// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed f43e76a0fc6dd260-vs.txt
// 3DMigoto: f43e76a0fc6dd260 | Matched 10 variants of 2 shaders: Kyoto/VFX/ShaderForge/S_FlipGeo_ParticleDoubleSide, Kyoto/VFX/ShaderForge/Shader_Forge_Flipbook
//
// 01f:    Unity headers extracted from S_FlipGeo_ParticleDoubleSide.shader
// 3e0:    Unity headers extracted from Shader_Forge_Flipbook.shader
// 01f:    Shader "Kyoto/VFX/ShaderForge/S_FlipGeo_ParticleDoubleSide" {
// 3e0:    Shader "Kyoto/VFX/ShaderForge/Shader_Forge_Flipbook" {
//           Properties {
//            _SeqSettings ("SeqSettings", Vector) = (0.000000,0.000000,0.000000,0.000000)
//            _node_4387 ("node_4387", 2D) = "white" { }
//            _Texture_Amount ("Texture_Amount", Range(0.000000,150.000000)) = 0.000000
// 3e0:       _Depth_Blend ("Depth_Blend", Range(0.000000,150.000000)) = 0.000000
// 01f:       _Depth_Blend ("Depth_Blend", Range(0.000000,500.000000)) = 0.000000
//            _COLOR ("COLOR", Color) = (1.000000,1.000000,1.000000,1.000000)
//           [HideInInspector]  _Cutoff ("Alpha cutoff", Range(0.000000,1.000000)) = 0.500000
//           }
//           SubShader 1/1 {
//             LOD 200
//             Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
//             Pass 1/2 {
//               Name "FORWARD"
//               Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="Transparent" }
//               ZWrite Off
// 3e0:          Cull Front
// 01f:          Cull Off
//               Blend One One
// 01f:          GpuProgramID 1702
// 3e0:          GpuProgramID 53688
//               Program "vp" {
//                 SubProgram "d3d11 " {
// 021:              GpuProgramIndex 0
// 042:              GpuProgramIndex 1
// 084:              GpuProgramIndex 2
// 108:              GpuProgramIndex 3
// 210:              GpuProgramIndex 4
//                 }
//               }
//             }
//           }
//         }
//
// 01f: Unity 5.3 headers extracted from S_FlipGeo_ParticleDoubleSide.shader.decompressed:
// 3e0: Unity 5.3 headers extracted from Shader_Forge_Flipbook.shader.decompressed:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201510240 12 0 0
// 021:   Keywords { "DIRECTIONAL" "SHADOWS_DEPTH" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
// 108:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
// 042:   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
// 210:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "VERTEXLIGHT_ON" }
// 084:   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 16:59:11 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
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// COLOR                    0   xyzw        3     NONE   float   xyzw
// TEXCOORD                 2   xyzw        4     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_output o4.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 f43e76a0fc6dd260-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, r0.xyzw
mov o3.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 o4.w, r0.w
add o4.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 o4.z, -r0.x
ret
// Approximately 0 instruction slots used