// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed e9d96b6ed4bab14e-vs.txt
// 3DMigoto: e9d96b6ed4bab14e | Matched 4 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" }
//           Pass 1/4 {
//             Tags { "LIGHTMODE"="FORWARDBASE" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//             ZWrite [_ZWrite]
//             Program "vp" {
//               SubProgram "d3d11" {
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from PF_Standard:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201708220 89 0 1
//      undeciphered1a: 6
// 8:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "CUTOUT_ON" "EMISSION_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" "VERTEX_INTERACTION_ON" }
// 4:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "CUTOUT_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" "VERTEX_INTERACTION_ON" }
// 2:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "CUTOUT_ON" "EMISSION_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" "VERTEX_INTERACTION_ON" }
// 1:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "INSTANCING_ON" "BUMP_ON" "CUTOUT_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" "VERTEX_INTERACTION_ON" }
//      undeciphered2: 1 1 8 1 0 0
//      undeciphered3: 191 5 0 0 4 5 3 3 1 1 2 2
//      ConstBuffer "$Globals" 2400
//      Vector 96 [_MainTex_ST]
//      Vector 2320 [_FoliageMask_ST]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 0 [_Time]
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityPerDraw" 160
//      Vector 144 [unity_WorldTransformParams]
//      ConstBuffer "UnityPerFrame" 368
//      Matrix 144 [unity_MatrixV]
//      Matrix 272 [unity_MatrixVP]
//      ConstBuffer "UnityDrawCallInfo" 16
//      ScalarInt 0 [unity_BaseInstanceID]
//      ConstBuffer "UnityInstancing_PerDraw0" 256
//      Struct 0 [unity_Builtins0Array] 2 128
//      Matrix 0 [unity_ObjectToWorldArray]
//      Matrix 64 [unity_WorldToObjectArray]
//      ConstBuffer "UnityInstancing_PerDraw2" 224
//      Struct 0 [unity_Builtins2Array] 2 112
//      Vector 0 [unity_SHArArray]
//      Vector 16 [unity_SHAgArray]
//      Vector 32 [unity_SHAbArray]
//      Vector 48 [unity_SHBrArray]
//      Vector 64 [unity_SHBgArray]
//      Vector 80 [unity_SHBbArray]
//      Vector 96 [unity_SHCArray]
//      ConstBuffer "VertexAnimBuffer" 64
//      Float 0 [_ComplexAnimBranchScale]
//      Float 4 [_ComplexAnimEdgeFlutterScale]
//      Float 8 [_ComplexAnimPrimaryFactorScale]
//      Float 12 [_ComplexAnimSecondaryFactorScale]
//      Vector 32 [_Wind]
//      Float 52 [_FoliageInteractionInfluence]
//      Float 56 [_GlobalFoliageInteractionFlag]
//      Float 60 [_GlobalFoliageInfluenceClamp]
//      SetTexture 0 [_FoliageMask] 2D 00
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityPerDraw" 2
//      BindCB "UnityPerFrame" 3
//      BindCB "UnityDrawCallInfo" 4
//      BindCB "UnityInstancing_PerDraw0" 5
//      BindCB "UnityInstancing_PerDraw2" 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 19:44:39 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
// TEXCOORD                 3   xy          4     NONE   float
// COLOR                    0   xyzw        5     NONE   float   xyzw
// NORMAL                   0   xyz         6     NONE   float   xyz
// TANGENT                  0   xyzw        7     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                 7   xyzw        8     NONE   float   xyzw
// COLOR                    0   xyzw        9     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[146], 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_constantbuffer cb6[14], 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.xy
dcl_input v5.xyzw
dcl_input v6.xyz
dcl_input v7.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 o8.xyzw
dcl_output o9.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

