// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 134bfc49e6af190c-vs.txt
// 3DMigoto: 134bfc49e6af190c | Matched 4 variants of 1 shaders: FX/Water4
//
//       Unity headers extracted from FX_Water4
//       Shader "FX/Water4" {
//         Fallback "Transparent/Diffuse"
//         SubShader 1/3 {
//           LOD 500
//           Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
//           Pass 2/2 {
//             Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
//             ZWrite Off
//             Program "vp" {
//               SubProgram "d3d11" {
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from FX_Water4:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201609010 56 0 0
//      undeciphered1a: 7
// 1:   Keywords { "WATER_EDGEBLEND_ON" "WATER_REFLECTIVE" "WATER_VERTEX_DISPLACEMENT_ON" }
// 2:   Keywords { "WATER_EDGEBLEND_ON" "WATER_VERTEX_DISPLACEMENT_ON" "WATER_SIMPLE" }
// 4:   Keywords { "WATER_REFLECTIVE" "WATER_VERTEX_DISPLACEMENT_ON" "WATER_EDGEBLEND_OFF" }
// 8:   Keywords { "WATER_VERTEX_DISPLACEMENT_ON" "WATER_EDGEBLEND_OFF" "WATER_SIMPLE" }
//      undeciphered2: 1 0 4 0 0 0
//      undeciphered3: 1 1 0 0
//      ConstBuffer "$Globals" 336
//      Float 32 [_GerstnerIntensity]
//      Vector 192 [_BumpTiling]
//      Vector 208 [_BumpDirection]
//      Vector 224 [_GAmplitude]
//      Vector 240 [_GFrequency]
//      Vector 256 [_GSteepness]
//      Vector 272 [_GSpeed]
//      Vector 288 [_GDirectionAB]
//      Vector 304 [_GDirectionCD]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 0 [_Time]
//      Vector 64 [_WorldSpaceCameraPos] 3
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityPerDraw" 160
//      Matrix 0 [unity_ObjectToWorld]
//      ConstBuffer "UnityPerFrame" 384
//      Matrix 272 [unity_MatrixVP]
//      BindCB "$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 17:52:09 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
// TEXCOORD                 0   xyzw        3     NONE   float
// 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   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[20], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[4], immediateIndexed
dcl_constantbuffer cb3[24], immediateIndexed
dcl_input v0.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_temps 9

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

ld_indexable(texture2d)(float,float,float,float) r7.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 134bfc49e6af190c-vs.txt

mul r7.w, -r7.x, r7.y
mad r8.xyz, -r7.wwww, cb10[0].xyzw, cb1[4].xyzw

mul r0.xyz, v0.yyyy, cb2[1].xyzx
mad r0.xyz, cb2[0].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb2[2].xyzx, v0.zzzz, r0.xyzx
mad r0.xyz, cb2[3].xyzx, v0.wwww, r0.xyzx
dp2 r1.x, cb0[18].xyxx, r0.xzxx
dp2 r1.y, cb0[18].zwzz, r0.xzxx
dp2 r1.z, cb0[19].xyxx, r0.xzxx
dp2 r1.w, cb0[19].zwzz, r0.xzxx
mul r2.xyzw, cb0[17].xyzw, cb1[0].yyyy
mad r1.xyzw, cb0[15].xyzw, r1.xyzw, r2.xyzw
sincos r1.xyzw, r3.xyzw, r1.xyzw
mul r4.xyzw, cb0[14].xyzw, cb0[16].xyzw
mul r5.xyzw, r4.xyxy, cb0[18].ywxz
mul r4.xyzw, r4.zzww, cb0[19].xyzw
mov r6.xy, r5.zwzz
mov r6.zw, r4.xxxz
mov r5.zw, r4.yyyw
dp4 r4.z, r3.xyzw, r5.xyzw
dp4 r4.x, r3.xyzw, r6.xyzw
dp4 r4.y, r1.xyzw, cb0[14].xyzw
add r1.xyz, r4.xyzx, v0.xyzx
add r3.xy, r0.xzxx, r4.xzxx
add o2.xyz, r0.xyzx, -r8.xyzx
mov_sat o2.w, r4.y
mul r0.xyzw, r1.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, r1.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, r1.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb2[3].xyzw
mul r4.xyzw, r0.yyyy, cb3[18].xyzw
mad r4.xyzw, cb3[17].xyzw, r0.xxxx, r4.xyzw
mad r4.xyzw, cb3[19].xyzw, r0.zzzz, r4.xyzw
mad r0.xyzw, cb3[20].xyzw, r0.wwww, r4.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 134bfc49e6af190c-vs.txt
ne r7.w, r0.w, l(1.0)
if_nz r7.w
  add r7.w, r0.w, -r7.y
  mad r0.x, r7.w, r7.x, r0.x
endif

dp2 r4.x, cb0[18].xyxx, r3.xyxx
dp2 r4.y, cb0[18].zwzz, r3.xyxx
dp2 r4.z, cb0[19].xyxx, r3.xyxx
dp2 r4.w, cb0[19].zwzz, r3.xyxx
mad r2.xyzw, cb0[15].xyzw, r4.xyzw, r2.xyzw
sincos null, r2.xyzw, r2.xyzw
mul r3.xyzw, cb0[14].xyzw, cb0[15].xyzw
mul r4.xyzw, r3.xyxy, cb0[18].ywxz
mul r3.xyzw, r3.zzww, cb0[19].xyzw
mov r5.xy, r4.zwzz
mov r5.zw, r3.xxxz
mov r4.zw, r3.yyyw
dp4 r1.w, r2.xyzw, r4.xyzw
dp4 r2.x, r2.xyzw, r5.xyzw
mov r2.x, -r2.x
mov r2.z, -r1.w
mul r2.xz, r2.xxzx, cb0[2].xxxx
mov r2.y, l(2.000000)
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul o1.xyz, r1.wwww, r2.xyzx
mov o1.w, l(1.000000)
mul r2.xyzw, r1.yyyy, cb2[1].xzxz
mad r2.xyzw, cb2[0].xzxz, r1.xxxx, r2.xyzw
mad r1.xyzw, cb2[2].xzxz, r1.zzzz, r2.xyzw
mad r1.xyzw, cb2[3].xzxz, v0.wwww, r1.xyzw
mad r1.xyzw, cb1[0].xxxx, cb0[13].xyzw, r1.xyzw
mul o3.xyzw, r1.xyzw, cb0[12].xyzw
mul r1.x, r0.y, cb1[5].x
mul r1.w, r1.x, l(0.500000)
mul r1.xz, r0.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
add o4.xy, r1.zzzz, r1.xwxx
mad r0.xy, r0.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), r0.wwww
mul o5.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mov o4.zw, r0.zzzw
mov o5.zw, r0.zzzw
ret
// Approximately 0 instruction slots used