// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 2b17b9d4f8ce1aac-vs.txt
// 3DMigoto: 2b17b9d4f8ce1aac | Matched 2 variants of 1 shaders: Kyoto/Standard/Metallic - Translucent
//
//       Unity headers extracted from Metallic_Translucent.shader
//       Shader "Kyoto/Standard/Metallic - Translucent" {
//         Properties {
//         [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
//          _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)
//          _BumpMap ("Normal Map", 2D) = "bump" { }
//          _EmissionMap ("Emission", 2D) = "white" { }
//          _BumpScaleUI ("Scale", Float) = 1.000000
//          _OcclusionStrengthUI ("Strength", Range(0.000000,1.000000)) = 1.000000
//          _EmissionScaleUI ("Emission Scale", Float) = 1.000000
//         [HideInInspector]  _EmissionScale ("Emission Scale For Script Control", Float) = 1.000000
//         [HideInInspector]  _ScaleParameters ("Scale Parameters (Normal, Occlusion, Emission)", Vector) = (1.000000,1.000000,1.000000,1.000000)
//          _EmissionColor ("Color", Color) = (0.000000,0.000000,0.000000,1.000000)
//          _DetailAlbedoMap ("Detail Albedo x2", 2D) = "grey" { }
//          _DetailCompMap ("Normal Map", 2D) = "bump" { }
//          _DetailNormalScaleUI ("Detail Normal Scale", Float) = 0.000000
//          _DetailOcclusionScaleUI ("Detail Occlusion Scale", Range(0.000000,1.000000)) = 0.000000
//          _DetailGlossScaleUI ("Detail Gloss Scale", Range(0.000000,1.000000)) = 0.000000
//         [HideInInspector]  _DetailScaleParameters ("Detail Scale Parameters (Normal, Occlusion, Gloss)", Vector) = (0.000000,0.000000,0.000000,1.000000)
//          _UVPrime ("UV Set for primary textures", Float) = 0.000000
//         [HideInInspector]  _UvConvolutionPrime0 ("", Vector) = (1.000000,0.000000,0.000000,0.000000)
//         [HideInInspector]  _UvConvolutionPrime1 ("", Vector) = (0.000000,1.000000,0.000000,0.000000)
//         [HideInInspector]  _UvConvolutionPrime2 ("", Vector) = (0.000000,0.000000,0.000000,0.000000)
//         [HideInInspector]  _UvConvolutionPrime3 ("", Vector) = (0.000000,0.000000,0.000000,0.000000)
//          _UVSec ("UV Set for secondary textures", Float) = 0.000000
//         [HideInInspector]  _UvConvolutionDetail0 ("", Vector) = (1.000000,0.000000,0.000000,0.000000)
//         [HideInInspector]  _UvConvolutionDetail1 ("", Vector) = (0.000000,1.000000,0.000000,0.000000)
//         [HideInInspector]  _UvConvolutionDetail2 ("", Vector) = (0.000000,0.000000,0.000000,0.000000)
//         [HideInInspector]  _UvConvolutionDetail3 ("", Vector) = (0.000000,0.000000,0.000000,0.000000)
//          _Metallic ("Metallic", Range(0.000000,1.000000)) = 1.000000
//          _CompositeMap ("Comp Map", 2D) = "white" { }
//          _NonMetalSpecular ("Non-metal specular", Color) = (0.000000,0.000000,0.000000,1.000000)
//          _MetalDiffuse ("Metal diffuse specular", Color) = (0.000000,0.000000,0.000000,1.000000)
//         }
//         Fallback Off
//         SubShader 1/1 {
//           LOD 300
//           Tags { "QUEUE"="Transparent" "RenderType"="Opaque" "PerformanceChecks"="False" }
//           Pass 1/3 {
//             Name "FORWARD"
//             Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Transparent" "SHADOWSUPPORT"="true" "RenderType"="Opaque" "PerformanceChecks"="False" }
//             ZWrite Off
//             Cull [_Culling]
//             Blend SrcAlpha OneMinusSrcAlpha
//             GpuProgramID 46112
//             Program "vp" {
//               SubProgram "d3d11 " {
// 2:              GpuProgramIndex 18
// 1:              GpuProgramIndex 3
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from Metallic_Translucent.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201510240 67 0 0
// 2:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" "UNITY_HDR_ON" }
// 1:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
//      undeciphered2: 1 0 4 0 0 0
//      undeciphered3: 159 6 0 0 2 1 1 2 3 4 4 5 7 8
//      ConstBuffer "$Globals" 528
//      Vector 224 [_MainTex_ST]
//      Vector 240 [_UvConvolutionPrime0]
//      Vector 256 [_UvConvolutionPrime1]
//      Vector 272 [_UvConvolutionPrime2]
//      Vector 288 [_UvConvolutionPrime3]
//      Vector 368 [_DetailCompMap_ST]
//      Vector 400 [_UvConvolutionDetail0]
//      Vector 416 [_UvConvolutionDetail1]
//      Vector 432 [_UvConvolutionDetail2]
//      Vector 448 [_UvConvolutionDetail3]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityLighting" 720
//      Vector 32 [unity_4LightPosX0]
//      Vector 48 [unity_4LightPosY0]
//      Vector 64 [unity_4LightPosZ0]
//      Vector 80 [unity_4LightAtten0]
//      Vector 96 [unity_LightColor0]
//      Vector 112 [unity_LightColor1]
//      Vector 128 [unity_LightColor2]
//      Vector 144 [unity_LightColor3]
//      Vector 160 [unity_LightColor4]
//      Vector 176 [unity_LightColor5]
//      Vector 192 [unity_LightColor6]
//      Vector 208 [unity_LightColor7]
//      ConstBuffer "UnityPerDraw" 352
//      Vector 336 [unity_WorldTransformParams]
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [unity_ObjectToWorld]
//      Matrix 256 [unity_WorldToObject]
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityLighting" 2
//      BindCB "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 16:58:46 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
// TEXCOORD                 9   xyzw        9     NONE   float   xyzw
// COLOR                    0   xyzw       10     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[29], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[10], immediateIndexed
dcl_constantbuffer cb3[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_output o10.xyzw
dcl_temps 8

