// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed fa14428b09a20f6f-vs.txt
// 3DMigoto: fa14428b09a20f6f | Matched 16 variants of 2 shaders: Double Sided, Standard
//
// f000:    Unity headers extracted from Double Sided
// 0fff:    Unity headers extracted from Standard
// f000:    Shader "Double Sided" {
// 0fff:    Shader "Standard" {
//            CustomEditor "StandardShaderGUI"
//            Fallback "VertexLit"
// f000:      SubShader 1/2 {
// 0fff: 1:   SubShader 1/2 {
// f000:        LOD 300
// 0fff: 2:   SubShader 2/2 {
// 0fff: 2:     LOD 150
// 0fff: 1:     LOD 300
//              Tags { "PerformanceChecks"="False" "RenderType"="Opaque" }
// f000:        Pass 1/5 {
// 0fff: 2:     Pass 1/4 {
// 0fff: 1:     Pass 1/5 {
//                Name "FORWARD"
//                Tags { "LIGHTMODE"="FORWARDBASE" "PerformanceChecks"="False" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//                ZWrite [_ZWrite]
//                Program "vp" {
//                  SubProgram "d3d11" {
//                  }
//                }
//              }
//            }
//          }
//
// f000: Unity 5.3 headers extracted from Double Sided:
// 0fff: Unity 5.3 headers extracted from Standard:
//         API d3d11
//         Shader model vs_4_0
//         undeciphered1: 201609010 26 0 0
//         undeciphered1a: 2
// 0020:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "VERTEXLIGHT_ON" "_METALLICGLOSSMAP" "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A" }
// 0008:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "VERTEXLIGHT_ON" "_METALLICGLOSSMAP" }
// 2002:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "VERTEXLIGHT_ON" }
// 0800:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "_EMISSION" "VERTEXLIGHT_ON" "_METALLICGLOSSMAP" "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A" }
// 0200:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "_EMISSION" "VERTEXLIGHT_ON" "_METALLICGLOSSMAP" }
// 8080:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "_EMISSION" "VERTEXLIGHT_ON" }
// 0400:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "_EMISSION" "_METALLICGLOSSMAP" "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A" }
// 0100:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "_EMISSION" "_METALLICGLOSSMAP" }
// 4040:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "_EMISSION" }
// 0010:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "_METALLICGLOSSMAP" "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A" }
// 0004:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "_METALLICGLOSSMAP" }
// 1001:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" }
//         undeciphered2: 1 0 5 0 0 0
//         undeciphered3: 59 5 0 0 1 2 3 4 4 5 5 6
//         ConstBuffer "$Globals" 1200
//         Vector 1120 [_MainTex_ST]
//         Vector 1136 [_DetailAlbedoMap_ST]
//         Float 1180 [_UVSec]
//         ConstBuffer "UnityPerCamera" 144
//         Vector 64 [_WorldSpaceCameraPos] 3
//         Vector 80 [_ProjectionParams]
//         ConstBuffer "UnityPerDraw" 160
//         Matrix 0 [unity_ObjectToWorld]
//         Matrix 64 [unity_WorldToObject]
//         ConstBuffer "UnityPerFrame" 384
//         Matrix 272 [unity_MatrixVP]
//         ConstBuffer "UnityLightmaps" 32
//         Vector 16 [unity_DynamicLightmapST]
//         BindCB "$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 18:04:37 2019
//
//
// 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
// TEXCOORD                 2   xy          4     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// 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                 6   xyzw        7     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[74], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[7], immediateIndexed
dcl_constantbuffer cb3[24], immediateIndexed
dcl_constantbuffer cb4[2], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v2.xy
dcl_input v3.xy
dcl_input v4.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_temps 4

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

ld_indexable(texture2d)(float,float,float,float) r2.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 fa14428b09a20f6f-vs.txt

mul r2.w, -r2.x, r2.y
mad r3.xyz, -r2.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
add r0.xyzw, r0.xyzw, cb2[3].xyzw
mul r1.xyzw, r0.yyyy, cb3[18].xyzw
mad r1.xyzw, cb3[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb3[20].xyzw, r0.wwww, r1.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 fa14428b09a20f6f-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

eq r1.x, cb0[73].w, l(0.000000)
movc r1.xy, r1.xxxx, v2.xyxx, v3.xyxx
mad o1.zw, r1.xxxy, cb0[71].xxxy, cb0[71].zzzw
mad o1.xy, v2.xyxx, cb0[70].xyxx, cb0[70].zwzz
mul r1.xyz, v0.yyyy, cb2[1].xyzx
mad r1.xyz, cb2[0].xyzx, v0.xxxx, r1.xyzx
mad r1.xyz, cb2[2].xyzx, v0.zzzz, r1.xyzx
mad r1.xyz, cb2[3].xyzx, v0.wwww, r1.xyzx
add o2.xyz, r1.xyzx, -r3.xyzx
mov r1.w, l(0)
mov o3.xyzw, r1.wwwx
mov o4.xyzw, r1.wwwy
mov o5.w, r1.z
dp3 r1.x, v1.xyzx, cb2[4].xyzx
dp3 r1.y, v1.xyzx, cb2[5].xyzx
dp3 r1.z, v1.xyzx, cb2[6].xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul o5.xyz, r1.wwww, r1.xyzx
mad o6.zw, v4.xxxy, cb4[1].xxxy, cb4[1].zzzw
mov o6.xy, l(0,0,0,0)
mul r0.y, r0.y, cb1[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o7.zw, r0.zzzw
add o7.xy, r1.zzzz, r1.xwxx
ret
// Approximately 0 instruction slots used