// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed b9295a375c513d42-vs.txt
// 3DMigoto: b9295a375c513d42 | Matched 30 variants of 15 shaders: 2DxFX/AL/Flame, 2DxFX/AL/GoldFX, 2DxFX/AL/GoldenFX, 2DxFX/AL/GrayScale, 2DxFX/AL/HSV, 2DxFX/AL/Heat, 2DxFX/AL/IcedFX, 2DxFX/AL/MetalFX, 2DxFX/AL/Negative, 2DxFX/AL/Noise, 2DxFX/AL/NoiseAnimated, 2DxFX/AL/Posterize, 2DxFX/AL/SandFX, 2DxFX/AL/Sepia, 2DxFX/AL/Sharpen
//
// 00000c00:    Unity headers extracted from 2DxFX_AL_Flame
// 30000000:    Unity headers extracted from 2DxFX_AL_GoldFX
// 0c000000:    Unity headers extracted from 2DxFX_AL_GoldenFX
// 00003000:    Unity headers extracted from 2DxFX_AL_GrayScale
// 00000300:    Unity headers extracted from 2DxFX_AL_HSV
// 00030000:    Unity headers extracted from 2DxFX_AL_Heat
// 0000000c:    Unity headers extracted from 2DxFX_AL_IcedFX
// 00300000:    Unity headers extracted from 2DxFX_AL_MetalFX
// 000000c0:    Unity headers extracted from 2DxFX_AL_Negative
// 000c0000:    Unity headers extracted from 2DxFX_AL_Noise
// 0000c000:    Unity headers extracted from 2DxFX_AL_NoiseAnimated
// 00000030:    Unity headers extracted from 2DxFX_AL_Posterize
// 00000003:    Unity headers extracted from 2DxFX_AL_SandFX
// 03000000:    Unity headers extracted from 2DxFX_AL_Sepia
// 00c00000:    Unity headers extracted from 2DxFX_AL_Sharpen
// 00000c00:    Shader "2DxFX/AL/Flame" {
// 30000000:    Shader "2DxFX/AL/GoldFX" {
// 0c000000:    Shader "2DxFX/AL/GoldenFX" {
// 00003000:    Shader "2DxFX/AL/GrayScale" {
// 00000300:    Shader "2DxFX/AL/HSV" {
// 00030000:    Shader "2DxFX/AL/Heat" {
// 0000000c:    Shader "2DxFX/AL/IcedFX" {
// 00300000:    Shader "2DxFX/AL/MetalFX" {
// 000000c0:    Shader "2DxFX/AL/Negative" {
// 000c0000:    Shader "2DxFX/AL/Noise" {
// 0000c000:    Shader "2DxFX/AL/NoiseAnimated" {
// 00000030:    Shader "2DxFX/AL/Posterize" {
// 00000003:    Shader "2DxFX/AL/SandFX" {
// 03000000:    Shader "2DxFX/AL/Sepia" {
// 00c00000:    Shader "2DxFX/AL/Sharpen" {
// 00000c00:      Fallback "Sprites/Default"
// 3ffff3ff:      Fallback "Transparent/VertexLit"
//                SubShader 1/1 {
//                  Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//                  Pass 1/7 {
//                    Name "FORWARD"
//                    Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "LIGHTMODE"="FORWARDBASE" "PreviewType"="Plane" "RenderType"="TransparentCutout" "SHADOWSUPPORT"="true" }
//                    ZWrite [_Z]
//                    Program "vp" {
//                      SubProgram "d3d11" {
//                      }
//                    }
//                  }
//                }
//              }
//
// 00000c00: Unity 5.3 headers extracted from 2DxFX_AL_Flame:
// 30000000: Unity 5.3 headers extracted from 2DxFX_AL_GoldFX:
// 0c000000: Unity 5.3 headers extracted from 2DxFX_AL_GoldenFX:
// 00003000: Unity 5.3 headers extracted from 2DxFX_AL_GrayScale:
// 00000300: Unity 5.3 headers extracted from 2DxFX_AL_HSV:
// 00030000: Unity 5.3 headers extracted from 2DxFX_AL_Heat:
// 0000000c: Unity 5.3 headers extracted from 2DxFX_AL_IcedFX:
// 00300000: Unity 5.3 headers extracted from 2DxFX_AL_MetalFX:
// 000000c0: Unity 5.3 headers extracted from 2DxFX_AL_Negative:
// 000c0000: Unity 5.3 headers extracted from 2DxFX_AL_Noise:
// 0000c000: Unity 5.3 headers extracted from 2DxFX_AL_NoiseAnimated:
// 00000030: Unity 5.3 headers extracted from 2DxFX_AL_Posterize:
// 00000003: Unity 5.3 headers extracted from 2DxFX_AL_SandFX:
// 03000000: Unity 5.3 headers extracted from 2DxFX_AL_Sepia:
// 00c00000: Unity 5.3 headers extracted from 2DxFX_AL_Sharpen:
//             API d3d11
//             Shader model vs_4_0
//             undeciphered1: 201708220 57 0 0
//             undeciphered1a: 6
// 2aaaaaaa:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
// 15555555:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
//             undeciphered2: 1 0 5 0 0 0
//             undeciphered3: 255 4 0 0 1 1 4 5 3 3
//             ConstBuffer "$Globals" 112
//             Vector 80 [_Color]
//             Vector 96 [_MainTex_ST]
//             ConstBuffer "UnityPerCamera" 144
//             Vector 80 [_ProjectionParams]
//             Vector 96 [_ScreenParams]
//             ConstBuffer "UnityLighting" 768
//             Vector 48 [unity_4LightPosX0]
//             Vector 64 [unity_4LightPosY0]
//             Vector 80 [unity_4LightPosZ0]
//             Vector 96 [unity_4LightAtten0]
//             Vector 112 [unity_LightColor0]
//             Vector 128 [unity_LightColor1]
//             Vector 144 [unity_LightColor2]
//             Vector 160 [unity_LightColor3]
//             Vector 176 [unity_LightColor4]
//             Vector 192 [unity_LightColor5]
//             Vector 208 [unity_LightColor6]
//             Vector 224 [unity_LightColor7]
//             Vector 672 [unity_SHBr]
//             Vector 688 [unity_SHBg]
//             Vector 704 [unity_SHBb]
//             Vector 720 [unity_SHC]
//             ConstBuffer "UnityPerDraw" 160
//             Matrix 0 [unity_ObjectToWorld]
//             Matrix 64 [unity_WorldToObject]
//             ConstBuffer "UnityPerFrame" 368
//             Matrix 272 [unity_MatrixVP]
//             BindCB "$Globals" 0
//             BindCB "UnityPerCamera" 1
//             BindCB "UnityLighting" 2
//             BindCB "UnityPerDraw" 3
//             BindCB "UnityPerFrame" 4
//
// 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 19:17:57 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   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                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyz         5     NONE   float   xyz
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
// TEXCOORD                 6   xyzw        7     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[7], immediateIndexed
dcl_constantbuffer cb1[7], immediateIndexed
dcl_constantbuffer cb2[46], immediateIndexed
dcl_constantbuffer cb3[7], immediateIndexed
dcl_constantbuffer cb4[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.xyz
dcl_output o4.xyzw
dcl_output o5.xyz
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_temps 7

