// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 9da08e1d2c551dd8-vs.txt
// 3DMigoto: 9da08e1d2c551dd8 |    Unity headers extracted from Normal-Diffuse.shader
//    Shader "Legacy Shaders/Diffuse" {
//      Properties {
//       _Color ("Main Color", Color) = (1.000000,1.000000,1.000000,1.000000)
//       _MainTex ("Base (RGB)", 2D) = "white" { }
//      }
//      Fallback "Legacy Shaders/VertexLit"
//      SubShader 1/1 {
//        LOD 200
//        Tags { "RenderType"="Opaque" }
//        Pass 1/5 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="ForwardBase" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
//          GpuProgramID 27706
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 3
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Normal-Diffuse.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201510240 45 0 0
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
//   undeciphered2: 1 0 4 0 0 0
//   undeciphered3: 15 4 0 0 2 1 1 2 3 4
//   ConstBuffer "$Globals" 240
//   Vector 224 [_MainTex_ST]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 80 [_ProjectionParams]
//   ConstBuffer "UnityLighting" 720
//   Vector 32 [unity_4LightPosX0]
//   Vector 48 [unity_4LightPosY0]
//   Vector 64 [unity_4LightPosZ0]
//   Vector 80 [unity_4LightAtten0]
//   Vector 96 [unity_LightColor0]
//   Vector 112 [unity_LightColor1]
//   Vector 128 [unity_LightColor2]
//   Vector 144 [unity_LightColor3]
//   Vector 160 [unity_LightColor4]
//   Vector 176 [unity_LightColor5]
//   Vector 192 [unity_LightColor6]
//   Vector 208 [unity_LightColor7]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   Matrix 192 [unity_ObjectToWorld]
//   Matrix 256 [unity_WorldToObject]
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityPerDraw" 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 16:59:02 2018
//
//
// 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
// TEXCOORD                 2   xyzw        5     NONE   float
// TEXCOORD                 3   xyzw        6     NONE   float
// COLOR                    0   xyzw        7     NONE   float
//
//
// 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                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyz         4     NONE   float   xyz
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[15], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[10], immediateIndexed
dcl_constantbuffer cb3[19], immediateIndexed
dcl_input v0.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyz
dcl_output o3.xyz
dcl_output o4.xyz
dcl_output o5.xyzw
dcl_temps 7

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

ld_indexable(texture2d)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.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
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 9da08e1d2c551dd8-vs.txt
ne r6.w, r0.w, l(1.0)
if_nz r6.w
  add r6.w, r0.w, -r6.y
  mad r0.x, r6.w, r6.x, r0.x
endif

mad o1.xy, v3.xyxx, cb0[14].xyxx, cb0[14].zwzz
mul r1.x, v2.x, cb3[16].x
mul r1.y, v2.x, cb3[17].x
mul r1.z, v2.x, cb3[18].x
mul r2.x, v2.y, cb3[16].y
mul r2.y, v2.y, cb3[17].y
mul r2.z, v2.y, cb3[18].y
add r1.xyz, r1.xyzx, r2.xyzx
mul r2.x, v2.z, cb3[16].z
mul r2.y, v2.z, cb3[17].z
mul r2.z, v2.z, cb3[18].z
add r1.xyz, r1.xyzx, r2.xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
mov o2.xyz, r1.xyzx
mul r2.xyz, v0.yyyy, cb3[13].xyzx
mad r2.xyz, cb3[12].xyzx, v0.xxxx, r2.xyzx
mad r2.xyz, cb3[14].xyzx, v0.zzzz, r2.xyzx
mad r2.xyz, cb3[15].xyzx, v0.wwww, r2.xyzx
mov o3.xyz, r2.xyzx
add r3.xyzw, -r2.yyyy, cb2[3].xyzw
mul r4.xyzw, r1.yyyy, r3.xyzw
mul r3.xyzw, r3.xyzw, r3.xyzw
add r5.xyzw, -r2.xxxx, cb2[2].xyzw
add r2.xyzw, -r2.zzzz, cb2[4].xyzw
mad r4.xyzw, r5.xyzw, r1.xxxx, r4.xyzw
mad r1.xyzw, r2.xyzw, r1.zzzz, r4.xyzw
mad r3.xyzw, r5.xyzw, r5.xyzw, r3.xyzw
mad r2.xyzw, r2.xyzw, r2.xyzw, r3.xyzw
rsq r3.xyzw, r2.xyzw
mad r2.xyzw, r2.xyzw, cb2[5].xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
div r2.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000), r2.xyzw
mul r1.xyzw, r1.xyzw, r3.xyzw
max r1.xyzw, r1.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r1.xyzw, r2.xyzw, r1.xyzw
mul r2.xyz, r1.yyyy, cb2[7].xyzx
mad r2.xyz, cb2[6].xyzx, r1.xxxx, r2.xyzx
mad r1.xyz, cb2[8].xyzx, r1.zzzz, r2.xyzx
mad o4.xyz, cb2[9].xyzx, r1.wwww, r1.xyzx
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
ret
// Approximately 0 instruction slots used