// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed ec2648090e684f8f-vs.txt
// 3DMigoto: ec2648090e684f8f | Matched 4 variants of 1 shaders: Kyoto/Characters/Human Hair
//
//       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 1/3 {
//             Name "FORWARD"
//             Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Transparent-5" "SHADOWSUPPORT"="true" "RenderType"="Transparent" "PerformanceChecks"="False" }
//             ZWrite Off
//             Blend One OneMinusSrcAlpha
//             GpuProgramID 63414
//             Program "vp" {
//               SubProgram "d3d11 " {
// 1:              GpuProgramIndex 1
// 2:              GpuProgramIndex 31
// 4:              GpuProgramIndex 46
// 8:              GpuProgramIndex 76
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from HumanHair.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201510240 42 0 0
// 2:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNIQUE_SHADOW_LIGHT_COOKIE" }
// 8:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" "UNIQUE_SHADOW_LIGHT_COOKIE" }
// 4:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" }
// 1:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
//      undeciphered2: 1 0 3 0 0 0
//      undeciphered3: 159 6 0 0 2 1 1 2 3 4 4 5 7 8
//      ConstBuffer "$Globals" 416
//      Vector 224 [_MainTex_ST]
//      Vector 240 [_UvPrimeRotation0]
//      Vector 256 [_UvPrimeRotation1]
//      Vector 352 [_DetailCompMap_ST]
//      Vector 368 [_UvDetailRotation0]
//      Vector 384 [_UvDetailRotation1]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityPerDraw" 352
//      Vector 336 [unity_WorldTransformParams]
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [unity_ObjectToWorld]
//      Matrix 256 [unity_WorldToObject]
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityPerDraw" 2
//
// 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 16:59:10 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                 7   xyz         7     NONE   float   xyz
// TEXCOORD                 8   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[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.xyz
dcl_output o8.xyzw
dcl_output o9.xyzw
dcl_temps 6

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

ld_indexable(texture2d)(float,float,float,float) r4.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 ec2648090e684f8f-vs.txt

mul r4.w, -r4.x, r4.y
mad r5.xyz, -r4.wwww, cb10[0].xyzw, cb1[4].xyzw

mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb2[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 ec2648090e684f8f-vs.txt
ne r4.w, r0.w, l(1.0)
if_nz r4.w
  add r4.w, r0.w, -r4.y
  mad r0.x, r4.w, r4.x, r0.x
endif

mul r1.xyz, v0.yyyy, cb2[13].xyzx
mad r1.xyz, cb2[12].xyzx, v0.xxxx, r1.xyzx
mad r1.xyz, cb2[14].xyzx, v0.zzzz, r1.xyzx
mad r1.xyz, cb2[15].xyzx, v0.wwww, r1.xyzx
add o1.xyz, r1.xyzx, -r5.xyzx
mov o7.xyz, r1.xyzx
mul r1.xyz, v4.yyyy, cb2[13].xyzx
mad r1.xyz, cb2[12].xyzx, v4.xxxx, r1.xyzx
mad r1.xyz, cb2[14].xyzx, v4.zzzz, r1.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
mov o2.w, l(0)
mul r2.x, v1.x, cb2[16].x
mul r2.y, v1.x, cb2[17].x
mul r2.z, v1.x, cb2[18].x
mul r3.x, v1.y, cb2[16].y
mul r3.y, v1.y, cb2[17].y
mul r3.z, v1.y, cb2[18].y
add r2.xyz, r2.xyzx, r3.xyzx
mul r3.x, v1.z, cb2[16].z
mul r3.y, v1.z, cb2[17].z
mul r3.z, v1.z, cb2[18].z
add r2.xyz, r2.xyzx, r3.xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
mul r3.xyz, r1.yzxy, r2.zxyz
mad r1.xyz, r2.yzxy, r1.zxyz, -r3.xyzx
mov o4.xyz, r2.xyzx
mul r1.w, v4.w, cb2[21].w
mul o3.xyz, r1.wwww, r1.xyzx
mov o3.w, l(0)
mov o4.w, l(0)
mov o5.xyzw, l(0,0,0,0)
mul r0.y, r0.y, cb1[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o6.zw, r0.zzzw
add o6.xy, r1.zzzz, r1.xwxx
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