// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed b6ddeef0b0e65744-vs.txt
// 3DMigoto: b6ddeef0b0e65744 |    Unity headers extracted from PF_Standard
//    Shader "PF/Standard" {
//      CustomEditor "PFStandardShaderGUI"
//      SubShader 1/1 {
//        LOD 100
//        Tags { "Reflection"="Opaque" "RenderType"="Opaque" }
//        Pass 3/3 {
//          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: 201802150 62 0 0
//   undeciphered1a: 3
//   Keywords { "SHADOWS_DEPTH" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
//   undeciphered2: 1 0 6 0 0 0
//   undeciphered3: 155 4 0 0 1 1 7 8 3 3
//   ConstBuffer "UnityPerCamera" 144
//   Vector 0 [_Time]
//   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]
//   ConstBuffer "VertexAnimBuffer" 64
//   Float 16 [_SimpleAnimInfluence]
//   Vector 32 [_Wind]
//   BindCB "UnityPerCamera" 0
//   BindCB "UnityLighting" 1
//   BindCB "UnityShadows" 2
//   BindCB "UnityPerDraw" 3
//   BindCB "UnityPerFrame" 4
//   BindCB "VertexAnimBuffer" 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 06:58:59 2020
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// NORMAL                   0   xyz         1     NONE   float   xyz
// TEXCOORD                 0   xyzw        2     NONE   float
// TEXCOORD                 3   xy          3     NONE   float   xy
// COLOR                    0   xyzw        4     NONE   float      w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[1], immediateIndexed
dcl_constantbuffer cb1[1], immediateIndexed
dcl_constantbuffer cb2[6], immediateIndexed
dcl_constantbuffer cb3[7], immediateIndexed
dcl_constantbuffer cb4[21], immediateIndexed
dcl_constantbuffer cb5[3], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v3.xy
dcl_input v4.w
dcl_output_siv o0.xyzw, position
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

mul r0.xyz, v3.yyyy, cb3[2].xyzx
mad r0.xyz, cb3[0].xyzx, v3.xxxx, r0.xyzx
add r0.xyz, r0.xyzx, cb3[3].xyzx
dp3 r0.x, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r0.x, r0.x, cb0[0].y
mul r0.x, r0.x, cb5[2].w
mul r0.xyz, r0.xxxx, l(1.975000, 0.793000, 0.375000, 0.000000)
frc r0.xyz, r0.xyzx
mad r0.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-0.500000, -0.500000, -0.500000, 0.000000)
frc r0.xyz, r0.xyzx
mad r0.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r1.xyz, |r0.xyzx|, |r0.xyzx|
mad r0.xyz, -|r0.xyzx|, l(2.000000, 2.000000, 2.000000, 0.000000), l(3.000000, 3.000000, 3.000000, 0.000000)
mul r0.xyz, r0.xyzx, r1.xyzx
dp3 r0.w, cb5[2].xyzx, cb5[2].xyzx
sqrt r0.w, r0.w
div r1.x, l(0.500000), r0.w
lt r0.w, l(0.500000), r0.w
movc r0.w, r0.w, r1.x, l(1.000000)
mul r1.xyz, r0.wwww, cb5[2].xyzx
mad r0.xyz, r1.xyzx, r0.xyzx, r1.xyzx
mul r1.xyz, r0.yyyy, cb3[5].xyzx
mad r0.xyw, cb3[4].xyxz, r0.xxxx, r1.xyxz
mad r0.xyz, cb3[6].xyzx, r0.zzzz, r0.xywx
mul r0.xyz, r0.xyzx, cb5[1].xxxx
mul r0.w, v4.w, l(4096.000000)
ge r0.w, r0.w, -r0.w
movc r1.xy, r0.wwww, l(4096.000000,0.000244140625,0,0), l(-4096.000000,-0.000244140625,0,0)
mul r0.w, r1.y, v4.w
frc r0.w, r0.w
mul r0.w, r0.w, r1.x
mul r0.w, r0.w, l(0.000244200259)
mad r0.xyz, r0.xyzx, r0.wwww, v0.xyzx
mul r1.xyzw, r0.yyyy, cb3[1].xyzw
mad r1.xyzw, cb3[0].xyzw, r0.xxxx, r1.xyzw
mad r0.xyzw, cb3[2].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb3[3].xyzw, v0.wwww, r0.xyzw
mad r1.xyz, -r0.xyzx, cb1[0].wwww, cb1[0].xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
dp3 r2.x, v1.xyzx, cb3[4].xyzx
dp3 r2.y, v1.xyzx, cb3[5].xyzx
dp3 r2.z, v1.xyzx, cb3[6].xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
dp3 r1.x, r2.xyzx, r1.xyzx
mad r1.x, -r1.x, r1.x, l(1.000000)
sqrt r1.x, r1.x
mul r1.x, r1.x, cb2[5].z
mad r1.xyz, -r2.xyzx, r1.xxxx, r0.xyzx
ne r1.w, cb2[5].z, l(0.000000)
movc r0.xyz, r1.wwww, r1.xyzx, r0.xyzx
mul r1.xyzw, r0.yyyy, cb4[18].xyzw
mad r1.xyzw, cb4[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb4[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb4[20].xyzw, r0.wwww, r1.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 b6ddeef0b0e65744-vs.txt
ne r3.w, r0.w, l(1.0)
if_nz r3.w
  add r3.w, r0.w, -r3.y
  mad r0.x, r3.w, r3.x, r0.x
endif

div r1.x, cb2[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

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

add r0.x, -r0.z, r1.x
mad o0.z, cb2[5].y, r0.x, r0.z
ret
// Approximately 0 instruction slots used