// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 9af7f33e17b26d2c-vs.txt
// 3DMigoto: 9af7f33e17b26d2c | Matched 13 variants of 13 shaders: 2DxFX/AL/Blur, 2DxFX/AL/BurningFX, 2DxFX/AL/Cartoon, 2DxFX/AL/CircleFade, 2DxFX/AL/ColorRGB, 2DxFX/AL/CompressionFX, 2DxFX/AL/DestroyedFX, 2DxFX/AL/Normal, 2DxFX/AL/Pattern, 2DxFX/AL/Pixel, 2DxFX/AL/Pixel8bitsBW, 2DxFX/AL/Pixel8bitsC64, 2DxFX/AL/Pixel8bitsGB
//
// 0020:    Unity headers extracted from 2DxFX_AL_Blur
// 0002:    Unity headers extracted from 2DxFX_AL_BurningFX
// 0800:    Unity headers extracted from 2DxFX_AL_Cartoon
// 0008:    Unity headers extracted from 2DxFX_AL_CircleFade
// 0004:    Unity headers extracted from 2DxFX_AL_ColorRGB
// 0400:    Unity headers extracted from 2DxFX_AL_CompressionFX
// 1000:    Unity headers extracted from 2DxFX_AL_DestroyedFX
// 0010:    Unity headers extracted from 2DxFX_AL_Normal
// 0001:    Unity headers extracted from 2DxFX_AL_Pattern
// 0100:    Unity headers extracted from 2DxFX_AL_Pixel
// 0200:    Unity headers extracted from 2DxFX_AL_Pixel8bitsBW
// 0080:    Unity headers extracted from 2DxFX_AL_Pixel8bitsC64
// 0040:    Unity headers extracted from 2DxFX_AL_Pixel8bitsGB
// 0020:    Shader "2DxFX/AL/Blur" {
// 0002:    Shader "2DxFX/AL/BurningFX" {
// 0800:    Shader "2DxFX/AL/Cartoon" {
// 0008:    Shader "2DxFX/AL/CircleFade" {
// 0004:    Shader "2DxFX/AL/ColorRGB" {
// 0400:    Shader "2DxFX/AL/CompressionFX" {
// 1000:    Shader "2DxFX/AL/DestroyedFX" {
// 0010:    Shader "2DxFX/AL/Normal" {
// 0001:    Shader "2DxFX/AL/Pattern" {
// 0100:    Shader "2DxFX/AL/Pixel" {
// 0200:    Shader "2DxFX/AL/Pixel8bitsBW" {
// 0080:    Shader "2DxFX/AL/Pixel8bitsC64" {
// 0040:    Shader "2DxFX/AL/Pixel8bitsGB" {
// 0391:      Fallback "Sprites/Default"
// 1c6e:      Fallback "Transparent/VertexLit"
//            SubShader 1/1 {
//              Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//              Pass 6/6 {
//                Name "ShadowCaster"
//                Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "LIGHTMODE"="SHADOWCASTER" "PreviewType"="Plane" "RenderType"="TransparentCutout" "SHADOWSUPPORT"="true" }
//                Program "vp" {
//                  SubProgram "d3d11" {
//                  }
//                }
//              }
//            }
//          }
//
// 0020: Unity 5.3 headers extracted from 2DxFX_AL_Blur:
// 0002: Unity 5.3 headers extracted from 2DxFX_AL_BurningFX:
// 0800: Unity 5.3 headers extracted from 2DxFX_AL_Cartoon:
// 0008: Unity 5.3 headers extracted from 2DxFX_AL_CircleFade:
// 0004: Unity 5.3 headers extracted from 2DxFX_AL_ColorRGB:
// 0400: Unity 5.3 headers extracted from 2DxFX_AL_CompressionFX:
// 1000: Unity 5.3 headers extracted from 2DxFX_AL_DestroyedFX:
// 0010: Unity 5.3 headers extracted from 2DxFX_AL_Normal:
// 0001: Unity 5.3 headers extracted from 2DxFX_AL_Pattern:
// 0200: Unity 5.3 headers extracted from 2DxFX_AL_Pixel8bitsBW:
// 0080: Unity 5.3 headers extracted from 2DxFX_AL_Pixel8bitsC64:
// 0040: Unity 5.3 headers extracted from 2DxFX_AL_Pixel8bitsGB:
// 0100: Unity 5.3 headers extracted from 2DxFX_AL_Pixel:
//         API d3d11
//         Shader model vs_4_0
//         undeciphered1: 201802150 39 0 0
//         undeciphered1a: 4
//         Keywords { "SHADOWS_CUBE" }
//         undeciphered2: 1 0 6 0 0 0
//         undeciphered3: 255 4 0 0 1 1 4 5 3 3
//         ConstBuffer "$Globals" 112
//         Vector 64 [_Color]
//         Vector 96 [_MainTex_ST]
//         ConstBuffer "UnityPerCamera" 144
//         Vector 96 [_ScreenParams]
//         ConstBuffer "UnityLighting" 768
//         Vector 0 [_WorldSpaceLightPos0]
//         ConstBuffer "UnityShadows" 416
//         Vector 80 [unity_LightShadowBias]
//         ConstBuffer "UnityPerDraw" 176
//         Matrix 0 [unity_ObjectToWorld]
//         Matrix 64 [unity_WorldToObject]
//         ConstBuffer "UnityPerFrame" 368
//         Matrix 272 [unity_MatrixVP]
//         BindCB "$Globals" 0
//         BindCB "UnityPerCamera" 1
//         BindCB "UnityLighting" 2
//         BindCB "UnityShadows" 3
//         BindCB "UnityPerDraw" 4
//         BindCB "UnityPerFrame" 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 06:52:43 2020
//
//
// 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
// 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                 1   xy          1     NONE   float   xy
// TEXCOORD                 2   xyz         2     NONE   float   xyz
// TEXCOORD                 3   xyzw        3     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[7], immediateIndexed
dcl_constantbuffer cb1[7], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_constantbuffer cb3[6], immediateIndexed
dcl_constantbuffer cb4[7], immediateIndexed
dcl_constantbuffer cb5[21], immediateIndexed
dcl_input v0.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_input v7.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyz
dcl_output o3.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

