// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed d16a697b6f060db3-vs.txt
// 3DMigoto: d16a697b6f060db3 | Matched 12 variants of 2 shaders: Midnight Hub/Standard, Midnight Hub/Standard Double Sided
//
// 0ff:    Unity headers extracted from Midnight Hub_Standard
// f00:    Unity headers extracted from Midnight Hub_Standard Double Sided
// f00:    Shader "Midnight Hub/Standard Double Sided" {
// 0ff:    Shader "Midnight Hub/Standard" {
//           CustomEditor "Rendering.Materials.StandarMaterialEditor"
//           SubShader 1/1 {
// f00:        Tags { "QUEUE"="AlphaTest" }
//             Pass 1/5 {
//               Name "FORWARD"
// f00:          Tags { "LIGHTMODE"="FORWARDBASE" "QUEUE"="AlphaTest" "SHADOWSUPPORT"="true" }
// 0ff:          Tags { "LIGHTMODE"="FORWARDBASE" "SHADOWSUPPORT"="true" }
//               ZWrite [_ZWrite]
//               Program "vp" {
//                 SubProgram "d3d11" {
//                 }
//               }
//             }
//           }
//         }
//
// f00: Unity 5.3 headers extracted from Midnight Hub_Standard Double Sided:
// 0ff: Unity 5.3 headers extracted from Midnight Hub_Standard:
//        API d3d11
//        Shader model vs_4_0
//        undeciphered1: 201609010 39 0 0
//        undeciphered1a: 6
// 020:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LOD_FADE_CROSSFADE" "NORMAL_MULTIPLYER" }
// 080:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LOD_FADE_CROSSFADE" "_ALPHATEST_ON" "NORMAL_MULTIPLYER" }
// 208:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LOD_FADE_CROSSFADE" "_ALPHATEST_ON" "_EMISSIVE" }
// 002:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LOD_FADE_CROSSFADE" "_EMISSIVE" }
// 800:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LOD_FADE_CROSSFADE" "_NORMALMAP" "_ALPHATEST_ON" "NORMAL_MULTIPLYER" }
// 010:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "LOD_FADE_CROSSFADE" "NORMAL_MULTIPLYER" }
// 040:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "LOD_FADE_CROSSFADE" "_ALPHATEST_ON" "NORMAL_MULTIPLYER" }
// 104:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "LOD_FADE_CROSSFADE" "_ALPHATEST_ON" "_EMISSIVE" }
// 001:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "LOD_FADE_CROSSFADE" "_EMISSIVE" }
// 400:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "LOD_FADE_CROSSFADE" "_NORMALMAP" "_ALPHATEST_ON" "NORMAL_MULTIPLYER" }
//        undeciphered2: 1 0 5 0 0 0
//        undeciphered3: 171 5 0 0 7 8 1 2 3 4 5 6
//        ConstBuffer "$Globals" 1200
//        Vector 1168 [_MainTex_ST]
//        ConstBuffer "UnityPerCamera" 144
//        Vector 80 [_ProjectionParams]
//        Vector 96 [_ScreenParams]
//        ConstBuffer "UnityPerDraw" 160
//        Vector 144 [unity_WorldTransformParams]
//        Matrix 0 [unity_ObjectToWorld]
//        Matrix 64 [unity_WorldToObject]
//        ConstBuffer "UnityPerFrame" 384
//        Matrix 272 [unity_MatrixVP]
//        ConstBuffer "UnityLightmaps" 32
//        Vector 16 [unity_DynamicLightmapST]
//        BindCB "$Globals" 0
//        BindCB "UnityPerCamera" 1
//        BindCB "UnityPerDraw" 2
//        BindCB "UnityPerFrame" 3
//        BindCB "UnityLightmaps" 4
//
// Headers extracted with DarkStarSword's extract_unity55_shaders.py
// https://github.com/DarkStarSword/3d-fixes

