// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors d4a0b20758689d25-vs_replace.txt
// 3DMigoto: d4a0b20758689d25 |    Unity headers extracted from Internal-Halo.shader
//    Shader "Hidden/Internal-Halo" {
//      SubShader 1/1 {
//        Tags { "RenderType"="Overlay" }
//        Pass 1/1 {
//          Tags { "RenderType"="Overlay" }
//          ZWrite Off
//          Cull Off
//          Blend OneMinusDstColor One
//          ColorMask RGB
//          GpuProgramID 31992
//          Program "vp" {
//            SubProgram "d3d11_9x " {
//              GpuProgramIndex 11
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Internal-Halo.shader.decompressed:
//   API d3d11_9x
//   Shader model vs_4_0_level_9_1
//   undeciphered1: 201509030 6 0 0
//   Keywords { "FOG_LINEAR" }
//   undeciphered2: 1 0 3 0 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 112
//   Vector 96 [_HaloFalloff_ST]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   ConstBuffer "UnityFog" 32
//   Vector 16 [unity_FogParams]
//   BindCB "$Globals" 0
//   BindCB "UnityPerDraw" 1
//   BindCB "UnityFog" 2
//
// Headers extracted with DarkStarSword's extract_unity53_shaders.py
// https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/extract_unity53_shaders.py

// ---- Created with 3Dmigoto v1.2.38 on Thu Feb 09 12:33:47 2017
cbuffer cb2 : register(b2)
{
  float4 cb2[2];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[7];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main( 
  float4 v0 : POSITION0,
  float4 v1 : COLOR0,
  float2 v2 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float2 o2 : TEXCOORD0,
  out float p2 : TEXCOORD1)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

float4 stereo = StereoParams.Load(0);
float separation = stereo.x, convergence = stereo.y, eye = stereo.z;

  r0.xyzw = cb1[1].xyzw * v0.yyyy;
  r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb1[3].xyzw * v0.wwww + r0.xyzw;
  o0.xyzw = r0.xyzw;

// Automatic vertex shader halo fix inserted with DarkStarSword's hlsltool.py:
// hlsltool.py -I ../112 --auto-fix-vertex-halo --fix-unity-reflection --only-autofixed --no-validate --ignore-other-errors d4a0b20758689d25-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }

  p2.x = r0.z * cb2[1].z + cb2[1].w;
  o1.xyzw = v1.xyzw;
  o2.xy = v2.xy * cb0[6].xy + cb0[6].zw;
  return;
}
