// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed f89a41ab5738e989-vs.txt
// 3DMigoto: f89a41ab5738e989 | Matched 2 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 2/3 {
//             Name "FORWARD_DELTA"
//             Tags { "LIGHTMODE"="ForwardAdd" "QUEUE"="Transparent-5" "SHADOWSUPPORT"="true" "RenderType"="Transparent" "PerformanceChecks"="False" }
//             ZWrite Off
//             Blend SrcAlpha One
//             GpuProgramID 71945
//             Program "vp" {
//               SubProgram "d3d11 " {
// 1:              GpuProgramIndex 144
// 2:              GpuProgramIndex 145
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from HumanHair.shader.decompressed:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201510240 48 0 0
// 1:   Keywords { "DIRECTIONAL" "SHADOWS_DEPTH" "SHADOWS_SOFT" }
// 2:   Keywords { "DIRECTIONAL" "SHADOWS_DEPTH" }
//      undeciphered2: 1 0 4 0 0 0
//      undeciphered3: 159 6 0 0 2 1 1 2 3 4 4 5 7 8
//      ConstBuffer "$Globals" 448
//      Vector 256 [_MainTex_ST]
//      Vector 272 [_UvPrimeRotation0]
//      Vector 288 [_UvPrimeRotation1]
//      Vector 384 [_DetailCompMap_ST]
//      Vector 400 [_UvDetailRotation0]
//      Vector 416 [_UvDetailRotation1]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityLighting" 720
//      Vector 0 [_WorldSpaceLightPos0]
//      ConstBuffer "UnityPerDraw" 352
//      Vector 336 [unity_WorldTransformParams]
//      Matrix 0 [glstate_matrix_mvp]
//      Matrix 64 [glstate_matrix_modelview0]
//      Matrix 192 [unity_ObjectToWorld]
//      Matrix 256 [unity_WorldToObject]
//      BindCB "$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 16:59:12 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   xyzw        7     NONE   float   xyzw
// COLOR                    0   xyzw        8     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[27], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[1], 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.xyzw
dcl_output o8.xyzw
dcl_temps 7

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

ld_indexable(texture2d)(float,float,float,float) r5.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 f89a41ab5738e989-vs.txt

mul r5.w, -r5.x, r5.y
mad r6.xyz, -r5.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 f89a41ab5738e989-vs.txt
ne r5.w, r0.w, l(1.0)
if_nz r5.w
  add r5.w, r0.w, -r5.y
  mad r0.x, r5.w, r5.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, -r6.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
mad r3.xyz, -r1.xyzx, cb2[0].wwww, cb2[0].xyzx
mov o6.xyz, r1.xyzx
mov o2.w, r3.x
mul r1.x, v1.x, cb3[16].x
mul r1.y, v1.x, cb3[17].x
mul r1.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 r1.xyz, r1.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 r1.xyz, r1.xyzx, r4.xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
mul r4.xyz, r2.yzxy, r1.zxyz
mad r2.xyz, r1.yzxy, r2.zxyz, -r4.xyzx
mov o4.xyz, r1.xyzx
mul r1.x, v4.w, cb3[21].w
mul o3.xyz, r1.xxxx, r2.xyzx
mov o3.w, r3.y
mov o4.w, r3.z
mul r0.y, r0.y, cb1[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o5.zw, r0.zzzw
add o5.xy, r1.zzzz, r1.xwxx
mul r0.x, v0.y, cb3[5].z
mad r0.x, cb3[4].z, v0.x, r0.x
mad r0.x, cb3[6].z, v0.z, r0.x
mad r0.x, cb3[7].z, v0.w, r0.x
mov o6.w, -r0.x
mov r0.xy, v2.xyxx
mov r0.zw, v3.xxxy
dp4 r1.x, cb0[17].xyzw, r0.xyzw
dp4 r1.y, cb0[18].xyzw, r0.xyzw
mad o7.xy, r1.xyxx, cb0[16].xyxx, cb0[16].zwzz
dp4 r1.z, cb0[25].xyzw, r0.xyzw
dp4 r1.w, cb0[26].xyzw, r0.xyzw
mad o7.zw, r1.zzzw, cb0[24].xxxy, cb0[24].zzzw
mov o8.xyzw, v5.xyzw
ret
// Approximately 0 instruction slots used