// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 88c0f19504fbfe30-vs.txt
// 3DMigoto: 88c0f19504fbfe30 | Matched 2 variants of 1 shaders: Midnight Hub/Nature/Cliff
//
//       Unity headers extracted from Midnight Hub_Nature_Cliff
//       Shader "Midnight Hub/Nature/Cliff" {
//         CustomEditor "Rendering.Materials.StandarMaterialEditor"
//         Fallback "Diffuse"
//         SubShader 1/1 {
//           Pass 2/5 {
//             Name "FORWARD"
//             Tags { "LIGHTMODE"="FORWARDADD" "SHADOWSUPPORT"="true" }
//             ZWrite Off
//             Program "vp" {
//               SubProgram "d3d11" {
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from Midnight Hub_Nature_Cliff:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201609010 29 0 0
//      undeciphered1a: 4
// 2:   Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "APPLY_MOSS" }
// 1:   Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" }
//      undeciphered2: 1 0 4 0 0 0
//      undeciphered3: 139 4 0 0 7 8 1 2 3 4
//      ConstBuffer "$Globals" 1296
//      Vector 1264 [_MainTex_ST]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityPerDraw" 160
//      Vector 144 [unity_WorldTransformParams]
//      Matrix 0 [unity_ObjectToWorld]
//      Matrix 64 [unity_WorldToObject]
//      ConstBuffer "UnityPerFrame" 384
//      Matrix 272 [unity_MatrixVP]
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityPerDraw" 2
//      BindCB "UnityPerFrame" 3
//
// 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 17:58:28 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
// 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   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyz         4     NONE   float   xyz
// TEXCOORD                 4   xyz         5     NONE   float   xyz
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[80], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[10], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyz
dcl_output o3.xyz
dcl_output o4.xyz
dcl_output o5.xyz
dcl_output o6.xyzw
dcl_temps 5

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

ld_indexable(texture2d)(float,float,float,float) r4.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 o5.xyz, cb2[3].xyzx, v0.wwww, r0.xyzx
mul r0.xyzw, r1.yyyy, cb3[18].xyzw
mad r0.xyzw, cb3[17].xyzw, r1.xxxx, r0.xyzw
mad r0.xyzw, cb3[19].xyzw, r1.zzzz, r0.xyzw
mad r0.xyzw, cb3[20].xyzw, r1.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 88c0f19504fbfe30-vs.txt
ne r4.w, r0.w, l(1.0)
if_nz r4.w
  add r4.w, r0.w, -r4.y
  mad r0.x, r4.w, r4.x, r0.x
endif

mad o1.xy, v3.xyxx, cb0[79].xyxx, cb0[79].zwzz
dp3 r1.y, v2.xyzx, cb2[4].xyzx
dp3 r1.z, v2.xyzx, cb2[5].xyzx
dp3 r1.x, v2.xyzx, cb2[6].xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
mul r2.xyz, v1.yyyy, cb2[1].yzxy
mad r2.xyz, cb2[0].yzxy, v1.xxxx, r2.xyzx
mad r2.xyz, cb2[2].yzxy, v1.zzzz, r2.xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
mul r3.xyz, r1.xyzx, r2.xyzx
mad r3.xyz, r1.zxyz, r2.yzxy, -r3.xyzx
mul r1.w, v1.w, cb2[9].w
mul r3.xyz, r1.wwww, r3.xyzx
mov o2.y, r3.x
mov o2.x, r2.z
mov o2.z, r1.y
mov o3.x, r2.x
mov o4.x, r2.y
mov o3.z, r1.z
mov o4.z, r1.x
mov o3.y, r3.y
mov o4.y, 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 o6.zw, r0.zzzw
add o6.xy, r1.zzzz, r1.xwxx
ret
// Approximately 0 instruction slots used