// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed c2ed850cd0fc63cf-vs.txt
// 3DMigoto: c2ed850cd0fc63cf | Matched 12 variants of 1 shaders: PF/Standard
//
//         Unity headers extracted from PF_Standard
//         Shader "PF/Standard" {
//           CustomEditor "PFStandardShaderGUI"
//           SubShader 1/1 {
//             LOD 100
//             Tags { "Reflection"="Opaque" "RenderType"="Opaque" }
// 028:        Pass 1/4 {
// f80:        Pass 2/4 {
// 057: 1:     Pass 1/4 {
// f80:          Name "FORWARDADD"
// 028:          Tags { "LIGHTMODE"="FORWARDBASE" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
// 057: 2:     Pass 2/4 {
// f80:          Tags { "LIGHTMODE"="FORWARDADD" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
// 028:          ZWrite [_ZWrite]
// 057: 2:       Name "FORWARDADD"
// f80:          ZWrite Off
// 057: 1:       Tags { "LIGHTMODE"="FORWARDBASE" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
// 057: 2:       Tags { "LIGHTMODE"="FORWARDADD" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
// 057: 1:       ZWrite [_ZWrite]
// 057: 2:       ZWrite Off
//               Program "vp" {
//                 SubProgram "d3d11" {
//                 }
//               }
//             }
//           }
//         }
//
//      Unity 5.3 headers extracted from PF_Standard:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201708220 39 0 0
//        undeciphered1a: 5
// 040:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "INSTANCING_ON" "BUMP_ON" "CUTOUT_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
// 002:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "INSTANCING_ON" "BUMP_ON" "CUTOUT_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 020:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "INSTANCING_ON" "BUMP_ON" "EMISSION_ON" "SPECULAR_ON" "METALLNESS_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 008:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "INSTANCING_ON" "BUMP_ON" "EMISSION_ON" "SPECULAR_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 010:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "INSTANCING_ON" "BUMP_ON" "SPECULAR_ON" "METALLNESS_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 004:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "INSTANCING_ON" "BUMP_ON" "SPECULAR_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 001:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "INSTANCING_ON" "BUMP_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 800:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "FOG_LINEAR" "INSTANCING_ON" "BUMP_ON" "CUTOUT_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
// 100:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "FOG_LINEAR" "INSTANCING_ON" "BUMP_ON" "CUTOUT_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 400:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "FOG_LINEAR" "INSTANCING_ON" "BUMP_ON" "SPECULAR_ON" "METALLNESS_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 200:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "FOG_LINEAR" "INSTANCING_ON" "BUMP_ON" "SPECULAR_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 080:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "FOG_LINEAR" "INSTANCING_ON" "BUMP_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
//        undeciphered2: 1 0 6 0 0 0
//        undeciphered3: 55 4 0 0 4 5 1 1 2 2
//        ConstBuffer "$Globals" 2400
//        Vector 96 [_MainTex_ST]
//        ConstBuffer "UnityPerCamera" 144
//        Vector 80 [_ProjectionParams]
//        ConstBuffer "UnityPerDraw" 160
//        Vector 144 [unity_WorldTransformParams]
