// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 796d4498ba703d22-vs.txt
// 3DMigoto: 796d4498ba703d22 | Matched 24 variants of 12 shaders: 2DxFX/AL/Blood, 2DxFX/AL/Clipping, 2DxFX/AL/EnergyBar, 2DxFX/AL/Fire, 2DxFX/AL/Frozen, 2DxFX/AL/Ghost, 2DxFX/AL/Ice, 2DxFX/AL/Lightning, 2DxFX/AL/LightningBolt, 2DxFX/AL/Offset, 2DxFX/AL/PixelDie, 2DxFX/AL/SkyCloud
//
// 000003:    Unity headers extracted from 2DxFX_AL_Blood
// 000c00:    Unity headers extracted from 2DxFX_AL_Clipping
// 300000:    Unity headers extracted from 2DxFX_AL_EnergyBar
// 0c0000:    Unity headers extracted from 2DxFX_AL_Fire
// 00c000:    Unity headers extracted from 2DxFX_AL_Frozen
// c00000:    Unity headers extracted from 2DxFX_AL_Ghost
// 000300:    Unity headers extracted from 2DxFX_AL_Ice
// 003000:    Unity headers extracted from 2DxFX_AL_Lightning
// 000030:    Unity headers extracted from 2DxFX_AL_LightningBolt
// 030000:    Unity headers extracted from 2DxFX_AL_Offset
// 0000c0:    Unity headers extracted from 2DxFX_AL_PixelDie
// 00000c:    Unity headers extracted from 2DxFX_AL_SkyCloud
// 000003:    Shader "2DxFX/AL/Blood" {
// 000c00:    Shader "2DxFX/AL/Clipping" {
// 300000:    Shader "2DxFX/AL/EnergyBar" {
// 0c0000:    Shader "2DxFX/AL/Fire" {
// 00c000:    Shader "2DxFX/AL/Frozen" {
// c00000:    Shader "2DxFX/AL/Ghost" {
// 000300:    Shader "2DxFX/AL/Ice" {
// 003000:    Shader "2DxFX/AL/Lightning" {
// 000030:    Shader "2DxFX/AL/LightningBolt" {
// 030000:    Shader "2DxFX/AL/Offset" {
// 0000c0:    Shader "2DxFX/AL/PixelDie" {
// 00000c:    Shader "2DxFX/AL/SkyCloud" {
// 0300cc:      Fallback "Sprites/Default"
// fcff33:      Fallback "Transparent/VertexLit"
//              SubShader 1/1 {
//                Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//                Pass 1/7 {
//                  Name "FORWARD"
//                  Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "LIGHTMODE"="FORWARDBASE" "PreviewType"="Plane" "RenderType"="TransparentCutout" "SHADOWSUPPORT"="true" }
//                  ZWrite [_Z]
//                  Program "vp" {
//                    SubProgram "d3d11" {
//                    }
//                  }
//                }
//              }
//            }
//
// 000003: Unity 5.3 headers extracted from 2DxFX_AL_Blood:
// 000c00: Unity 5.3 headers extracted from 2DxFX_AL_Clipping:
// 300000: Unity 5.3 headers extracted from 2DxFX_AL_EnergyBar:
// 0c0000: Unity 5.3 headers extracted from 2DxFX_AL_Fire:
// 00c000: Unity 5.3 headers extracted from 2DxFX_AL_Frozen:
// c00000: Unity 5.3 headers extracted from 2DxFX_AL_Ghost:
// 000300: Unity 5.3 headers extracted from 2DxFX_AL_Ice:
// 003000: Unity 5.3 headers extracted from 2DxFX_AL_Lightning:
// 000030: Unity 5.3 headers extracted from 2DxFX_AL_LightningBolt:
// 030000: Unity 5.3 headers extracted from 2DxFX_AL_Offset:
// 0000c0: Unity 5.3 headers extracted from 2DxFX_AL_PixelDie:
// 00000c: Unity 5.3 headers extracted from 2DxFX_AL_SkyCloud:
//           API d3d11
//           Shader model vs_4_0
//           undeciphered1: 201708220 28 0 0
//           undeciphered1a: 2
// aaaaaa:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
// 555555:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
//           undeciphered2: 1 0 5 0 0 0
//           undeciphered3: 255 5 0 0 1 1 4 5 5 6 3 3
//           ConstBuffer "$Globals" 128
//           Vector 64 [_Color]
//           Vector 112 [_MainTex_ST]
//           ConstBuffer "UnityPerCamera" 144
//           Vector 80 [_ProjectionParams]
//           Vector 96 [_ScreenParams]
//           ConstBuffer "UnityPerDraw" 160
//           Matrix 0 [unity_ObjectToWorld]
//           Matrix 64 [unity_WorldToObject]
//           ConstBuffer "UnityPerFrame" 368
//           Matrix 272 [unity_MatrixVP]
//           ConstBuffer "UnityLightmaps" 32
//           Vector 0 [unity_LightmapST]
//           BindCB "$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 18:41:39 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
// TEXCOORD                 6   xyzw        6     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[8], 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_output o6.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 796d4498ba703d22-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[7].xyxx, cb0[7].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[4].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
mov o6.xyzw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used