// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 875eb44884f9631a-vs.txt
// 3DMigoto: 875eb44884f9631a | Matched 11 variants of 1 shaders: PF/StandardDynamic
//
//         Unity headers extracted from PF_StandardDynamic
//         Shader "PF/StandardDynamic" {
//           CustomEditor "PFStandardDynamicShaderGUI"
//           SubShader 1/1 {
//             LOD 100
//             Tags { "Reflection"="Opaque" "RenderType"="Opaque" }
// 355:        Pass 1/3 {
// 4aa: 1:     Pass 1/3 {
// 355:          Tags { "LIGHTMODE"="FORWARDBASE" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
// 4aa: 2:     Pass 2/3 {
// 355:          ZWrite [_ZWrite]
// 4aa: 2:       Name "ForwardAdd"
// 4aa: 1:       Tags { "LIGHTMODE"="FORWARDBASE" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
// 4aa: 2:       Tags { "LIGHTMODE"="FORWARDADD" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
// 4aa: 1:       ZWrite [_ZWrite]
// 4aa: 2:       ZWrite Off
//               Program "vp" {
//                 SubProgram "d3d11" {
//                 }
//               }
//             }
//           }
//         }
//
//      Unity 5.3 headers extracted from PF_StandardDynamic:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201802150 30 0 0
//        undeciphered1a: 4
// 200:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "INSTANCING_ON" "CUTOUT_ON" "DISSOLVE_ON" "USE_LIGHT_PROBE_PROXY_VOLUME" }
// 002:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "INSTANCING_ON" "CUTOUT_ON" "DISSOLVE_ON" }
// 020:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "INSTANCING_ON" "CUTOUT_ON" "SPECULAR_ON" "DISSOLVE_ON" }
// 100:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "INSTANCING_ON" "DISSOLVE_ON" "USE_LIGHT_PROBE_PROXY_VOLUME" }
// 400:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "INSTANCING_ON" "DISSOLVE_ON" }
// 004:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "INSTANCING_ON" "EMISSION_ON" "CUTOUT_ON" "DISSOLVE_ON" }
// 040:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "INSTANCING_ON" "EMISSION_ON" "CUTOUT_ON" "SPECULAR_ON" "DISSOLVE_ON" }
// 001:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "INSTANCING_ON" "EMISSION_ON" "DISSOLVE_ON" }
// 010:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "INSTANCING_ON" "EMISSION_ON" "SPECULAR_ON" "DISSOLVE_ON" }
// 008:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "INSTANCING_ON" "SPECULAR_ON" "DISSOLVE_ON" }
// 080:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "INSTANCING_ON" "SPECULAR_ON" "METALLNESS_ON" "DISSOLVE_ON" }
//        undeciphered2: 1 0 6 0 0 0
//        undeciphered3: 55 3 0 0 4 5 1 1
//        ConstBuffer "$Globals" 2400
//        Vector 96 [_MainTex_ST]
//        ConstBuffer "UnityPerCamera" 144
//        Vector 80 [_ProjectionParams]
//        ConstBuffer "UnityPerFrame" 368
//        Matrix 144 [unity_MatrixV]
//        Matrix 272 [unity_MatrixVP]
//        ConstBuffer "UnityDrawCallInfo" 16
//        ScalarInt 0 [unity_BaseInstanceID]
//        ConstBuffer "UnityInstancing_PerDraw0" 256
//        Struct 0 [unity_Builtins0Array] 2 128
//        Matrix 0 [unity_ObjectToWorldArray]
//        Matrix 64 [unity_WorldToObjectArray]
//        ConstBuffer "PFCommonBuffer" 240
//        Vector 0 [_DissolveTex_ST]
//        BindCB "$Globals" 0
//        BindCB "UnityPerCamera" 1
//        BindCB "UnityPerFrame" 2
//        BindCB "UnityDrawCallInfo" 3
//        BindCB "UnityInstancing_PerDraw0" 4
//        BindCB "PFCommonBuffer" 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 v1.3.16 on Sun Aug 23 06:48:07 2020
//
//
// 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
// NORMAL                   0   xyz         4     NONE   float   xyz
// TANGENT                  0   xyzw        5     NONE   float
//
//
// 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[21], immediateIndexed
dcl_constantbuffer cb3[1], immediateIndexed
dcl_constantbuffer cb4[15], dynamicIndexed
dcl_constantbuffer cb5[1], immediateIndexed
dcl_input v0.xyzw
dcl_input_sgv v1.x, instance_id
dcl_input v2.xy
dcl_input v4.xyz
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 5

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125

ld_indexable(texture2d)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw

iadd r0.x, v1.x, cb3[0].x
ishl r0.x, r0.x, l(3)
mul r1.xyzw, v0.yyyy, cb4[r0.x + 1].xyzw
mad r1.xyzw, cb4[r0.x + 0].xyzw, v0.xxxx, r1.xyzw
mad r1.xyzw, cb4[r0.x + 2].xyzw, v0.zzzz, r1.xyzw
add r1.xyzw, r1.xyzw, cb4[r0.x + 3].xyzw
mul r2.xyzw, r1.yyyy, cb2[18].xyzw
mad r2.xyzw, cb2[17].xyzw, r1.xxxx, r2.xyzw
mad r2.xyzw, cb2[19].xyzw, r1.zzzz, r2.xyzw
mad r1.xyzw, cb2[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 875eb44884f9631a-vs.txt
ne r4.w, r1.w, l(1.0)
if_nz r4.w
  add r4.w, r1.w, -r4.y
  mad r1.x, r4.w, r4.x, r1.x
endif

mov o1.x, v1.x
mad o2.xy, v2.xyxx, cb0[6].xyxx, cb0[6].zwzz
mad o2.zw, v2.xxxy, cb5[0].xxxy, cb5[0].zzzw
mov o3.xyzw, l(0,0,0,0)
mul r0.yzw, v0.yyyy, cb4[r0.x + 1].xxyz
mad r0.yzw, cb4[r0.x + 0].xxyz, v0.xxxx, r0.yyzw
mad r0.yzw, cb4[r0.x + 2].xxyz, v0.zzzz, r0.yyzw
mad r2.xyz, cb4[r0.x + 3].xyzx, v0.wwww, r0.yzwy
mov r2.w, l(0)
mov o4.xyzw, r2.wwwx
mov o5.xyzw, r2.wwwy
dp3 r3.x, v4.xyzx, cb4[r0.x + 4].xyzx
dp3 r3.y, v4.xyzx, cb4[r0.x + 5].xyzx
dp3 r3.z, v4.xyzx, cb4[r0.x + 6].xyzx
dp3 r0.x, r3.xyzx, r3.xyzx
rsq r0.x, r0.x
mul o6.xyz, r0.xxxx, r3.xyzx
mov o6.w, r2.z
mul r0.xyz, r2.yyyy, cb2[10].xyzx
mad r0.xyz, cb2[9].xyzx, r2.xxxx, r0.xyzx
mad r0.xyz, cb2[11].xyzx, r2.zzzz, r0.xyzx
add o7.xyz, r0.xyzx, cb2[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 o8.zw, r1.zzzw
add o8.xy, r0.zzzz, r0.xwxx
ret
// Approximately 0 instruction slots used