// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed b2e796002e38e3b5-vs.txt
// 3DMigoto: b2e796002e38e3b5 |    Unity headers extracted from PF_Standard
//    Shader "PF/Standard" {
//      CustomEditor "PFStandardShaderGUI"
//      SubShader 1/1 {
//        LOD 100
//        Tags { "Reflection"="Opaque" "RenderType"="Opaque" }
//        Pass 3/4 {
//          Name "SHADOWCASTER"
//          Tags { "LIGHTMODE"="SHADOWCASTER" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//          Program "vp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from PF_Standard:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201708220 70 0 2
//   undeciphered1a: 5
//   Keywords { "SHADOWS_DEPTH" "INSTANCING_ON" "CUTOUT_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
//   undeciphered2: 1 1 8 1 0 0
//   undeciphered3: 155 5 0 0 1 1 4 5 7 8 3 3
//   ConstBuffer "$Globals" 2400
//   Vector 96 [_MainTex_ST]
//   Vector 2320 [_FoliageMask_ST]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 0 [_Time]
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   ConstBuffer "UnityShadows" 416
//   Vector 80 [unity_LightShadowBias]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 272 [unity_MatrixVP]
//   ConstBuffer "UnityDrawCallInfo" 16
//   ScalarInt 0 [unity_BaseInstanceID]
//   ConstBuffer "UnityInstancing_PerDraw0" 256
//   Struct 0 [unity_Builtins0Array] 2 128
//   Matrix 0 [unity_ObjectToWorldArray]
//   Matrix 64 [unity_WorldToObjectArray]
//   ConstBuffer "VertexAnimBuffer" 64
//   Float 16 [_SimpleAnimInfluence]
//   Vector 32 [_Wind]
//   Float 52 [_FoliageInteractionInfluence]
//   Float 56 [_GlobalFoliageInteractionFlag]
//   Float 60 [_GlobalFoliageInfluenceClamp]
//   SetTexture 0 [_FoliageMask] 2D 00
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityShadows" 3
//   BindCB "UnityPerFrame" 4
//   BindCB "UnityDrawCallInfo" 5
//   BindCB "UnityInstancing_PerDraw0" 6
//   BindCB "VertexAnimBuffer" 7
//
// 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 19:14:19 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// SV_InstanceID            0   x           1   INSTID    uint   x
// NORMAL                   0   xyz         2     NONE   float   xyz
// TEXCOORD                 0   xyzw        3     NONE   float   xy
// TEXCOORD                 3   xy          4     NONE   float   xy
// COLOR                    0   xyzw        5     NONE   float      w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 1   xy          1     NONE   float   xy
//
vs_4_0
dcl_constantbuffer cb0[146], immediateIndexed
dcl_constantbuffer cb1[1], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_constantbuffer cb3[6], immediateIndexed
dcl_constantbuffer cb4[21], immediateIndexed
dcl_constantbuffer cb5[1], immediateIndexed
dcl_constantbuffer cb6[15], dynamicIndexed
dcl_constantbuffer cb7[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v0.xyzw
dcl_input_sgv v1.x, instance_id
dcl_input v2.xyz
dcl_input v3.xy
dcl_input v4.xy
dcl_input v5.w
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
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

