// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 81e1372bfd5391cb-vs.txt
// 3DMigoto: 81e1372bfd5391cb |    Unity headers extracted from HumanHair.shader
//    Shader "Kyoto/Characters/Human Hair" {
//      Properties {
//      [HideInInspector]  _MaterialId ("_MaterialId", Float) = 1.000000
//      [HideInInspector]  _Cutoff ("Alpha cutoff", Range(0.000000,1.000000)) = 0.500000
//       _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" { }
//       _OcclusionStrength ("Strength", Range(0.000000,1.000000)) = 1.000000
//       _OcclusionMap ("Occlusion", 2D) = "white" { }
//       _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)
//       _SpecColor ("Specular", Color) = (0.200000,0.200000,0.200000,1.000000)
//       _SpecGlossMap ("Specular", 2D) = "white" { }
//      }
//      Fallback Off
//      SubShader 1/1 {
//        LOD 300
//        Tags { "QUEUE"="Transparent-5" "RenderType"="Transparent" "PerformanceChecks"="False" }
//        Pass 2/3 {
//          Name "FORWARD_DELTA"
//          Tags { "LIGHTMODE"="ForwardAdd" "QUEUE"="Transparent-5" "SHADOWSUPPORT"="true" "RenderType"="Transparent" "PerformanceChecks"="False" }
//          ZWrite Off
//          Blend SrcAlpha One
//          GpuProgramID 71945
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 151
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from HumanHair.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201510240 55 0 0
//   Keywords { "SPOT" "SHADOWS_DEPTH" }
//   undeciphered2: 1 0 5 0 0 0
//   undeciphered3: 159 6 0 0 2 1 1 2 3 4 4 5 7 8
//   ConstBuffer "$Globals" 416
//   Vector 224 [_MainTex_ST]
//   Vector 240 [_UvPrimeRotation0]
//   Vector 256 [_UvPrimeRotation1]
//   Vector 352 [_DetailCompMap_ST]
//   Vector 368 [_UvDetailRotation0]
//   Vector 384 [_UvDetailRotation1]
//   Matrix 96 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   ConstBuffer "UnityLighting" 720
//   Vector 0 [_WorldSpaceLightPos0]
//   ConstBuffer "UnityShadows" 416
//   Matrix 128 [unity_WorldToShadow0]
//   Matrix 192 [unity_WorldToShadow1]
//   Matrix 256 [unity_WorldToShadow2]
//   Matrix 320 [unity_WorldToShadow3]
//   ConstBuffer "UnityPerDraw" 352
//   Vector 336 [unity_WorldTransformParams]
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [unity_ObjectToWorld]
//   Matrix 256 [unity_WorldToObject]
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityShadows" 3
//   BindCB "UnityPerDraw" 4
//
// 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 16:58:58 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   xyzw        6     NONE   float   xyzw
// TEXCOORD                 6   xyzw        7     NONE   float   xyzw
// TEXCOORD                 7   xyzw        8     NONE   float   xyzw
// COLOR                    0   xyzw        9     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[25], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_constantbuffer cb3[12], immediateIndexed
dcl_constantbuffer cb4[22], 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.xyzw
dcl_output o7.xyzw
dcl_output o8.xyzw
dcl_output o9.xyzw
dcl_temps 7

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

ld_indexable(texture2d)(float,float,float,float) r5.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 81e1372bfd5391cb-vs.txt

mul r5.w, -r5.x, r5.y
mad r6.xyz, -r5.wwww, cb10[0].xyzw, cb1[4].xyzw

mul r0.xyzw, v0.yyyy, cb4[1].xyzw
mad r0.xyzw, cb4[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb4[2].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb4[3].xyzw, v0.wwww, r0.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 81e1372bfd5391cb-vs.txt
ne r5.w, r0.w, l(1.0)
if_nz r5.w
  add r5.w, r0.w, -r5.y
  mad r0.x, r5.w, r5.x, r0.x
endif

mul r1.xyz, v0.yyyy, cb4[13].xyzx
mad r1.xyz, cb4[12].xyzx, v0.xxxx, r1.xyzx
mad r1.xyz, cb4[14].xyzx, v0.zzzz, r1.xyzx
mad r1.xyz, cb4[15].xyzx, v0.wwww, r1.xyzx
add o1.xyz, r1.xyzx, -r6.xyzx
mad r1.xyz, -r1.xyzx, cb2[0].wwww, cb2[0].xyzx
mov o2.w, r1.x
mul r2.xyz, v4.yyyy, cb4[13].xyzx
mad r2.xyz, cb4[12].xyzx, v4.xxxx, r2.xyzx
mad r2.xyz, cb4[14].xyzx, v4.zzzz, r2.xyzx
dp3 r1.x, r2.xyzx, r2.xyzx
rsq r1.x, r1.x
mul r2.xyz, r1.xxxx, r2.xyzx
mov o2.xyz, r2.xyzx
mul r3.x, v1.x, cb4[16].x
mul r3.y, v1.x, cb4[17].x
mul r3.z, v1.x, cb4[18].x
mul r4.x, v1.y, cb4[16].y
mul r4.y, v1.y, cb4[17].y
mul r4.z, v1.y, cb4[18].y
add r3.xyz, r3.xyzx, r4.xyzx
mul r4.x, v1.z, cb4[16].z
mul r4.y, v1.z, cb4[17].z
mul r4.z, v1.z, cb4[18].z
add r3.xyz, r3.xyzx, r4.xyzx
dp3 r1.x, r3.xyzx, r3.xyzx
rsq r1.x, r1.x
mul r3.xyz, r1.xxxx, r3.xyzx
mul r4.xyz, r2.yzxy, r3.zxyz
mad r2.xyz, r3.yzxy, r2.zxyz, -r4.xyzx
mov o4.xyz, r3.xyzx
mul r1.x, v4.w, cb4[21].w
mul o3.xyz, r1.xxxx, r2.xyzx
mov o3.w, r1.y
mov o4.w, r1.z
mul r0.y, r0.y, cb1[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o5.zw, r0.zzzw
add o5.xy, r1.zzzz, r1.xwxx
mul r0.xyzw, v0.yyyy, cb4[13].xyzw
mad r0.xyzw, cb4[12].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb4[14].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb4[15].xyzw, v0.wwww, r0.xyzw
mul r1.xyzw, r0.yyyy, cb0[7].xyzw
mad r1.xyzw, cb0[6].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb0[8].xyzw, r0.zzzz, r1.xyzw
mad o6.xyzw, cb0[9].xyzw, r0.wwww, r1.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 o7.xyzw, cb3[11].xyzw, r0.wwww, r1.xyzw
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 o8.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 o8.zw, r1.zzzw, cb0[22].xxxy, cb0[22].zzzw
mov o9.xyzw, v5.xyzw
ret
// Approximately 0 instruction slots used