// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed 486c3f5a0b3ad06b-vs.txt
// 3DMigoto: 486c3f5a0b3ad06b | Matched 8 variants of 2 shaders: FX/SimpleWater4, FX/Water4
//
// f0:    Unity headers extracted from FX_SimpleWater4
// 0f:    Unity headers extracted from FX_Water4
// f0:    Shader "FX/SimpleWater4" {
// 0f:    Shader "FX/Water4" {
//          Fallback "Transparent/Diffuse"
//          SubShader 2/3 {
//            LOD 300
//            Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
//            Pass 1/1 {
//              Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
// 0f:          ZWrite Off
//              Program "vp" {
//                SubProgram "d3d11" {
//                }
//              }
//            }
//          }
//        }
//
// f0: Unity 5.3 headers extracted from FX_SimpleWater4:
// 0f: Unity 5.3 headers extracted from FX_Water4:
//       API d3d11
//       Shader model vs_4_0
//       undeciphered1: 201609010 18 0 0
//       undeciphered1a: 2
// 11:   Keywords { "WATER_EDGEBLEND_ON" "WATER_REFLECTIVE" "WATER_VERTEX_DISPLACEMENT_OFF" }
// 22:   Keywords { "WATER_EDGEBLEND_ON" "WATER_VERTEX_DISPLACEMENT_OFF" "WATER_SIMPLE" }
// 44:   Keywords { "WATER_REFLECTIVE" "WATER_VERTEX_DISPLACEMENT_OFF" "WATER_EDGEBLEND_OFF" }
// 88:   Keywords { "WATER_VERTEX_DISPLACEMENT_OFF" "WATER_EDGEBLEND_OFF" "WATER_SIMPLE" }
//       undeciphered2: 1 0 4 0 0 0
//       undeciphered3: 1 1 0 0
// f0:   ConstBuffer "$Globals" 320
// 0f:   ConstBuffer "$Globals" 336
//       Vector 192 [_BumpTiling]
//       Vector 208 [_BumpDirection]
//       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 17:55:03 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   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[14], 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.xyz
dcl_output o3.xyzw
dcl_output o4.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 486c3f5a0b3ad06b-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 486c3f5a0b3ad06b-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

mov o1.xyzw, l(0,1.000000,0,1.000000)
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
mad r1.xyzw, cb1[0].xxxx, cb0[13].xyzw, r1.xzxz
mul o3.xyzw, r1.xyzw, cb0[12].xyzw
mul r0.y, r0.y, cb1[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o4.zw, r0.zzzw
add o4.xy, r1.zzzz, r1.xwxx
ret
// Approximately 0 instruction slots used