iadd r0.x, v1.x, cb5[0].x
mul r0.y, v5.w, l(4096.000000)
ge r0.y, r0.y, -r0.y
movc r0.yz, r0.yyyy, l(0,4096.000000,0.000244140625,0), l(0,-4096.000000,-0.000244140625,0)
mul r0.z, r0.z, v5.w
frc r0.z, r0.z
mul r0.y, r0.z, r0.y
mul r0.y, r0.y, l(0.000244200259)
dp3 r0.z, cb7[2].xyzx, cb7[2].xyzx
sqrt r0.z, r0.z
div r0.w, l(0.500000), r0.z
lt r0.z, l(0.500000), r0.z
movc r0.z, r0.z, r0.w, l(1.000000)
mul r1.xyz, r0.zzzz, cb7[2].xyzx
ishl r0.x, r0.x, l(3)
mul r2.xyz, v4.yyyy, cb6[r0.x + 2].xyzx
mad r2.xyz, cb6[r0.x + 0].xyzx, v4.xxxx, r2.xyzx
add r2.xyz, r2.xyzx, cb6[r0.x + 3].xyzx
dp3 r0.z, r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r0.z, r0.z, cb1[0].y
mul r0.z, r0.z, cb7[2].w
mul r3.xyz, r0.zzzz, l(1.975000, 0.793000, 0.375000, 0.000000)
frc r3.xyz, r3.xyzx
mad r3.xyz, r3.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-0.500000, -0.500000, -0.500000, 0.000000)
frc r3.xyz, r3.xyzx
mad r3.xyz, r3.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r4.xyz, |r3.xyzx|, |r3.xyzx|
mad r3.xyz, -|r3.xyzx|, l(2.000000, 2.000000, 2.000000, 0.000000), l(3.000000, 3.000000, 3.000000, 0.000000)
mul r3.xyz, r3.xyzx, r4.xyzx
mad r1.xyz, r1.xyzx, r3.xyzx, r1.xyzx
lt r0.z, l(0.000000), cb7[3].z
if_nz r0.z
  mad r0.zw, r2.xxxz, cb0[145].xxxy, cb0[145].zzzw
  sample_l r2.xyzw, r0.zwzz, t0.xyzw, s0, l(0.000000)
  max r0.zw, r2.xxxy, -cb7[3].wwww
  min r0.zw, r0.zzzw, cb7[3].wwww
  mad r1.xz, r0.zzwz, cb7[3].yyyy, r1.xxzx
endif
mul r2.xyz, r1.yyyy, cb6[r0.x + 5].xyzx
mad r1.xyw, cb6[r0.x + 4].xyxz, r1.xxxx, r2.xyxz
mad r1.xyz, cb6[r0.x + 6].xyzx, r1.zzzz, r1.xywx
mul r1.xyz, r1.xyzx, cb7[1].xxxx
mad r0.yzw, r1.xxyz, r0.yyyy, v0.xxyz
mad o1.xy, v3.xyxx, cb0[6].xyxx, cb0[6].zwzz
mul r1.xyzw, r0.zzzz, cb6[r0.x + 1].xyzw
mad r1.xyzw, cb6[r0.x + 0].xyzw, r0.yyyy, r1.xyzw
mad r1.xyzw, cb6[r0.x + 2].xyzw, r0.wwww, r1.xyzw
mad r1.xyzw, cb6[r0.x + 3].xyzw, v0.wwww, r1.xyzw
ne r0.y, cb3[5].z, l(0.000000)
if_nz r0.y
  dp3 r2.x, v2.xyzx, cb6[r0.x + 4].xyzx
  dp3 r2.y, v2.xyzx, cb6[r0.x + 5].xyzx
  dp3 r2.z, v2.xyzx, cb6[r0.x + 6].xyzx
  dp3 r0.x, r2.xyzx, r2.xyzx
  rsq r0.x, r0.x
  mul r0.xyz, r0.xxxx, r2.xyzx
  mad r2.xyz, -r1.xyzx, cb2[0].wwww, cb2[0].xyzx
  dp3 r0.w, r2.xyzx, r2.xyzx
  rsq r0.w, r0.w
  mul r2.xyz, r0.wwww, r2.xyzx
  dp3 r0.w, r0.xyzx, r2.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 r1.xyz, -r0.xyzx, r0.wwww, r1.xyzx
endif
mul r0.xyzw, r1.yyyy, cb4[18].xyzw
mad r0.xyzw, cb4[17].xyzw, r1.xxxx, r0.xyzw
mad r0.xyzw, cb4[19].xyzw, r1.zzzz, r0.xyzw
mad r0.xyzw, cb4[20].xyzw, r1.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 b2e796002e38e3b5-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

div r1.x, cb3[5].x, r0.w
min r1.x, r1.x, l(0.000000)
max r1.x, r1.x, l(-1.000000)
add r0.z, r0.z, r1.x
min r1.x, r0.w, r0.z
add r1.x, -r0.z, r1.x
mad o0.z, cb3[5].y, r1.x, r0.z

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

ret
// Approximately 0 instruction slots used