// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed f7857c185c6b1fc1-vs.txt
// 3DMigoto: f7857c185c6b1fc1 | Matched 6 variants of 3 shaders: 2DxFX/AL/PlasmaRainbow, 2DxFX/AL/StoneFX, 2DxFX/AL/WoodFX
//
// 30:    Unity headers extracted from 2DxFX_AL_PlasmaRainbow
// 0c:    Unity headers extracted from 2DxFX_AL_StoneFX
// 03:    Unity headers extracted from 2DxFX_AL_WoodFX
// 30:    Shader "2DxFX/AL/PlasmaRainbow" {
// 0c:    Shader "2DxFX/AL/StoneFX" {
// 03:    Shader "2DxFX/AL/WoodFX" {
// 0f:      Fallback "Sprites/Default"
// 30:      Fallback "Transparent/VertexLit"
//          SubShader 1/1 {
//            Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//            Pass 2/6 {
//              Name "FORWARD"
//              Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "LIGHTMODE"="FORWARDADD" "PreviewType"="Plane" "RenderType"="TransparentCutout" "SHADOWSUPPORT"="true" }
//              ZWrite Off
//              Program "vp" {
//                SubProgram "d3d11" {
//                }
//              }
//            }
//          }
//        }
//
// 30: Unity 5.3 headers extracted from 2DxFX_AL_PlasmaRainbow:
// 0c: Unity 5.3 headers extracted from 2DxFX_AL_StoneFX:
// 03: Unity 5.3 headers extracted from 2DxFX_AL_WoodFX:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201802150 32 0 0
//       undeciphered1a: 3
// 2a:   Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
// 15:   Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
//       undeciphered2: 1 0 5 0 0 0
//       undeciphered3: 255 5 0 0 1 1 4 5 5 6 3 3
//       ConstBuffer "$Globals" 160
//       Vector 144 [_MainTex_ST]
//       Matrix 64 [unity_WorldToLight]
//       ConstBuffer "UnityPerCamera" 144
//       Vector 80 [_ProjectionParams]
//       Vector 96 [_ScreenParams]
//       ConstBuffer "UnityPerDraw" 176
//       Matrix 0 [unity_ObjectToWorld]
//       Matrix 64 [unity_WorldToObject]
//       ConstBuffer "UnityPerFrame" 368
//       Matrix 272 [unity_MatrixVP]
//       ConstBuffer "UnityLightmaps" 32
//       Vector 0 [unity_LightmapST]
//       BindCB "$Globals" 0
//       BindCB "UnityPerCamera" 1
//       BindCB "UnityPerDraw" 2
//       BindCB "UnityPerFrame" 3
//       BindCB "UnityLightmaps" 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 v1.3.16 on Sun Aug 23 07:13:37 2020
//
//
// 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   xy
// 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                 4     zw        1     NONE   float     zw
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[10], immediateIndexed
dcl_constantbuffer cb1[7], immediateIndexed
dcl_constantbuffer cb2[7], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_constantbuffer cb4[1], immediateIndexed
dcl_input v0.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_input v4.xy
dcl_input v7.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.zw
dcl_output o2.xyz
dcl_output o3.xyz
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_temps 4

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

ld_indexable(texture2d)(float,float,float,float) r3.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, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, r0.xxxx, r1.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
add r1.xyzw, r0.xyzw, cb2[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 f7857c185c6b1fc1-vs.txt
ne r3.w, r1.w, l(1.0)
if_nz r3.w
  add r3.w, r1.w, -r3.y
  mad r1.x, r3.w, r3.x, r1.x
endif

mad r2.xyzw, cb2[3].xyzw, v0.wwww, r0.xyzw
mad o3.xyz, cb2[3].xyzx, v0.wwww, r0.xyzx
mul r0.xy, r2.yyyy, cb0[5].xyxx
mad r0.xy, cb0[4].xyxx, r2.xxxx, r0.xyxx
mad r0.xy, cb0[6].xyxx, r2.zzzz, r0.xyxx
mad o1.zw, cb0[7].xxxy, r2.wwww, r0.xxxy
mad o1.xy, v3.xyxx, cb0[9].xyxx, cb0[9].zwzz
dp3 r0.x, v2.xyzx, cb2[4].xyzx
dp3 r0.y, v2.xyzx, cb2[5].xyzx
dp3 r0.z, v2.xyzx, cb2[6].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul o2.xyz, r0.wwww, r0.xyzx
mov o4.xyzw, v7.xyzw
mul r0.x, r1.y, cb1[5].x
mul r1.xz, r1.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
mul r1.w, r0.x, l(0.500000)
add o5.zw, r1.zzzz, r1.xxxw
mad o5.xy, v4.xyxx, cb4[0].xyxx, cb4[0].zwzz
ret
// Approximately 0 instruction slots used