// hlsltool.py -I ../.. --auto-fix-vertex-halo --fix-unity-reflection --fix-unity-frustum-world --only-autofixed --fxc /home/Ryan/fxc.exe f4db2598808542db-vs_replace.txt
// 3DMigoto: f4db2598808542db |    Unity headers extracted from Unlit-Alpha.shader
//    Shader "Unlit/Transparent" {
//      Properties {
//       _MainTex ("Base (RGB) Trans (A)", 2D) = "white" { }
//      }
//      SubShader 1/1 {
//        LOD 100
//        Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
//        Pass 1/1 {
//          Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
//          ZWrite Off
//          Blend SrcAlpha OneMinusSrcAlpha
//          GpuProgramID 50158
//          Program "vp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 4
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Unlit-Alpha.shader.decompressed:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 6 0 0
//   Keywords { "FOG_LINEAR" }
//   undeciphered2: 1 0 3 0 0
//   undeciphered3: 9 2 0 0 3 4
//   ConstBuffer "$Globals" 112
//   Vector 96 [_MainTex_ST]
//   ConstBuffer "UnityPerDraw" 352
//   Matrix 0 [glstate_matrix_mvp]
//   ConstBuffer "UnityFog" 32
//   Vector 16 [unity_FogParams]
//   BindCB "$Globals" 0
//   BindCB "UnityPerDraw" 1
//   BindCB "UnityFog" 2
//
// Headers extracted with DarkStarSword's extract_unity53_shaders.py
// https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/extract_unity53_shaders.py

// ---- Created with 3Dmigoto v1.2.30 on Thu Aug 18 03:39:49 2016
cbuffer cb2 : register(b2)
{
  float4 cb2[2];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[7];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main( 
  float4 v0 : POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD0,
  out float p1 : TEXCOORD1)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

float4 stereo = StereoParams.Load(0);
float separation = stereo.x, convergence = stereo.y, eye = stereo.z;

  r0.xyzw = cb1[1].xyzw * v0.yyyy;
  r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb1[3].xyzw * v0.wwww + r0.xyzw;
  o0.xyzw = r0.xyzw;

// Automatic vertex shader halo fix inserted with DarkStarSword's hlsltool.py:
// hlsltool.py -I ../.. --auto-fix-vertex-halo --fix-unity-reflection --fix-unity-frustum-world --only-autofixed --fxc /home/Ryan/fxc.exe f4db2598808542db-vs_replace.txt
if (r0.w != 1.0) { r0.x += separation * (r0.w - convergence); }

  p1.x = r0.z * cb2[1].z + cb2[1].w;
  o1.xy = v1.xy * cb0[6].xy + cb0[6].zw;
  return;
}