//        ConstBuffer "UnityPerFrame" 368
//        Matrix 144 [unity_MatrixV]
//        Matrix 272 [unity_MatrixVP]
//        ConstBuffer "UnityDrawCallInfo" 16
//        ScalarInt 0 [unity_BaseInstanceID]
//        ConstBuffer "UnityInstancing_PerDraw0" 256
//        Struct 0 [unity_Builtins0Array] 2 128
//        Matrix 0 [unity_ObjectToWorldArray]
//        Matrix 64 [unity_WorldToObjectArray]
//        BindCB "$Globals" 0
//        BindCB "UnityPerCamera" 1
//        BindCB "UnityPerDraw" 2
//        BindCB "UnityPerFrame" 3
//        BindCB "UnityDrawCallInfo" 4
//        BindCB "UnityInstancing_PerDraw0" 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 v1.3.2 on Mon Jan 14 19:23:41 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
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1   xy          3     NONE   float
// NORMAL                   0   xyz         4     NONE   float   xyz
// TANGENT                  0   xyzw        5     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// SV_InstanceID            0   x           1     NONE    uint   x
// TEXCOORD                 0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
// TEXCOORD                 6   xyz         7     NONE   float   xyz
// TEXCOORD                 8      w        7     NONE   float      w
// TEXCOORD                 7   xyzw        8     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[7], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[10], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_constantbuffer cb4[1], immediateIndexed
dcl_constantbuffer cb5[15], dynamicIndexed
dcl_input v0.xyzw
dcl_input_sgv v1.x, instance_id
dcl_input v2.xy
dcl_input v4.xyz
dcl_input v5.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.x
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyz
dcl_output o7.w
dcl_output o8.xyzw
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, cb4[0].x
ishl r0.x, r0.x, l(3)
mul r1.xyzw, v0.yyyy, cb5[r0.x + 1].xyzw
mad r1.xyzw, cb5[r0.x + 0].xyzw, v0.xxxx, r1.xyzw
mad r1.xyzw, cb5[r0.x + 2].xyzw, v0.zzzz, r1.xyzw
add r1.xyzw, r1.xyzw, cb5[r0.x + 3].xyzw
mul r2.xyzw, r1.yyyy, cb3[18].xyzw
mad r2.xyzw, cb3[17].xyzw, r1.xxxx, r2.xyzw
mad r2.xyzw, cb3[19].xyzw, r1.zzzz, r2.xyzw
mad r1.xyzw, cb3[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 c2ed850cd0fc63cf-vs.txt
ne r5.w, r1.w, l(1.0)
if_nz r5.w
  add r5.w, r1.w, -r5.y
  mad r1.x, r5.w, r5.x, r1.x
endif

mov o1.x, v1.x
mad o2.xy, v2.xyxx, cb0[6].xyxx, cb0[6].zwzz
mov o2.zw, l(0,0,0,0)
mov o3.xyzw, l(0,0,0,0)
mul r0.yzw, v5.yyyy, cb5[r0.x + 1].xxyz
mad r0.yzw, cb5[r0.x + 0].xxyz, v5.xxxx, r0.yyzw
mad r0.yzw, cb5[r0.x + 2].xxyz, v5.zzzz, r0.yyzw
dp3 r2.x, r0.yzwy, r0.yzwy
rsq r2.x, r2.x
mul r0.yzw, r0.yyzw, r2.xxxx
mov o4.xyz, r0.yzwy
mul r2.xyz, v0.yyyy, cb5[r0.x + 1].xyzx
mad r2.xyz, cb5[r0.x + 0].xyzx, v0.xxxx, r2.xyzx
mad r2.xyz, cb5[r0.x + 2].xyzx, v0.zzzz, r2.xyzx
mad r2.xyz, cb5[r0.x + 3].xyzx, v0.wwww, r2.xyzx
mov o4.w, r2.x
dp3 r3.x, v4.xyzx, cb5[r0.x + 4].xyzx
dp3 r3.y, v4.xyzx, cb5[r0.x + 5].xyzx
dp3 r3.z, v4.xyzx, cb5[r0.x + 6].xyzx
dp3 r0.x, r3.xyzx, r3.xyzx
rsq r0.x, r0.x
mul r3.xyz, r0.xxxx, r3.xyzx
mul r4.xyz, r0.zwyz, r3.zxyz
mad r0.xyz, r3.yzxy, r0.wyzw, -r4.xyzx
mov o6.xyz, r3.xyzx
mul r0.w, v5.w, cb2[9].w
mul o5.xyz, r0.wwww, r0.xyzx
mov o5.w, r2.y
mov o6.w, r2.z
mul r0.xyz, r2.yyyy, cb3[10].xyzx
mad r0.xyz, cb3[9].xyzx, r2.xxxx, r0.xyzx
mad r0.xyz, cb3[11].xyzx, r2.zzzz, r0.xyzx
add o7.xyz, r0.xyzx, cb3[12].xyzx
mov o7.w, r1.z
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 o8.zw, r1.zzzw
add o8.xy, r0.zzzz, r0.xwxx
ret
// Approximately 0 instruction slots used