// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed c13cf4c3875fd30d-vs.txt
// 3DMigoto: c13cf4c3875fd30d | 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 " {
// 2:              GpuProgramIndex 36
// 4:              GpuProgramIndex 51
// 1:              GpuProgramIndex 6
// 8:              GpuProgramIndex 81
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from HumanHair.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201510240 155 0 0
// 2:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "ATMOSPHERIC_SCATTERING" "UNIQUE_SHADOW_LIGHT_COOKIE" }
// 1:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "ATMOSPHERIC_SCATTERING" }
// 8:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" "ATMOSPHERIC_SCATTERING" "UNIQUE_SHADOW_LIGHT_COOKIE" }
// 4:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "UNITY_HDR_ON" "ATMOSPHERIC_SCATTERING" }
//      undeciphered2: 1 0 3 0 0 0
//      undeciphered3: 159 6 0 0 2 1 1 2 3 4 4 5 7 8
//      ConstBuffer "$Globals" 816
//      Vector 48 [unity_ColorSpaceLuminance]
//      Vector 208 [u_SunDirection] 3
//      Float 288 [u_WorldScaleExponent]
//      Float 292 [u_WorldNormalDistanceRcp]
//      Float 296 [u_WorldNearScatterPush]
//      Float 300 [u_WorldRayleighDensity]
//      Float 304 [u_WorldMieDensity]
//      Vector 308 [u_RayleighColorM20] 3
//      Vector 320 [u_RayleighColorM10] 3
//      Vector 336 [u_RayleighColorO00] 3
//      Vector 352 [u_RayleighColorP10] 3
//      Vector 368 [u_RayleighColorP20] 3
//      Vector 400 [u_MieColorM20] 3
//      Vector 416 [u_MieColorO00] 3
//      Vector 432 [u_MieColorP20] 3
//      Float 460 [u_HeightNormalDistanceRcp]
//      Float 464 [u_HeightNearScatterPush]
//      Float 468 [u_HeightRayleighDensity]
//      Float 472 [u_HeightMieDensity]
//      Float 476 [u_HeightSeaLevel]
//      Vector 480 [u_HeightPlaneShift] 3
//      Float 492 [u_HeightDistanceRcp]
//      Vector 512 [u_RayleighInScatterPct] 2
//      Float 540 [u_MiePhaseAnisotropy]
//      Float 544 [u_HeightExtinctionFactor]
//      Float 548 [u_RayleighExtinctionFactor]
//      Float 552 [u_MieExtinctionFactor]
//      Vector 560 [u_HeightRayleighColor]
//      Vector 576 [_DistanceFogColor] 3
//      Float 588 [_DistanceFogThickness]
//      Vector 624 [_MainTex_ST]
//      Vector 640 [_UvPrimeRotation0]
//      Vector 656 [_UvPrimeRotation1]
//      Vector 752 [_DetailCompMap_ST]
//      Vector 768 [_UvDetailRotation0]
//      Vector 784 [_UvDetailRotation1]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityPerDraw" 352
//      Vector 336 [unity_WorldTransformParams]
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 192 [unity_ObjectToWorld]
//      Matrix 256 [unity_WorldToObject]
//      BindCB "$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 16:59:05 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   xyz         9     NONE   float   xyz
// TEXCOORD                10   xyzw       10     NONE   float   xyzw
// TEXCOORD                11   xyzw       11     NONE   float   xyzw