dp3 r0.x, v2.xyzx, cb4[4].xyzx
dp3 r0.y, v2.xyzx, cb4[5].xyzx
dp3 r0.z, v2.xyzx, cb4[6].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
div r1.xy, v0.xyxx, v0.wwww
mul r1.zw, cb1[6].xxxy, l(0.000000, 0.000000, 0.500000, 0.500000)
mul r1.xy, r1.zwzz, r1.xyxx
round_ne r1.xy, r1.xyxx
div r1.xy, r1.xyxx, r1.zwzz
mul r1.xy, r1.xyxx, v0.wwww
mul r2.xyzw, r1.yyyy, cb4[1].xyzw
mad r2.xyzw, cb4[0].xyzw, r1.xxxx, r2.xyzw
mad r2.xyzw, cb4[2].xyzw, v0.zzzz, r2.xyzw
mad r2.xyzw, cb4[3].xyzw, v0.wwww, r2.xyzw
mad r3.xyz, -r2.xyzx, cb2[0].wwww, cb2[0].xyzx
dp3 r0.w, r3.xyzx, r3.xyzx
rsq r0.w, r0.w
mul r3.xyz, r0.wwww, r3.xyzx
dp3 r0.w, r0.xyzx, r3.xyzx
mad r0.w, -r0.w, r0.w, l(1.000000)
sqrt r0.w, r0.w
mul r0.w, r0.w, cb3[5].z
mad r0.xyz, -r0.xyzx, r0.wwww, r2.xyzx
ne r0.w, cb3[5].z, l(0.000000)
movc r0.xyz, r0.wwww, r0.xyzx, r2.xyzx
mul r3.xyzw, r0.yyyy, cb5[18].xyzw
mad r3.xyzw, cb5[17].xyzw, r0.xxxx, r3.xyzw
mad r0.xyzw, cb5[19].xyzw, r0.zzzz, r3.xyzw
mad r0.xyzw, cb5[20].xyzw, r2.wwww, r0.xyzw

// Relocated to here with asmtool.py
mov o0.xyw, r0.xyxw

// 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 9af7f33e17b26d2c-vs.txt
ne r4.w, r0.w, l(1.0)
if_nz r4.w
  add r4.w, r0.w, -r4.y
  mad r0.x, r4.w, r4.x, r0.x
endif

min r1.z, r0.w, r0.z
add r1.z, -r0.z, r1.z
mad o0.z, cb3[5].y, r1.z, r0.z

// mov o0.xyw, r0.xyxw // Relocated from here with asmtool.py

mad o1.xy, v3.xyxx, cb0[6].xyxx, cb0[6].zwzz
mul r0.xyz, r1.yyyy, cb4[1].xyzx
mad r0.xyz, cb4[0].xyzx, r1.xxxx, r0.xyzx
mad r0.xyz, cb4[2].xyzx, v0.zzzz, r0.xyzx
mad o2.xyz, cb4[3].xyzx, v0.wwww, r0.xyzx
mul o3.xyzw, v7.xyzw, cb0[4].xyzw
ret
// Approximately 0 instruction slots used