// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed ace5ba14b13afbbf-vs.txt
// 3DMigoto: ace5ba14b13afbbf | Matched 15 variants of 3 shaders: Kyoto/VFX/ShaderForge/S_Particle_Additive, Kyoto/VFX/ShaderForge/S_Particle_Additive_DoubleSided, Kyoto/VFX/ShaderForge/S_Particle_Alpha
//
// 001f:    Unity headers extracted from S_Particle_Additive.shader
// 03e0:    Unity headers extracted from S_Particle_Additive_DoubleSided.shader
// 7c00:    Unity headers extracted from S_Particle_Alpha.shader
// 001f:    Shader "Kyoto/VFX/ShaderForge/S_Particle_Additive" {
// 03e0:    Shader "Kyoto/VFX/ShaderForge/S_Particle_Additive_DoubleSided" {
// 7c00:    Shader "Kyoto/VFX/ShaderForge/S_Particle_Alpha" {
//            Properties {
// 03ff:       _Texture ("Texture", 2D) = "white" { }
// 7c00:       _node_1373 ("node_1373", 2D) = "white" { }
// 7c00:       _Depth_Amount ("Depth_Amount", Range(0.000000,50.000000)) = 0.000000
// 7c00:       _Texture_Amount ("Texture_Amount", Range(0.000000,50.000000)) = 0.000000
// 7c00:      [HideInInspector]  _Cutoff ("Alpha cutoff", Range(0.000000,1.000000)) = 0.500000
//             _Color ("Color", Color) = (1.000000,1.000000,1.000000,1.000000)
// 03ff:       _Texture_Amount ("Texture_Amount", Range(0.000000,200.000000)) = 0.000000
// 03ff:       _Depth_Amount ("Depth_Amount", Range(0.000000,100.000000)) = 0.000000
//            }
// 03ff:      Fallback "Diffuse"
//            SubShader 1/1 {
//              LOD 200
//              Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
//              Pass 1/1 {
// 03ff:          Name "FORWARD"
// 7c00:          Name "FORWARDBASE"
//                Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="Transparent" }
//                ZWrite Off
// 7c00:          Blend SrcAlpha OneMinusSrcAlpha
// 03e0:          Cull Off
// 03ff:          Blend One One
// 7c00:          GpuProgramID 38529
// 001f:          GpuProgramID 23631
// 03e0:          GpuProgramID 56177
//                Program "vp" {
//                  SubProgram "d3d11 " {
// 0421:              GpuProgramIndex 0
// 0842:              GpuProgramIndex 1
// 1084:              GpuProgramIndex 2
// 2108:              GpuProgramIndex 3
// 4210:              GpuProgramIndex 4
//                  }
//                }
//              }
//            }
//          }
//
// 001f: Unity 5.3 headers extracted from S_Particle_Additive.shader.decompressed:
// 03e0: Unity 5.3 headers extracted from S_Particle_Additive_DoubleSided.shader.decompressed:
// 7c00: Unity 5.3 headers extracted from S_Particle_Alpha.shader.decompressed:
//         API d3d11
//         Shader model vs_4_0
//         undeciphered1: 201510240 12 0 0
// 0421:   Keywords { "DIRECTIONAL" "SHADOWS_DEPTH" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
// 2108:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
// 0842:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
// 4210:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
// 1084:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
//         undeciphered2: 1 0 2 0 0 0
//         undeciphered3: 13 3 0 0 2 1 3 4
//         ConstBuffer "UnityPerCamera" 144
//         Vector 80 [_ProjectionParams]
//         ConstBuffer "UnityPerDraw" 352
//         Matrix 0 [glstate_matrix_mvp]
//         Matrix 64 [glstate_matrix_modelview0]
//         BindCB "UnityPerCamera" 0
//         BindCB "UnityPerDraw" 1
//
// 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 16:59:03 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[6], immediateIndexed
dcl_constantbuffer cb1[8], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 3

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

ld_indexable(texture2d)(float,float,float,float) r2.xyzw, l(0, 0, 0, 0), t125.xyzw

mul r0.xyzw, v0.yyyy, cb1[1].xyzw
mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb1[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 ace5ba14b13afbbf-vs.txt
ne r2.w, r0.w, l(1.0)
if_nz r2.w
  add r2.w, r0.w, -r2.y
  mad r0.x, r2.w, r2.x, r0.x
endif

mov o1.xy, v1.xyxx
mov o2.xyzw, v2.xyzw
mul r0.y, r0.y, cb0[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o3.w, r0.w
add o3.xy, r1.zzzz, r1.xwxx
mul r0.x, v0.y, cb1[5].z
mad r0.x, cb1[4].z, v0.x, r0.x
mad r0.x, cb1[6].z, v0.z, r0.x
add r0.x, r0.x, cb1[7].z
mov o3.z, -r0.x
ret
// Approximately 0 instruction slots used