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

ld_indexable(texture2d)(float,float,float,float) r6.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 2b17b9d4f8ce1aac-vs.txt

mul r6.w, -r6.x, r6.y
mad r7.xyz, -r6.wwww, cb10[0].xyzw, cb1[4].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
mad r0.xyzw, cb3[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 2b17b9d4f8ce1aac-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

mul r1.xyz, v0.yyyy, cb3[13].xyzx
mad r1.xyz, cb3[12].xyzx, v0.xxxx, r1.xyzx
mad r1.xyz, cb3[14].xyzx, v0.zzzz, r1.xyzx
mad r1.xyz, cb3[15].xyzx, v0.wwww, r1.xyzx
add o1.xyz, r1.xyzx, -r7.xyzx
mul r2.xyz, v4.yyyy, cb3[13].xyzx
mad r2.xyz, cb3[12].xyzx, v4.xxxx, r2.xyzx
mad r2.xyz, cb3[14].xyzx, v4.zzzz, r2.xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
mov o2.xyz, r2.xyzx
mov o2.w, l(0)
mul r3.x, v1.x, cb3[16].x
mul r3.y, v1.x, cb3[17].x
mul r3.z, v1.x, cb3[18].x
mul r4.x, v1.y, cb3[16].y
mul r4.y, v1.y, cb3[17].y
mul r4.z, v1.y, cb3[18].y
add r3.xyz, r3.xyzx, r4.xyzx
mul r4.x, v1.z, cb3[16].z
mul r4.y, v1.z, cb3[17].z
mul r4.z, v1.z, cb3[18].z
add r3.xyz, r3.xyzx, r4.xyzx
dp3 r1.w, r3.xyzx, r3.xyzx
rsq r1.w, r1.w
mul r3.xyz, r1.wwww, r3.xyzx
mul r4.xyz, r2.yzxy, r3.zxyz
mad r2.xyz, r3.yzxy, r2.zxyz, -r4.xyzx
mul r1.w, v4.w, cb3[21].w
mul o3.xyz, r1.wwww, r2.xyzx
mov o3.w, l(0)
mov o4.xyz, r3.xyzx
mov o4.w, l(0)
add r2.xyzw, -r1.yyyy, cb2[3].xyzw
mul r4.xyzw, r3.yyyy, r2.xyzw
mul r2.xyzw, r2.xyzw, r2.xyzw
add r5.xyzw, -r1.xxxx, cb2[2].xyzw
mad r4.xyzw, r5.xyzw, r3.xxxx, r4.xyzw
mad r2.xyzw, r5.xyzw, r5.xyzw, r2.xyzw
add r5.xyzw, -r1.zzzz, cb2[4].xyzw
mad r3.xyzw, r5.xyzw, r3.zzzz, r4.xyzw
mad r2.xyzw, r5.xyzw, r5.xyzw, r2.xyzw
rsq r4.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 r3.xyzw, r3.xyzw, r4.xyzw
max r3.xyzw, r3.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r2.xyzw, r2.xyzw, r3.xyzw
mul r3.xyz, r2.yyyy, cb2[7].xyzx
mad r3.xyz, cb2[6].xyzx, r2.xxxx, r3.xyzx
mad r2.xyz, cb2[8].xyzx, r2.zzzz, r3.xyzx
mad o5.xyz, cb2[9].xyzx, r2.wwww, r2.xyzx
mov o5.w, l(0)
mul r0.y, r0.y, cb1[5].x
mul r2.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o6.zw, r0.zzzw
add o6.xy, r2.zzzz, r2.xwxx
mov o7.xyz, r1.xyzx
dp3 r0.x, cb0[17].xyzx, r1.xyzx
dp3 r0.y, cb0[18].xyzx, r1.xyzx
mov r2.xy, v2.xyxx
mov r2.zw, v3.xxxy
dp4 r3.x, cb0[15].xyzw, r2.xyzw
dp4 r3.y, cb0[16].xyzw, r2.xyzw
add r0.xy, r0.xyxx, r3.xyxx
mad o8.xy, r0.xyxx, cb0[14].xyxx, cb0[14].zwzz
dp3 r0.z, cb0[27].xyzx, r1.xyzx
dp3 r0.w, cb0[28].xyzx, r1.xyzx
dp4 r1.z, cb0[25].xyzw, r2.xyzw
dp4 r1.w, cb0[26].xyzw, r2.xyzw
add r0.xy, r0.zwzz, r1.zwzz
mad o8.zw, r0.xxxy, cb0[23].xxxy, cb0[23].zzzw
mov o9.xyzw, l(0,0,0,0)
mov o10.xyzw, v5.xyzw
ret
// Approximately 0 instruction slots used