzx
mad r3.xyz, cb3[2].xyzx, v4.zzzz, r3.xyzx
dp3 r1.w, r3.xyzx, r3.xyzx
rsq r1.w, r1.w
mul r3.xyz, r1.wwww, r3.xyzx
mov o3.xyz, r3.xyzx
mov o3.w, r1.x
mul r4.xyz, r2.zxyz, r3.yzxy
mad r3.xyz, r2.yzxy, r3.zxyz, -r4.xyzx
mov o5.xyz, r2.xyzx
mul r1.w, v4.w, cb3[9].w
mul o4.xyz, r1.wwww, r3.xyzx
mov o4.w, r1.y
mov o5.w, r1.z
mul r2.xyz, r1.yyyy, cb4[10].xyzx
mad r2.xyz, cb4[9].xyzx, r1.xxxx, r2.xyzx
mad r2.xyz, cb4[11].xyzx, r1.zzzz, r2.xyzx
add o6.xyz, r2.xyzx, cb4[12].xyzx
mov o6.w, r0.z
mad o7.xy, r1.xzxx, cb0[12].xyxx, cb0[12].zwzz
mad o7.zw, r1.xxxz, cb5[4].xxxy, cb5[4].zzzw
mul r0.y, r0.y, cb1[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o8.zw, r0.zzzw
add o8.xy, r1.zzzz, r1.xwxx
ret
// Approximately 0 instruction slots used