// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 8e3860a58f4346b6-vs.txt
// 3DMigoto: 8e3860a58f4346b6 | Matched 96 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
//
// 0000000000000000000000ff:    Unity headers extracted from 2DxFX_AL_Blood
// 000000000000ff0000000000:    Unity headers extracted from 2DxFX_AL_Clipping
// 00ff00000000000000000000:    Unity headers extracted from 2DxFX_AL_EnergyBar
// 0000ff000000000000000000:    Unity headers extracted from 2DxFX_AL_Fire
// 00000000ff00000000000000:    Unity headers extracted from 2DxFX_AL_Frozen
// ff0000000000000000000000:    Unity headers extracted from 2DxFX_AL_Ghost
// 00000000000000ff00000000:    Unity headers extracted from 2DxFX_AL_Ice
// 0000000000ff000000000000:    Unity headers extracted from 2DxFX_AL_Lightning
// 000000000000000000ff0000:    Unity headers extracted from 2DxFX_AL_LightningBolt
// 000000ff0000000000000000:    Unity headers extracted from 2DxFX_AL_Offset
// 0000000000000000ff000000:    Unity headers extracted from 2DxFX_AL_PixelDie
// 00000000000000000000ff00:    Unity headers extracted from 2DxFX_AL_SkyCloud
// 0000000000000000000000ff:    Shader "2DxFX/AL/Blood" {
// 000000000000ff0000000000:    Shader "2DxFX/AL/Clipping" {
// 00ff00000000000000000000:    Shader "2DxFX/AL/EnergyBar" {
// 0000ff000000000000000000:    Shader "2DxFX/AL/Fire" {
// 00000000ff00000000000000:    Shader "2DxFX/AL/Frozen" {
// ff0000000000000000000000:    Shader "2DxFX/AL/Ghost" {
// 00000000000000ff00000000:    Shader "2DxFX/AL/Ice" {
// 0000000000ff000000000000:    Shader "2DxFX/AL/Lightning" {
// 000000000000000000ff0000:    Shader "2DxFX/AL/LightningBolt" {
// 000000ff0000000000000000:    Shader "2DxFX/AL/Offset" {
// 0000000000000000ff000000:    Shader "2DxFX/AL/PixelDie" {
// 00000000000000000000ff00:    Shader "2DxFX/AL/SkyCloud" {
// 000000ff00000000ff00ff00:      Fallback "Sprites/Default"
// ffffff00ffffffff00ff00ff:      Fallback "Transparent/VertexLit"
//                                SubShader 1/1 {
//                                  Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//                                  Pass 4/7 {
//                                    Name "PREPASS"
//                                    Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "LIGHTMODE"="PREPASSFINAL" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//                                    ZWrite Off
//                                    Program "vp" {
//                                      SubProgram "d3d11" {
//                                      }
//                                    }
//                                  }
//                                }
//                              }
//
// 0000000000000000000000ff: Unity 5.3 headers extracted from 2DxFX_AL_Blood:
// 000000000000ff0000000000: Unity 5.3 headers extracted from 2DxFX_AL_Clipping:
// 00ff00000000000000000000: Unity 5.3 headers extracted from 2DxFX_AL_EnergyBar:
// 0000ff000000000000000000: Unity 5.3 headers extracted from 2DxFX_AL_Fire:
// 00000000ff00000000000000: Unity 5.3 headers extracted from 2DxFX_AL_Frozen:
// ff0000000000000000000000: Unity 5.3 headers extracted from 2DxFX_AL_Ghost:
// 00000000000000ff00000000: Unity 5.3 headers extracted from 2DxFX_AL_Ice:
// 0000000000ff000000000000: Unity 5.3 headers extracted from 2DxFX_AL_Lightning:
// 000000000000000000ff0000: Unity 5.3 headers extracted from 2DxFX_AL_LightningBolt:
// 000000ff0000000000000000: Unity 5.3 headers extracted from 2DxFX_AL_Offset:
// 0000000000000000ff000000: Unity 5.3 headers extracted from 2DxFX_AL_PixelDie:
// 00000000000000000000ff00: Unity 5.3 headers extracted from 2DxFX_AL_SkyCloud:
//                             API d3d11
//                             Shader model vs_4_0
//                             undeciphered1: 201708220 30 0 0
//                             undeciphered1a: 3
// 202020202020202020202020:   Keywords { "LIGHTMAP_ON" "LIGHTPROBE_SH" "UNITY_HDR_ON" }
// 020202020202020202020202:   Keywords { "LIGHTMAP_ON" "LIGHTPROBE_SH" }
// 808080808080808080808080:   Keywords { "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "UNITY_HDR_ON" }
// 080808080808080808080808:   Keywords { "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" }
// 404040404040404040404040:   Keywords { "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_HDR_ON" }
// 040404040404040404040404:   Keywords { "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
// 101010101010101010101010:   Keywords { "LIGHTMAP_ON" "UNITY_HDR_ON" }
// 010101010101010101010101:   Keywords { "LIGHTMAP_ON" }
//                             undeciphered2: 1 0 6 0 0 0
//                             undeciphered3: 255 4 0 0 4 5 5 6 3 3
//                             ConstBuffer "$Globals" 160
//                             Vector 64 [_Color]
//                             Vector 112 [_MainTex_ST]
//                             ConstBuffer "UnityPerCamera" 144
//                             Vector 80 [_ProjectionParams]
//                             Vector 96 [_ScreenParams]
//                             ConstBuffer "UnityShadows" 416
//                             Vector 400 [unity_ShadowFadeCenterAndType]
//                             ConstBuffer "UnityPerDraw" 160
//                             Matrix 0 [unity_ObjectToWorld]
//                             ConstBuffer "UnityPerFrame" 368
//                             Matrix 144 [unity_MatrixV]
//                             Matrix 272 [unity_MatrixVP]
//                             ConstBuffer "UnityLightmaps" 32
//                             Vector 0 [unity_LightmapST]
//                             BindCB "$Globals" 0
//                             BindCB "UnityPerCamera" 1
//                             BindCB "UnityShadows" 2
//                             BindCB "UnityPerDraw" 3
//                             BindCB "UnityPerFrame" 4
//                             BindCB "UnityLightmaps" 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 18:53:21 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
// 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   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
//
vs_4_0
dcl_constantbuffer cb0[8], immediateIndexed
dcl_constantbuffer cb1[7], immediateIndexed
dcl_constantbuffer cb2[26], immediateIndexed
dcl_constantbuffer cb3[4], immediateIndexed
dcl_constantbuffer cb4[21], immediateIndexed
dcl_constantbuffer cb5[1], immediateIndexed
dcl_input v0.xyzw
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.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_temps 4