iadd r0.x, v1.x, cb4[0].x
ishl r0.y, r0.x, l(3)
dp3 r0.z, cb5[r0.y + 3].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r0.w, r0.z, cb1[0].y
mul r0.w, r0.w, cb7[2].w
mul r1.xyz, r0.wwww, l(1.975000, 0.793000, 0.375000, 0.000000)
frc r1.xyz, r1.xyzx
mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-0.500000, -0.500000, -0.500000, 0.000000)
frc r1.xyz, r1.xyzx
mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r2.xyz, |r1.xyzx|, |r1.xyzx|
mad r1.xyz, -|r1.xyzx|, l(2.000000, 2.000000, 2.000000, 0.000000), l(3.000000, 3.000000, 3.000000, 0.000000)
mul r1.xyz, r1.xyzx, r2.xyzx
mad r1.xyz, cb7[2].xyzx, r1.xyzx, cb7[2].xyzx
lt r0.w, l(0.000000), cb7[3].z
if_nz r0.w
  mad r2.xy, cb5[r0.y + 3].xzxx, cb0[145].xyxx, cb0[145].zwzz
  sample_l r2.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000)
  max r2.xy, r2.xyxx, -cb7[3].wwww
  min r2.xy, r2.xyxx, cb7[3].wwww
  mad r1.xz, r2.xxyx, cb7[3].yyyy, r1.xxzx
endif
mul r2.xyz, r1.yyyy, cb5[r0.y + 5].xyzx
mad r1.xyw, cb5[r0.y + 4].xyxz, r1.xxxx, r2.xyxz
mad r1.xyz, cb5[r0.y + 6].xyzx, r1.zzzz, r1.xywx
mul r2.xyz, v5.ywzy, cb7[0].yzwy
mad r3.y, v5.x, cb7[0].x, r0.z
mad r0.z, v5.y, cb7[0].y, r3.y
dp3 r3.x, v0.xyzx, r0.zzzz
add r3.xyzw, r3.xxyy, cb1[0].yyyy
mul r3.xyzw, r3.xyzw, l(1.975000, 0.793000, 0.375000, 0.193000)
frc r3.xyzw, r3.xyzw
mad r3.xyzw, r3.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-0.500000, -0.500000, -0.500000, -0.500000)
frc r3.xyzw, r3.xyzw
mad r3.xyzw, r3.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000)
mul r4.xyzw, |r3.xyzw|, |r3.xyzw|
mad r3.xyzw, -|r3.xyzw|, l(2.000000, 2.000000, 2.000000, 2.000000), l(3.000000, 3.000000, 3.000000, 3.000000)
mul r3.xyzw, r3.xyzw, r4.xyzw
add r3.xy, r3.ywyy, r3.xzxx
mul r0.z, r2.x, l(0.100000)
mul r4.xz, r0.zzzz, v6.xxzx
mul r4.y, r2.z, r3.y
mov r3.z, l(0.300000)
mul r5.xyz, r1.xyzx, r3.yyyy
mul r2.xzw, r2.zzzz, r5.xxyz
mad r2.xzw, r3.xxzx, r4.xxyz, r2.xxzw
mad r2.xzw, r2.xxzw, cb7[2].wwww, v0.xxyz
mad r1.xyz, r2.yyyy, r1.xyzx, r2.xzwx
mul r2.xyz, r1.yyyy, cb5[r0.y + 1].xyzx
mad r2.xyz, cb5[r0.y + 0].xyzx, r1.xxxx, r2.xyzx
mad r2.xyz, cb5[r0.y + 2].xyzx, r1.zzzz, r2.xyzx
mad r2.xyz, cb5[r0.y + 3].xyzx, v0.wwww, r2.xyzx
dp3 r3.x, v6.xyzx, cb5[r0.y + 4].xyzx
dp3 r3.y, v6.xyzx, cb5[r0.y + 5].xyzx
dp3 r3.z, v6.xyzx, cb5[r0.y + 6].xyzx
dp3 r0.z, r3.xyzx, r3.xyzx
rsq r0.z, r0.z
mul r3.xyz, r0.zzzz, r3.xyzx
mul r4.xyzw, r3.yzzx, r3.xyzz
imul null, r0.x, r0.x, l(7)
dp4 r5.x, cb6[r0.x + 3].xyzw, r4.xyzw
dp4 r5.y, cb6[r0.x + 4].xyzw, r4.xyzw
dp4 r5.z, cb6[r0.x + 5].xyzw, r4.xyzw
mul r0.z, r3.y, r3.y
mad r0.z, r3.x, r3.x, -r0.z
mad o3.xyz, cb6[r0.x + 6].xyzx, r0.zzzz, r5.xyzx
mul r4.xyzw, r1.yyyy, cb5[r0.y + 1].xyzw
mad r4.xyzw, cb5[r0.y + 0].xyzw, r1.xxxx, r4.xyzw
mad r1.xyzw, cb5[r0.y + 2].xyzw, r1.zzzz, r4.xyzw
add r1.xyzw, r1.xyzw, cb5[r0.y + 3].xyzw
mul r4.xyzw, r1.yyyy, cb3[18].xyzw
mad r4.xyzw, cb3[17].xyzw, r1.xxxx, r4.xyzw
mad r4.xyzw, cb3[19].xyzw, r1.zzzz, r4.xyzw
mad r1.xyzw, cb3[20].xyzw, r1.wwww, r4.xyzw
mul r0.xzw, r2.yyyy, cb3[10].xxyz
mad r0.xzw, cb3[9].xxyz, r2.xxxx, r0.xxzw
mad r0.xzw, cb3[11].xxyz, r2.zzzz, r0.xxzw
add o7.xyz, r0.xzwx, cb3[12].xyzx
mad o2.xy, v2.xyxx, cb0[6].xyxx, cb0[6].zwzz
mul r0.xzw, v7.yyyy, cb5[r0.y + 1].xxyz
mad r0.xzw, cb5[r0.y + 0].xxyz, v7.xxxx, r0.xxzw
mad r0.xyz, cb5[r0.y + 2].xyzx, v7.zzzz, r0.xzwx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mul r0.w, v7.w, cb2[9].w
mul r4.xyz, r0.yzxy, r3.zxyz
mad r4.xyz, r3.yzxy, r0.zxyz, -r4.xyzx
mul o5.xyz, r0.wwww, r4.xyzx

// Relocated to here with asmtool.py
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 e9d96b6ed4bab14e-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

mul r4.xz, r1.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
mul r0.w, r1.y, cb1[5].x
mul r4.w, r0.w, l(0.500000)
add o8.xy, r4.zzzz, r4.xwxx

// mov o0.xyzw, r1.xyzw // Relocated from here with asmtool.py

mov o2.zw, l(0,0,0,0)
mov o3.w, l(0)
mov o4.w, r2.x
mov o4.xyz, r0.xyzx
mov o5.w, r2.y
mov o6.w, r2.z
mov o6.xyz, r3.xyzx
mov o8.zw, r1.zzzw
mov o9.xyzw, v5.xyzw
mov o1.x, v1.x
ret
// Approximately 0 instruction slots used