// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 8196850192c31d7f-vs.txt
// 3DMigoto: 8196850192c31d7f | Matched 10 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 2/4 {
//               Name "FORWARDADD"
//               Tags { "LIGHTMODE"="FORWARDADD" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//               ZWrite Off
//               Program "vp" {
//                 SubProgram "d3d11" {
//                 }
//               }
//             }
//           }
//         }
//
//      Unity 5.3 headers extracted from PF_Standard:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201708220 38 0 0
//        undeciphered1a: 5
// 200:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "BUMP_ON" "CUTOUT_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
// 040:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "BUMP_ON" "CUTOUT_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 100:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "BUMP_ON" "SPECULAR_ON" "METALLNESS_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 080:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "BUMP_ON" "SPECULAR_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 020:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "BUMP_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 010:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "BUMP_ON" "CUTOUT_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
// 002:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "BUMP_ON" "CUTOUT_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 008:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "BUMP_ON" "SPECULAR_ON" "METALLNESS_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 004:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "BUMP_ON" "SPECULAR_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 001:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "BUMP_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
//        undeciphered2: 1 0 5 0 0 0
//        undeciphered3: 55 5 0 0 4 5 5 6 1 1 2 2
//        ConstBuffer "$Globals" 2400
//        Vector 96 [_MainTex_ST]
//        ConstBuffer "UnityPerCamera" 144
//        Vector 80 [_ProjectionParams]
//        ConstBuffer "UnityPerDraw" 160
//        Vector 144 [unity_WorldTransformParams]
//        Matrix 0 [unity_ObjectToWorld]
//        Matrix 64 [unity_WorldToObject]
//        ConstBuffer "UnityPerFrame" 368
//        Matrix 144 [unity_MatrixV]
//        Matrix 272 [unity_MatrixVP]
//        ConstBuffer "UnityLightmaps" 32
//        Vector 0 [unity_LightmapST]
//        BindCB "$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 18:46:18 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
// 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                 7   xyzw        7     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_input v0.xyzw
dcl_input v1.xy
dcl_input v2.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 o7.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, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb2[3].xyzw
mul r1.xyzw, r0.yyyy, cb3[18].xyzw
mad r1.xyzw, cb3[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb3[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 8196850192c31d7f-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

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