// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 476bddfc027a2998-vs.txt
// 3DMigoto: 476bddfc027a2998 | Matched 12 variants of 1 shaders: Kyoto/Characters/Human Skin
//
//         Unity headers extracted from HumanSkin.shader
//         Shader "Kyoto/Characters/Human Skin" {
//           Properties {
//           [LM_TransparencyCutOff]  _Cutoff ("Alpha Cutoff", Range(0.000000,1.000000)) = 0.500000
//           [HideInInspector]  _Mode ("__mode", Float) = 0.000000
//           [HideInInspector]  _SrcBlend ("__src", Float) = 1.000000
//           [HideInInspector]  _DstBlend ("__dst", Float) = 0.000000
//           [HideInInspector]  _ZWrite ("__zw", Float) = 1.000000
//           [HideInInspector] [MaterialEnum( Off, 0 , Front, 1, Back, 2 )]  _Culling ("__cull", Float) = 2.000000
//           [HideInInspector] [MaterialEnum( Off, 0 , Front, 1, Back, 2 )]  _ShadowCulling ("__cull", Float) = 2.000000
//           [HideInInspector]  _MaterialId ("_MaterialId", Float) = 0.666667
//            _Color ("Color", Color) = (1.000000,1.000000,1.000000,1.000000)
//            _MainTex ("Albedo", 2D) = "white" { }
//            _GlossBiasUI ("Gloss Bias", Range(0.000000,1.000000)) = 0.000000
//            _GlossScaleUI ("Gloss Scale", Range(0.000000,1.000000)) = 1.000000
//           [HideInInspector]  _GlossParameters ("Gloss Parameters (Gloss, Bias)", Vector) = (1.000000,0.000000,0.000000,1.000000)
//            _BumpScale ("Scale", Float) = 1.000000
//            _BumpMap ("Normal Map", 2D) = "bump" { }
//            _EmissionColor ("Color", Color) = (0.000000,0.000000,0.000000,1.000000)
//            _EmissionScale ("Emission Scale", Float) = 1.000000
//            _EmissionMap ("Emission", 2D) = "white" { }
//            _DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" { }
//            _DetailCompMapScale ("Scale", Float) = 1.000000
//            _DetailCompMap ("Normal Map", 2D) = "bump" { }
//            _DetailGlossScale ("Detail Gloss Scale", Range(0.000000,1.000000)) = 1.000000
//            _DetailOcclusionScale ("Detail Occlusion Scale", Range(0.000000,1.000000)) = 1.000000
//            _UVPrime ("UV Set for primary textures", Float) = 0.000000
//           [HideInInspector]  _UvPrimeRotation0 ("", Color) = (1.000000,0.000000,0.000000,0.000000)
//           [HideInInspector]  _UvPrimeRotation1 ("", Color) = (0.000000,1.000000,0.000000,0.000000)
//            _UVSec ("UV Set for secondary textures", Float) = 0.000000
//           [HideInInspector]  _UvDetailRotation0 ("", Color) = (1.000000,0.000000,0.000000,0.000000)
//           [HideInInspector]  _UvDetailRotation1 ("", Color) = (0.000000,1.000000,0.000000,0.000000)
//            _SpecularStrength ("Specular Strength", Float) = 1.000000
//            _ThicknessStrength ("Thickness Strength", Float) = 1.000000
//            _SkinCompMap ("Specular", 2D) = "white" { }
//            _OcclusionStrength ("Strength", Range(0.000000,1.000000)) = 1.000000
//           }
//           Fallback Off
//           SubShader 1/1 {
//             LOD 300
//             Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
//             Pass 1/2 {
//               Name "DEFERRED"
//               Tags { "LIGHTMODE"="Deferred" "RenderType"="Opaque" "PerformanceChecks"="False" }
//               Cull [_Culling]
//               GpuProgramID 4934
//               Program "vp" {
//                 SubProgram "d3d11 " {
// 001:              GpuProgramIndex 0
// 002:              GpuProgramIndex 1
// 400:              GpuProgramIndex 10
// 800:              GpuProgramIndex 11
// 004:              GpuProgramIndex 2
// 008:              GpuProgramIndex 3
// 010:              GpuProgramIndex 4
// 020:              GpuProgramIndex 5
// 040:              GpuProgramIndex 6
// 080:              GpuProgramIndex 7
// 100:              GpuProgramIndex 8
// 200:              GpuProgramIndex 9
//                 }
//               }
//             }
//           }
//         }
//
//      Unity 5.3 headers extracted from HumanSkin.shader.decompressed:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201510240 39 0 0
// 008:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_OFF" "KYOTO_TEXEL_DENSITY" }
// 200:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" "KYOTO_TEXEL_DENSITY" }
// 100:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
// 004:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_OFF" }
// 002:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "KYOTO_TEXEL_DENSITY" }
// 080:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" "KYOTO_TEXEL_DENSITY" }
// 040:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
// 001:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
// 020:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_SEPARATE" "DYNAMICLIGHTMAP_OFF" "KYOTO_TEXEL_DENSITY" }
// 800:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_SEPARATE" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" "KYOTO_TEXEL_DENSITY" }
// 400:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_SEPARATE" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
// 010:   Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_SEPARATE" "DYNAMICLIGHTMAP_OFF" }
//        undeciphered2: 1 0 4 0 0 0
//        undeciphered3: 159 6 0 0 2 1 1 2 3 4 4 5 7 8
// 555:   ConstBuffer "$Globals" 432
// aaa:   ConstBuffer "$Globals" 512
//        Vector 224 [_MainTex_ST]
//        Vector 240 [_UvPrimeRotation0]
//        Vector 256 [_UvPrimeRotation1]
//        Vector 352 [_DetailCompMap_ST]
//        Vector 368 [_UvDetailRotation0]
//        Vector 384 [_UvDetailRotation1]
//        ConstBuffer "UnityPerCamera" 144
//        Vector 64 [_WorldSpaceCameraPos] 3
//        ConstBuffer "UnityPerDraw" 352
//        Vector 336 [unity_WorldTransformParams]
//        Matrix 192 [unity_ObjectToWorld]
//        Matrix 256 [unity_WorldToObject]
//        ConstBuffer "UnityPerFrame" 272
//        Matrix 128 [unity_MatrixVP]
//        BindCB "$Globals" 0
//        BindCB "UnityPerCamera" 1
//        BindCB "UnityPerDraw" 2
//        BindCB "UnityPerFrame" 3
//
// Headers extracted with DarkStarSword's extract_unity53_shaders.py
// https://github.com/DarkStarSword/3d-fixes

