// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed b96fb236adc1534f-vs.txt
// 3DMigoto: b96fb236adc1534f |    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 64 0 1
//   undeciphered1a: 4
//   Keywords { "SHADOWS_DEPTH" "INSTANCING_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
//   undeciphered2: 1 0 7 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 "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]
//   BindCB "UnityPerCamera" 0
//   BindCB "UnityLighting" 1
//   BindCB "UnityShadows" 2
//   BindCB "UnityPerFrame" 3
//   BindCB "UnityDrawCallInfo" 4
//   BindCB "UnityInstancing_PerDraw0" 5
//   BindCB "VertexAnimBuffer" 6
//
// 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 19:18:06 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
// 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
//
vs_4_0
dcl_constantbuffer cb0[1], immediateIndexed
dcl_constantbuffer cb1[1], immediateIndexed
dcl_constantbuffer cb2[6], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_constantbuffer cb4[1], immediateIndexed
dcl_constantbuffer cb5[15], dynamicIndexed
dcl_constantbuffer cb6[3], immediateIndexed
dcl_input v0.xyzw
dcl_input_sgv v1.x, instance_id
dcl_input v2.xyz
dcl_input v4.xy
dcl_input v5.w
dcl_output_siv o0.xyzw, position
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

iadd r0.x, v1.x, cb4[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, cb6[2].xyzx, cb6[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, cb6[2].xyzx
ishl r0.x, r0.x, l(3)
mul r2.xyz, v4.yyyy, cb5[r0.x + 2].xyzx
mad r2.xyz, cb5[r0.x + 0].xyzx, v4.xxxx, r2.xyzx
add r2.xyz, r2.xyzx, cb5[r0.x + 3].xyzx
dp3 r0.z, r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r0.z, r0.z, cb0[0].y
mul r0.z, r0.z, cb6[2].w
mul r2.xyz, r0.zzzz, l(1.975000, 0.793000, 0.375000, 0.000000)
frc r2.xyz, r2.xyzx
mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-0.500000, -0.500000, -0.500000, 0.000000)
frc r2.xyz, r2.xyzx
mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r3.xyz, |r2.xyzx|, |r2.xyzx|
mad r2.xyz, -|r2.xyzx|, l(2.000000, 2.000000, 2.000000, 0.000000), l(3.000000, 3.000000, 3.000000, 0.000000)
mul r2.xyz, r2.xyzx, r3.xyzx
mad r1.xyz, r1.xyzx, r2.xyzx, r1.xyzx
mul r2.xyz, r1.yyyy, cb5[r0.x + 5].xyzx
mad r1.xyw, cb5[r0.x + 4].xyxz, r1.xxxx, r2.xyxz
mad r1.xyz, cb5[r0.x + 6].xyzx, r1.zzzz, r1.xywx
mul r1.xyz, r1.xyzx, cb6[1].xxxx
mad r0.yzw, r1.xxyz, r0.yyyy, v0.xxyz
mul r1.xyzw, r0.zzzz, cb5[r0.x + 1].xyzw
mad r1.xyzw, cb5[r0.x + 0].xyzw, r0.yyyy, r1.xyzw
mad r1.xyzw, cb5[r0.x + 2].xyzw, r0.wwww, r1.xyzw
mad r1.xyzw, cb5[r0.x + 3].xyzw, v0.wwww, r1.xyzw
ne r0.y, cb2[5].z, l(0.000000)
if_nz r0.y
  dp3 r2.x, v2.xyzx, cb5[r0.x + 4].xyzx
  dp3 r2.y, v2.xyzx, cb5[r0.x + 5].xyzx
  dp3 r2.z, v2.xyzx, cb5[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, cb1[0].wwww, cb1[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, cb2[5].z
  mad r1.xyz, -r0.xyzx, r0.wwww, r1.xyzx
endif
mul r0.xyzw, r1.yyyy, cb3[18].xyzw
mad r0.xyzw, cb3[17].xyzw, r1.xxxx, r0.xyzw
mad r0.xyzw, cb3[19].xyzw, r1.zzzz, r0.xyzw
mad r0.xyzw, cb3[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 b96fb236adc1534f-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

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
add r1.x, -r0.z, r1.x
mad o0.z, cb2[5].y, r1.x, r0.z

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

ret
// Approximately 0 instruction slots used