//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sun Apr 21 18:02:25 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TANGENT                  0   xyzw        1     NONE   float   xyzw
// NORMAL                   0   xyz         2     NONE   float   xyz
// TEXCOORD                 0   xyzw        3     NONE   float   xy
// TEXCOORD                 1   xyzw        4     NONE   float
// TEXCOORD                 2   xyzw        5     NONE   float   xy
// TEXCOORD                 3   xyzw        6     NONE   float
// COLOR                    0   xyzw        7     NONE   float
//
//
// 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
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyz         5     NONE   float   xyz
// TEXCOORD                 6   xyzw        6     NONE   float   xyzw
// TEXCOORD                 7   xyzw        7     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[74], immediateIndexed
dcl_constantbuffer cb1[7], immediateIndexed
dcl_constantbuffer cb2[10], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_constantbuffer cb4[2], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_input v5.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyz
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_temps 7

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

ld_indexable(texture2d)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.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
add r1.xyzw, r0.xyzw, cb2[3].xyzw
mad r0.xyz, cb2[3].xyzx, v0.wwww, r0.xyzx
mul r2.xyzw, r1.yyyy, cb3[18].xyzw
mad r2.xyzw, cb3[17].xyzw, r1.xxxx, r2.xyzw
mad r2.xyzw, cb3[19].xyzw, r1.zzzz, r2.xyzw
mad r2.xyzw, cb3[20].xyzw, r1.wwww, r2.xyzw
mov o0.xyzw, r2.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 d16a697b6f060db3-vs.txt
ne r6.w, r2.w, l(1.0)
if_nz r6.w
  add r6.w, r2.w, -r6.y
  mad r2.x, r6.w, r6.x, r2.x
endif

mad o1.xy, v3.xyxx, cb0[73].xyxx, cb0[73].zwzz
mov o2.w, r0.x
dp3 r3.y, v2.xyzx, cb2[4].xyzx
dp3 r3.z, v2.xyzx, cb2[5].xyzx
dp3 r3.x, v2.xyzx, cb2[6].xyzx
dp3 r0.x, r3.xyzx, r3.xyzx
rsq r0.x, r0.x
mul r3.xyz, r0.xxxx, r3.xyzx
mul r4.xyz, v1.yyyy, cb2[1].yzxy
mad r4.xyz, cb2[0].yzxy, v1.xxxx, r4.xyzx
mad r4.xyz, cb2[2].yzxy, v1.zzzz, r4.xyzx
dp3 r0.x, r4.xyzx, r4.xyzx
rsq r0.x, r0.x
mul r4.xyz, r0.xxxx, r4.xyzx
mul r5.xyz, r3.xyzx, r4.xyzx
mad r5.xyz, r3.zxyz, r4.yzxy, -r5.xyzx
mul r0.x, v1.w, cb2[9].w
mul r5.xyz, r0.xxxx, r5.xyzx
mov o2.y, r5.x
mov o2.x, r4.z
mov o2.z, r3.y
mov o3.x, r4.x
mov o4.x, r4.y
mov o3.z, r3.z
mov o4.z, r3.x
mov o3.w, r0.y
mov o4.w, r0.z
mov o3.y, r5.y
mov o4.y, r5.z
mul r0.xyz, r1.yyyy, cb3[18].xywx
mad r0.xyz, cb3[17].xywx, r1.xxxx, r0.xyzx
mad r0.xyz, cb3[19].xywx, r1.zzzz, r0.xyzx
mad r0.xyz, cb3[20].xywx, r1.wwww, r0.xyzx
mov o5.z, r0.z
mov r1.xz, l(0.500000,0,0.500000,0)
mov r1.y, cb1[5].x
mul r0.xyz, r0.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, r2.xywx
mov o6.zw, r2.zzzw
mul r0.w, r0.y, l(0.500000)
add r0.xy, r0.zzzz, r0.xwxx
mul r0.zw, cb1[6].xxxy, l(0.000000, 0.000000, 0.250000, 0.250000)
mul o5.xy, r0.zwzz, r0.xyxx
mul r1.w, r1.y, l(0.500000)
add o6.xy, r1.zzzz, r1.xwxx
mad o7.zw, v5.xxxy, cb4[1].xxxy, cb4[1].zzzw
mov o7.xy, l(0,0,0,0)
ret
// Approximately 0 instruction slots used