// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed f6acf4c756905c1e-vs.txt
// 3DMigoto: f6acf4c756905c1e | Matched 10 variants of 2 shaders: Standard, Standard (Specular setup)
//
// 00f:    Unity headers extracted from Standard
// 3f0:    Unity headers extracted from Standard (Specular setup)
// 3f0:    Shader "Standard (Specular setup)" {
// 00f:    Shader "Standard" {
//           CustomEditor "StandardShaderGUI"
//           Fallback "VertexLit"
//      1:   SubShader 1/2 {
//      2:   SubShader 2/2 {
//      2:     LOD 150
//      1:     LOD 300
//             Tags { "PerformanceChecks"="False" "RenderType"="Opaque" }
//      2:     Pass 1/4 {
//      1:     Pass 1/5 {
//               Name "FORWARD"
//               Tags { "LIGHTMODE"="FORWARDBASE" "PerformanceChecks"="False" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//               ZWrite [_ZWrite]
//               Program "vp" {
//                 SubProgram "d3d11" {
//                 }
//               }
//             }
//           }
//         }
//
// 3f0: Unity 5.3 headers extracted from Standard (Specular setup):
// 00f: Unity 5.3 headers extracted from Standard:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201708220 44 0 0
//        undeciphered1a: 4
// 008:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "_EMISSION" "_NORMALMAP" "_METALLICGLOSSMAP" }
// 200:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "_NORMALMAP" "_ALPHATEST_ON" "_SPECGLOSSMAP" }
// 080:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "_NORMALMAP" "_ALPHATEST_ON" }
// 004:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "_NORMALMAP" "_METALLICGLOSSMAP" }
// 100:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "_NORMALMAP" "_SPECGLOSSMAP" }
// 002:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "_EMISSION" "_NORMALMAP" "_METALLICGLOSSMAP" }
// 040:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "_NORMALMAP" "_ALPHATEST_ON" "_SPECGLOSSMAP" }
// 010:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "_NORMALMAP" "_ALPHATEST_ON" }
// 001:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "_NORMALMAP" "_METALLICGLOSSMAP" }
// 020:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" "_NORMALMAP" "_SPECGLOSSMAP" }
//        undeciphered2: 1 0 6 0 0 0
//        undeciphered3: 55 5 0 0 1 1 4 5 5 6 2 2
//        ConstBuffer "$Globals" 176
//        Vector 96 [_MainTex_ST]
//        Vector 112 [_DetailAlbedoMap_ST]
//        Float 156 [_UVSec]
//        ConstBuffer "UnityPerCamera" 144
//        Vector 64 [_WorldSpaceCameraPos] 3
//        Vector 80 [_ProjectionParams]
//        ConstBuffer "UnityLighting" 768
//        Vector 672 [unity_SHBr]
//        Vector 688 [unity_SHBg]
//        Vector 704 [unity_SHBb]
//        Vector 720 [unity_SHC]
//        ConstBuffer "UnityPerDraw" 160
//        Vector 144 [unity_WorldTransformParams]
//        Matrix 0 [unity_ObjectToWorld]
//        Matrix 64 [unity_WorldToObject]
//        ConstBuffer "UnityPerFrame" 368
//        Matrix 272 [unity_MatrixVP]
//        ConstBuffer "UnityLightmaps" 32
//        Vector 0 [unity_LightmapST]
//        BindCB "$Globals" 0
//        BindCB "UnityPerCamera" 1
//        BindCB "UnityLighting" 2
//        BindCB "UnityPerDraw" 3
//        BindCB "UnityPerFrame" 4
//        BindCB "UnityLightmaps" 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 19:51:15 2019
//
//
// 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   xy          2     NONE   float   xy
// TEXCOORD                 1   xy          3     NONE   float   xy
// TANGENT                  0   xyzw        4     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   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   xyzw        7     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[10], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[46], immediateIndexed
dcl_constantbuffer cb3[10], immediateIndexed
dcl_constantbuffer cb4[23], immediateIndexed
dcl_constantbuffer cb5[1], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v2.xy
dcl_input v3.xy
dcl_input v4.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_temps 6

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125
dcl_constantbuffer cb10[4], immediateIndexed

ld_indexable(texture2d)(float,float,float,float) r4.xyzw, l(0, 0, 0, 0), t125.xyzw


// Unity reflection/specular 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 f6acf4c756905c1e-vs.txt

mul r4.w, -r4.x, r4.y
mad r5.xyz, -r4.wwww, cb10[0].xyzw, cb1[4].xyzw

mul r0.xyzw, v0.yyyy, cb3[1].xyzw
mad r0.xyzw, cb3[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb3[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb3[3].xyzw
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
mov o0.xyzw, r0.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 f6acf4c756905c1e-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

eq r0.z, cb0[9].w, l(0.000000)
movc r1.xy, r0.zzzz, v2.xyxx, v3.xyxx
mad o1.zw, r1.xxxy, cb0[7].xxxy, cb0[7].zzzw
mad o1.xy, v2.xyxx, cb0[6].xyxx, cb0[6].zwzz
mul r1.xyz, v0.yyyy, cb3[1].xyzx
mad r1.xyz, cb3[0].xyzx, v0.xxxx, r1.xyzx
mad r1.xyz, cb3[2].xyzx, v0.zzzz, r1.xyzx
mad r1.xyz, cb3[3].xyzx, v0.wwww, r1.xyzx
add o2.xyz, r1.xyzx, -r5.xyzx
mov o3.w, r1.x
mul r2.xyz, v4.yyyy, cb3[1].xyzx
mad r2.xyz, cb3[0].xyzx, v4.xxxx, r2.xyzx
mad r2.xyz, cb3[2].xyzx, v4.zzzz, r2.xyzx
dp3 r0.z, r2.xyzx, r2.xyzx
rsq r0.z, r0.z
mul r2.xyz, r0.zzzz, r2.xyzx
mov o3.xyz, r2.xyzx
mov o4.w, r1.y
mov o5.w, r1.z
dp3 r1.x, v1.xyzx, cb3[4].xyzx
dp3 r1.y, v1.xyzx, cb3[5].xyzx
dp3 r1.z, v1.xyzx, cb3[6].xyzx
dp3 r0.z, r1.xyzx, r1.xyzx
rsq r0.z, r0.z
mul r1.xyz, r0.zzzz, r1.xyzx
mul r3.xyz, r2.yzxy, r1.zxyz
mad r2.xyz, r1.yzxy, r2.zxyz, -r3.xyzx
mul r0.z, v4.w, cb3[9].w
mul o4.xyz, r0.zzzz, r2.xyzx
mov o5.xyz, r1.xyzx
mul r0.z, r1.y, r1.y
mad r0.z, r1.x, r1.x, -r0.z
mul r1.xyzw, r1.yzzx, r1.xyzz
dp4 r2.x, cb2[42].xyzw, r1.xyzw
dp4 r2.y, cb2[43].xyzw, r1.xyzw
dp4 r2.z, cb2[44].xyzw, r1.xyzw
mad o6.xyz, cb2[45].xyzx, r0.zzzz, r2.xyzx
mov o6.w, l(0)
mul r0.y, r0.y, cb1[5].x
mul r0.xz, r0.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
mul r0.w, r0.y, l(0.500000)
add o7.zw, r0.zzzz, r0.xxxw
mad o7.xy, v3.xyxx, cb5[0].xyxx, cb5[0].zwzz
ret
// Approximately 0 instruction slots used