//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.12 on Thu Dec 06 16:58:49 2018
//
//
// 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
// COLOR                    0   xyzw        5     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyz         1     NONE   float   xyz
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyz         6     NONE   float   xyz
// TEXCOORD                 6   xyzw        7     NONE   float   xyzw
// COLOR                    0   xyzw        8     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[25], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[22], immediateIndexed
dcl_constantbuffer cb3[17], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v2.xy
dcl_input v3.xy
dcl_input v4.xyzw
dcl_input v5.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyz
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyz
dcl_output o7.xyzw
dcl_output o8.xyzw
dcl_temps 5
dcl_constantbuffer cb10[4], immediateIndexed

// 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


// 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 476bddfc027a2998-vs.txt

mul r3.w, -r3.x, r3.y
mad r4.xyz, -r3.wwww, cb10[0].xyzw, cb1[4].xyzw

mul r0.xyzw, v0.yyyy, cb2[13].xyzw
mad r0.xyzw, cb2[12].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[14].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb2[15].xyzw, v0.wwww, r0.xyzw
mul r1.xyzw, r0.yyyy, cb3[9].xyzw
mad r1.xyzw, cb3[8].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[10].xyzw, r0.zzzz, r1.xyzw
mad o0.xyzw, cb3[11].xyzw, r0.wwww, r1.xyzw
add o1.xyz, r0.xyzx, -r4.xyzx
mov o6.xyz, r0.xyzx
mul r0.xyz, v4.yyyy, cb2[13].xyzx
mad r0.xyz, cb2[12].xyzx, v4.xxxx, r0.xyzx
mad r0.xyz, cb2[14].xyzx, v4.zzzz, r0.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mov o2.xyz, r0.xyzx
mov o2.w, l(0)
mul r1.x, v1.x, cb2[16].x
mul r1.y, v1.x, cb2[17].x
mul r1.z, v1.x, cb2[18].x
mul r2.x, v1.y, cb2[16].y
mul r2.y, v1.y, cb2[17].y
mul r2.z, v1.y, cb2[18].y
add r1.xyz, r1.xyzx, r2.xyzx
mul r2.x, v1.z, cb2[16].z
mul r2.y, v1.z, cb2[17].z
mul r2.z, v1.z, cb2[18].z
add r1.xyz, r1.xyzx, r2.xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
mul r2.xyz, r0.yzxy, r1.zxyz
mad r0.xyz, r1.yzxy, r0.zxyz, -r2.xyzx
mov o4.xyz, r1.xyzx
mul r0.w, v4.w, cb2[21].w
mul o3.xyz, r0.wwww, r0.xyzx
mov o3.w, l(0)
mov o4.w, l(0)
mov o5.xyzw, l(0,0,0,0)
mov r0.xy, v2.xyxx
mov r0.zw, v3.xxxy
dp4 r1.x, cb0[15].xyzw, r0.xyzw
dp4 r1.y, cb0[16].xyzw, r0.xyzw
mad o7.xy, r1.xyxx, cb0[14].xyxx, cb0[14].zwzz
dp4 r1.z, cb0[23].xyzw, r0.xyzw
dp4 r1.w, cb0[24].xyzw, r0.xyzw
mad o7.zw, r1.zzzw, cb0[22].xxxy, cb0[22].zzzw
mov o8.xyzw, v5.xyzw
ret
// Approximately 0 instruction slots used