// COLOR                    0   xyzw       12     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[50], 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.xyz
dcl_output o10.xyzw
dcl_output o11.xyzw
dcl_output o12.xyzw
dcl_temps 9

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

ld_indexable(texture2d)(float,float,float,float) r7.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 c13cf4c3875fd30d-vs.txt

mul r7.w, -r7.x, r7.y
mad r8.xyz, -r7.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 c13cf4c3875fd30d-vs.txt
ne r7.w, r0.w, l(1.0)
if_nz r7.w
  add r7.w, r0.w, -r7.y
  mad r0.x, r7.w, r7.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 r2.xyz, r1.xyzx, -r8.xyzx
mov o1.xyz, r2.xyzx
mul r3.xyz, v4.yyyy, cb2[13].xyzx
mad r3.xyz, cb2[12].xyzx, v4.xxxx, r3.xyzx
mad r3.xyz, cb2[14].xyzx, v4.zzzz, r3.xyzx
dp3 r1.w, r3.xyzx, r3.xyzx
rsq r1.w, r1.w
mul r3.xyz, r1.wwww, r3.xyzx
mov o2.xyz, r3.xyzx
mov o2.w, l(0)
mul r4.x, v1.x, cb2[16].x
mul r4.y, v1.x, cb2[17].x
mul r4.z, v1.x, cb2[18].x
mul r5.x, v1.y, cb2[16].y
mul r5.y, v1.y, cb2[17].y
mul r5.z, v1.y, cb2[18].y
add r4.xyz, r4.xyzx, r5.xyzx
mul r5.x, v1.z, cb2[16].z
mul r5.y, v1.z, cb2[17].z
mul r5.z, v1.z, cb2[18].z
add r4.xyz, r4.xyzx, r5.xyzx
dp3 r1.w, r4.xyzx, r4.xyzx
rsq r1.w, r1.w
mul r4.xyz, r1.wwww, r4.xyzx
mul r5.xyz, r3.yzxy, r4.zxyz
mad r3.xyz, r4.yzxy, r3.zxyz, -r5.xyzx
mov o4.xyz, r4.xyzx
mul r1.w, v4.w, cb2[21].w
mul o3.xyz, r1.wwww, r3.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 r3.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o6.zw, r0.zzzw
add o6.xy, r3.zzzz, r3.xwxx
mov o7.xyz, r1.xyzx
lt r0.xy, l(0.000000, 0.000000, 0.000000, 0.000000), r1.xzxx
lt r0.zw, r1.xxxz, l(0.000000, 0.000000, 0.000000, 0.000000)
iadd r0.xy, -r0.xyxx, r0.zwzz
itof r0.xy, r0.xyxx
log r0.zw, |r1.xxxz|
mul r0.zw, r0.zzzw, cb0[18].xxxx
exp r0.zw, r0.zzzw
mul r1.xz, r0.zzwz, r0.xxyx
lt r0.xy, l(0.000000, 0.000000, 0.000000, 0.000000), r8.xzxx
lt r0.zw, r8.xxxz, l(0.000000, 0.000000, 0.000000, 0.000000)
iadd r0.xy, -r0.xyxx, r0.zwzz
itof r0.xy, r0.xyxx
log r0.zw, |r8.xxxz|
mul r0.zw, r0.zzzw, cb0[18].xxxx
exp r0.zw, r0.zzzw
mul r0.xz, r0.zzwz, r0.xxyx
mov r0.y, r8.y
add r0.xyz, -r0.xyzx, r1.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
sqrt r0.w, r0.w
div r1.x, r0.y, r0.w
dp3 r0.x, r0.xyzx, cb0[30].xyzx
add r0.x, -r0.x, r1.y
add r0.x, r0.x, -cb0[29].w
mul r0.x, r0.x, cb0[30].w
mul r0.xy, r0.xwxx, l(-1.442695, 0.004000, 0.000000, 0.000000)
exp r0.x, r0.x
min r0.y, r0.y, l(1.000000)
mul r0.z, r0.y, r1.x
mad r1.xyzw, r1.xxxx, r0.yyyy, l(-0.116000, 0.116000, 0.216000, 0.216000)
mul r1.xyzw, r1.xzwy, l(10.000000, 10.000000, 4.62962961, 8.620690)
mul r3.xy, r0.zzzz, l(4.62962961, 8.620690, 0.000000, 0.000000)
ge r4.xyz, r0.zzzz, l(0.116000, 0.000000, -0.116000, 0.000000)
add r5.xyz, -cb0[21].xyzx, cb0[22].xyzx
mad r3.yzw, r3.yyyy, r5.xxyz, cb0[21].xxyz
add r5.xyz, -cb0[20].xyzx, cb0[21].xyzx
mad r5.xyz, r1.wwww, r5.xyzx, cb0[20].xyzx
mov_sat r1.xyz, r1.xyzx
add r6.xyz, -cb0[19].yzwy, cb0[20].xyzx
