// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 0be40f2c735149f1-vs.txt
// 3DMigoto: 0be40f2c735149f1 | Matched 8 variants of 2 shaders: Hidden/TerrainEngine/Splatmap/Standard-AddPass, Nature/Terrain/Standard
//
// f0:    Unity headers extracted from Hidden_TerrainEngine_Splatmap_Standard-AddPass
// 0f:    Unity headers extracted from Nature_Terrain_Standard
// f0:    Shader "Hidden/TerrainEngine/Splatmap/Standard-AddPass" {
// 0f:    Shader "Nature/Terrain/Standard" {
// f0:      Fallback "Hidden/TerrainEngine/Splatmap/Diffuse-AddPass"
// 0f:      Fallback "Nature/Terrain/Diffuse"
//          SubShader 1/1 {
// f0:        Tags { "IGNOREPROJECTOR"="true" "QUEUE"="Geometry-99" "RenderType"="Opaque" }
// 0f:        Tags { "QUEUE"="Geometry-100" "RenderType"="Opaque" }
//            Pass 1/4 {
//              Name "FORWARD"
// f0:          Tags { "IGNOREPROJECTOR"="true" "LIGHTMODE"="FORWARDBASE" "QUEUE"="Geometry-99" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
// 0f:          Tags { "LIGHTMODE"="FORWARDBASE" "QUEUE"="Geometry-100" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
// f0:          ZWrite Off
//              Program "vp" {
//                SubProgram "d3d11" {
//                }
//              }
//            }
//          }
//        }
//
// f0: Unity 5.3 headers extracted from Hidden_TerrainEngine_Splatmap_Standard-AddPass:
// 0f: Unity 5.3 headers extracted from Nature_Terrain_Standard:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201609010 24 0 0
//       undeciphered1a: 2
// 88:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "VERTEXLIGHT_ON" }
// 22:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" }
// 44:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "VERTEXLIGHT_ON" }
// 11:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" }
//       undeciphered2: 1 0 5 0 0 0
//       undeciphered3: 43 4 0 0 1 2 3 4 5 6
//       ConstBuffer "$Globals" 1200
//       Vector 1088 [_Control_ST]
//       Vector 1136 [_Splat0_ST]
//       Vector 1152 [_Splat1_ST]
//       Vector 1168 [_Splat2_ST]
//       Vector 1184 [_Splat3_ST]
//       ConstBuffer "UnityPerCamera" 144
//       Vector 80 [_ProjectionParams]
//       ConstBuffer "UnityPerDraw" 160
//       Matrix 0 [unity_ObjectToWorld]
//       Matrix 64 [unity_WorldToObject]
//       ConstBuffer "UnityPerFrame" 384
//       Matrix 272 [unity_MatrixVP]
//       ConstBuffer "UnityLightmaps" 32
//       Vector 16 [unity_DynamicLightmapST]
//       BindCB "$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 17:51:41 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TANGENT                  0   xyzw        1     NONE   float
// 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   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyz         4     NONE   float   xyz
// TEXCOORD                 4   xy          5     NONE   float   xy
// TEXCOORD                 6   xyzw        6     NONE   float   xyzw
// TEXCOORD                 7   xyzw        7     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[75], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[7], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_constantbuffer cb4[2], immediateIndexed
dcl_input v0.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_input v5.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyz
dcl_output o4.xyz
dcl_output o5.xy
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_temps 3

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

ld_indexable(texture2d)(float,float,float,float) r2.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 o4.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 0be40f2c735149f1-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

mad o1.xy, v3.xyxx, cb0[71].xyxx, cb0[71].zwzz
mad o1.zw, v3.xxxy, cb0[72].xxxy, cb0[72].zzzw
mad o2.xy, v3.xyxx, cb0[73].xyxx, cb0[73].zwzz
mad o2.zw, v3.xxxy, cb0[74].xxxy, cb0[74].zzzw
dp3 r1.x, v2.xyzx, cb2[4].xyzx
dp3 r1.y, v2.xyzx, cb2[5].xyzx
dp3 r1.z, v2.xyzx, cb2[6].xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul o3.xyz, r1.wwww, r1.xyzx
mad o5.xy, v3.xyxx, cb0[68].xyxx, cb0[68].zwzz
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
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