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

ld_indexable(texture2d)(float,float,float,float) r3.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, cb3[1].xyzw
mad r0.xyzw, cb3[0].xyzw, r0.xxxx, r1.xyzw
mad r0.xyzw, cb3[2].xyzw, v0.zzzz, r0.xyzw
add r1.xyzw, r0.xyzw, cb3[3].xyzw
mad r0.xyz, cb3[3].xyzx, v0.wwww, r0.xyzx
mul r2.xyzw, r1.yyyy, cb4[18].xyzw
mad r2.xyzw, cb4[17].xyzw, r1.xxxx, r2.xyzw
mad r2.xyzw, cb4[19].xyzw, r1.zzzz, r2.xyzw
mad r2.xyzw, cb4[20].xyzw, r1.wwww, r2.xyzw
mov o0.xyzw, r2.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 8e3860a58f4346b6-vs.txt
ne r3.w, r2.w, l(1.0)
if_nz r3.w
  add r3.w, r2.w, -r3.y
  mad r2.x, r3.w, r3.x, r2.x
endif

mad o1.xy, v3.xyxx, cb0[7].xyxx, cb0[7].zwzz
mov o2.xyz, r0.xyzx
add r0.xyz, r0.xyzx, -cb2[25].xyzx
mul o6.xyz, r0.xyzx, cb2[25].wwww
mul o3.xyzw, v7.xyzw, cb0[4].xyzw
mul r0.x, r2.y, cb1[5].x
mul r0.w, r0.x, l(0.500000)
mul r0.xz, r2.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
mov o4.zw, r2.zzzw
add o4.xy, r0.zzzz, r0.xwxx
mad o5.xy, v4.xyxx, cb5[0].xyxx, cb5[0].zwzz
mov o5.zw, l(0,0,0,0)
mul r0.x, r1.y, cb4[10].z
mad r0.x, cb4[9].z, r1.x, r0.x
mad r0.x, cb4[11].z, r1.z, r0.x
mad r0.x, cb4[12].z, r1.w, r0.x
add r0.y, -cb2[25].w, l(1.000000)
mul o6.w, r0.y, -r0.x
ret
// Approximately 0 instruction slots used