// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 370b54c373e0e6d7-vs.txt
// 3DMigoto: 370b54c373e0e6d7 | Matched 5 variants of 3 shaders: Midnight Hub/Standard, Midnight Hub/Standard Double Sided, Midnight Hub/Standard Double Sided No Shade
//
// 02:    Unity headers extracted from Midnight Hub_Standard
// 1c:    Unity headers extracted from Midnight Hub_Standard Double Sided
// 01:    Unity headers extracted from Midnight Hub_Standard Double Sided No Shade
// 01:    Shader "Midnight Hub/Standard Double Sided No Shade" {
// 1c:    Shader "Midnight Hub/Standard Double Sided" {
// 02:    Shader "Midnight Hub/Standard" {
//          CustomEditor "Rendering.Materials.StandarMaterialEditor"
//          SubShader 1/1 {
// 1d:        Tags { "QUEUE"="AlphaTest" }
//            Pass 4/5 {
//              Name "SHADOWCASTER"
// 1d:          Tags { "LIGHTMODE"="SHADOWCASTER" "QUEUE"="AlphaTest" "SHADOWSUPPORT"="true" }
// 02:          Tags { "LIGHTMODE"="SHADOWCASTER" "SHADOWSUPPORT"="true" }
//              Program "vp" {
//                SubProgram "d3d11" {
//                }
//              }
//            }
//          }
//        }
//
// 01: Unity 5.3 headers extracted from Midnight Hub_Standard Double Sided No Shade:
// 1c: Unity 5.3 headers extracted from Midnight Hub_Standard Double Sided:
// 02: Unity 5.3 headers extracted from Midnight Hub_Standard:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201609010 36 0 0
//       undeciphered1a: 3
// 07:   Keywords { "SHADOWS_DEPTH" "_ALPHATEST_ON" }
// 10:   Keywords { "SHADOWS_DEPTH" "_NORMALMAP" "_ALPHAPREMULTIPLY_ON" }
// 08:   Keywords { "SHADOWS_DEPTH" "_NORMALMAP" "_ALPHATEST_ON" }
//       undeciphered2: 1 0 5 0 0 0
//       undeciphered3: 11 3 0 0 1 2 3 4
//       ConstBuffer "$Globals" 1184
//       Vector 1152 [_MainTex_ST]
//       ConstBuffer "UnityLighting" 752
//       Vector 0 [_WorldSpaceLightPos0]
//       ConstBuffer "UnityShadows" 416
//       Vector 80 [unity_LightShadowBias]
//       ConstBuffer "UnityPerDraw" 160
//       Matrix 0 [unity_ObjectToWorld]
//       Matrix 64 [unity_WorldToObject]
//       ConstBuffer "UnityPerFrame" 384
//       Matrix 272 [unity_MatrixVP]
//       BindCB "$Globals" 0
//       BindCB "UnityLighting" 1
//       BindCB "UnityShadows" 2
//       BindCB "UnityPerDraw" 3
//       BindCB "UnityPerFrame" 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 17:54:05 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
// 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                 1   xy          1     NONE   float   xy
// TEXCOORD                 2   xyz         2     NONE   float   xyz
//
vs_4_0
dcl_constantbuffer cb0[73], immediateIndexed
dcl_constantbuffer cb1[1], immediateIndexed
dcl_constantbuffer cb2[6], immediateIndexed
dcl_constantbuffer cb3[7], immediateIndexed
dcl_constantbuffer cb4[21], immediateIndexed
dcl_input v0.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyz
dcl_temps 4

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

ld_indexable(texture2d)(float,float,float,float) r3.xyzw, l(0, 0, 0, 0), t125.xyzw

dp3 r0.x, v2.xyzx, cb3[4].xyzx
dp3 r0.y, v2.xyzx, cb3[5].xyzx
dp3 r0.z, v2.xyzx, cb3[6].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mul r1.xyzw, v0.yyyy, cb3[1].xyzw
mad r1.xyzw, cb3[0].xyzw, v0.xxxx, r1.xyzw
mad r1.xyzw, cb3[2].xyzw, v0.zzzz, r1.xyzw
mad r1.xyzw, cb3[3].xyzw, v0.wwww, r1.xyzw
mad r2.xyz, -r1.xyzx, cb1[0].wwww, cb1[0].xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
dp3 r0.w, r0.xyzx, r2.xyzx
mad r0.w, -r0.w, r0.w, l(1.000000)
sqrt r0.w, r0.w
mul r0.w, r0.w, cb2[5].z
mad r0.xyz, -r0.xyzx, r0.wwww, r1.xyzx
ne r0.w, cb2[5].z, l(0.000000)
movc r0.xyz, r0.wwww, r0.xyzx, r1.xyzx
mul r2.xyzw, r0.yyyy, cb4[18].xyzw
mad r2.xyzw, cb4[17].xyzw, r0.xxxx, r2.xyzw
mad r0.xyzw, cb4[19].xyzw, r0.zzzz, r2.xyzw
mad r0.xyzw, cb4[20].xyzw, r1.wwww, r0.xyzw

// Relocated to here with asmtool.py
mov o0.xyw, r0.xyxw

// 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 370b54c373e0e6d7-vs.txt
ne r3.w, r0.w, l(1.0)
if_nz r3.w
  add r3.w, r0.w, -r3.y
  mad r0.x, r3.w, r3.x, r0.x
endif

div r1.x, cb2[5].x, r0.w
min r1.x, r1.x, l(0.000000)
max r1.x, r1.x, l(-1.000000)
add r0.z, r0.z, r1.x
min r1.x, r0.w, r0.z

// mov o0.xyw, r0.xyxw // Relocated from here with asmtool.py

add r0.x, -r0.z, r1.x
mad o0.z, cb2[5].y, r0.x, r0.z
mad o1.xy, v3.xyxx, cb0[72].xyxx, cb0[72].zwzz
mul r0.xyz, v0.yyyy, cb3[1].xyzx
mad r0.xyz, cb3[0].xyzx, v0.xxxx, r0.xyzx
mad r0.xyz, cb3[2].xyzx, v0.zzzz, r0.xyzx
mad o2.xyz, cb3[3].xyzx, v0.wwww, r0.xyzx
ret
// Approximately 0 instruction slots used