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

ld_indexable(texture2d)(float,float,float,float) r6.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 r1.xyzw, cb4[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 b9295a375c513d42-vs.txt
ne r6.w, r1.w, l(1.0)
if_nz r6.w
  add r6.w, r1.w, -r6.y
  mad r1.x, r6.w, r6.x, r1.x
endif

mad o1.xy, v3.xyxx, cb0[6].xyxx, cb0[6].zwzz
dp3 r2.x, v2.xyzx, cb3[4].xyzx
dp3 r2.y, v2.xyzx, cb3[5].xyzx
dp3 r2.z, v2.xyzx, cb3[6].xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
mov o2.xyz, r2.xyzx
mov o3.xyz, r0.xyzx
mul o4.xyzw, v7.xyzw, cb0[5].xyzw
add r3.xyzw, -r0.xxxx, cb2[3].xyzw
add r4.xyzw, -r0.yyyy, cb2[4].xyzw
add r0.xyzw, -r0.zzzz, cb2[5].xyzw
mul r5.xyzw, r2.yyyy, r4.xyzw
mul r4.xyzw, r4.xyzw, r4.xyzw
mad r4.xyzw, r3.xyzw, r3.xyzw, r4.xyzw
mad r3.xyzw, r3.xyzw, r2.xxxx, r5.xyzw
mad r3.xyzw, r0.xyzw, r2.zzzz, r3.xyzw
mad r0.xyzw, r0.xyzw, r0.xyzw, r4.xyzw
max r0.xyzw, r0.xyzw, l(0.000001, 0.000001, 0.000001, 0.000001)
rsq r4.xyzw, r0.xyzw
mad r0.xyzw, r0.xyzw, cb2[6].xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
div r0.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000), r0.xyzw
mul r3.xyzw, r3.xyzw, r4.xyzw
max r3.xyzw, r3.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r0.xyzw, r0.xyzw, r3.xyzw
mul r3.xyz, r0.yyyy, cb2[8].xyzx
mad r3.xyz, cb2[7].xyzx, r0.xxxx, r3.xyzx
mad r0.xyz, cb2[9].xyzx, r0.zzzz, r3.xyzx
mad r0.xyz, cb2[10].xyzx, r0.wwww, r0.xyzx
mad r3.xyz, r0.xyzx, l(0.305306017, 0.305306017, 0.305306017, 0.000000), l(0.682171106, 0.682171106, 0.682171106, 0.000000)
mad r3.xyz, r0.xyzx, r3.xyzx, l(0.0125228781, 0.0125228781, 0.0125228781, 0.000000)
mul r0.w, r2.y, r2.y
mad r0.w, r2.x, r2.x, -r0.w
mul r2.xyzw, r2.yzzx, r2.xyzz
dp4 r4.x, cb2[42].xyzw, r2.xyzw
dp4 r4.y, cb2[43].xyzw, r2.xyzw
dp4 r4.z, cb2[44].xyzw, r2.xyzw
mad r2.xyz, cb2[45].xyzx, r0.wwww, r4.xyzx
mad o5.xyz, r0.xyzx, r3.xyzx, r2.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 o6.zw, r1.zzzw
add o6.xy, r0.zzzz, r0.xwxx
mov o7.xyzw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used