mad r6.xyz, r1.yyyy, r6.xyzx, cb0[19].yzwy
movc r5.xyz, r4.zzzz, r5.xyzx, r6.xyzx
movc r3.yzw, r4.yyyy, r3.yyzw, r5.xxyz
add r5.xyz, -cb0[22].xyzx, cb0[23].xyzx
mad r1.xyw, r1.xxxx, r5.xyxz, cb0[22].xyxz
movc r1.xyw, r4.xxxx, r1.xyxw, r3.yzyw
mul r3.yzw, r1.xxyw, cb0[3].xxyz
add r0.yz, r3.zzwz, r3.yyyy
mul r0.z, r0.z, r3.z
mad r0.y, r1.w, cb0[3].z, r0.y
sqrt r0.z, r0.z
dp2 r0.z, cb0[3].wwww, r0.zzzz
add r0.y, r0.z, r0.y
add r1.xyw, -r0.yyyy, r1.xyxw
add r0.z, r0.w, cb0[18].z
max r0.z, r0.z, l(0.000000)
mul r3.yz, r0.zzzz, cb0[18].yywy
mul r0.z, r0.z, cb0[19].x
mul r0.z, r0.z, l(1.442695)
exp r0.z, r0.z
add r0.z, -r0.z, l(1.000000)
mov_sat r3.xy, r3.xyxx
mul r2.w, r3.z, l(1.442695)
exp r2.w, r2.w
add r2.w, -r2.w, l(1.000000)
mad r1.xyw, r3.yyyy, r1.xyxw, r0.yyyy
dp3 r0.y, r2.xyzx, r2.xyzx
rsq r0.y, r0.y
mul r2.xyz, r0.yyyy, r2.xyzx
dp3 r0.y, r2.xyzx, cb0[13].xyzx
mul r2.x, r0.y, r0.y
mad r2.x, r2.x, l(0.0596831031), l(0.0596831031)
mul r2.x, r2.x, l(12.000000)
min r2.x, r2.x, l(1.000000)
mul r2.x, r2.x, r2.w
mul r1.xyw, r1.xyxw, r2.xxxx
mad r2.x, -r2.x, cb0[34].y, l(1.000000)
add r2.yzw, -cb0[26].xxyz, cb0[27].xxyz
mad r2.yzw, r3.xxxx, r2.yyzw, cb0[26].xxyz
add r3.xyz, -cb0[25].xyzx, cb0[26].xyzx
mad r3.xyz, r1.zzzz, r3.xyzx, cb0[25].xyzx
movc r2.yzw, r4.yyyy, r2.yyzw, r3.xxyz
mad r1.z, r0.y, r0.y, l(1.000000)
add r3.x, cb0[33].w, cb0[33].w
mad r3.yz, cb0[33].wwww, cb0[33].wwww, l(0.000000, 2.000000, 1.000000, 0.000000)
mad r0.y, -r3.x, r0.y, r3.z
log r0.y, r0.y
mul r0.y, r0.y, l(1.500000)
exp r0.y, r0.y
div r0.y, r1.z, r0.y
mad r1.z, -cb0[33].w, cb0[33].w, l(1.000000)
div r1.z, r1.z, r3.y
mul r0.y, r0.y, r1.z
mul r0.y, r0.y, l(0.119366206)
add r1.z, r0.w, cb0[29].x
mul_sat o10.w, r0.w, cb0[36].w
max r0.w, r1.z, l(0.000000)
mul r3.xy, r0.wwww, cb0[29].yzyy
mul_sat r0.w, r0.w, cb0[28].w
mul r3.xy, r3.xyxx, l(1.442695, 1.442695, 0.000000, 0.000000)
exp r3.xy, r3.xyxx
add r3.xy, -r3.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
mul r3.xy, r0.xxxx, r3.xyxx
mul_sat r0.x, r0.y, r3.y
mul r0.y, r0.y, r0.z
mul r3.yzw, r2.yyzw, r0.xxxx
mad r2.yzw, r0.yyyy, r2.yyzw, r3.yyzw
mad r0.x, -r0.y, cb0[34].z, l(1.000000)
mad o8.xyz, r1.xywx, cb0[32].xxxx, r2.yzwy
mul r1.xyz, r1.xywx, cb0[32].yyyy
mad r0.y, -r3.x, cb0[34].x, r2.x
mov_sat r3.x, r3.x
max r0.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul o8.w, r0.x, r0.y
mul r0.xyz, cb0[3].xyzx, cb0[35].xyzx
add r0.xz, r0.yyzy, r0.xxxx
mul r0.y, r0.z, r0.y
mad r0.x, cb0[35].z, cb0[3].z, r0.x
sqrt r0.y, r0.y
dp2 r0.y, cb0[3].wwww, r0.yyyy
add r0.x, r0.y, r0.x
add r2.xyz, -r0.xxxx, cb0[35].xyzx
mad r0.xyz, r0.wwww, r2.xyzx, r0.xxxx
mad o9.xyz, r3.xxxx, r0.xyzx, r1.xyzx
mov o10.xyz, cb0[36].xyzx
mov r0.xy, v2.xyxx
mov r0.zw, v3.xxxy
dp4 r1.x, cb0[40].xyzw, r0.xyzw
dp4 r1.y, cb0[41].xyzw, r0.xyzw
mad o11.xy, r1.xyxx, cb0[39].xyxx, cb0[39].zwzz
dp4 r1.z, cb0[48].xyzw, r0.xyzw
dp4 r1.w, cb0[49].xyzw, r0.xyzw
mad o11.zw, r1.zzzw, cb0[47].xxxy, cb0[47].zzzw
mov o12.xyzw, v5.xyzw
ret
// Approximately 0 instruction slots used