// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed c0983815dc0754df-vs.txt
// 3DMigoto: c0983815dc0754df |    Unity headers extracted from Legacy Shaders_Specular
//    Shader "Legacy Shaders/Specular" {
//      Fallback "Legacy Shaders/VertexLit"
//      SubShader 1/1 {
//        LOD 300
//        Tags { "RenderType"="Opaque" }
//        Pass 1/6 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="FORWARDBASE" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//          Program "vp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Legacy Shaders_Specular:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201609010 48 0 0
//   undeciphered1a: 6
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
//   undeciphered2: 1 0 5 0 0 0
//   undeciphered3: 11 3 0 0 1 2 3 4
//   ConstBuffer "$Globals" 1136
//   Vector 1120 [_MainTex_ST]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 80 [_ProjectionParams]
//   ConstBuffer "UnityLighting" 752
//   Vector 32 [unity_4LightPosX0]
//   Vector 48 [unity_4LightPosY0]
//   Vector 64 [unity_4LightPosZ0]
//   Vector 80 [unity_4LightAtten0]
//   Vector 96 [unity_LightColor0]
//   Vector 112 [unity_LightColor1]
//   Vector 128 [unity_LightColor2]
//   Vector 144 [unity_LightColor3]
//   Vector 160 [unity_LightColor4]
//   Vector 176 [unity_LightColor5]
//   Vector 192 [unity_LightColor6]
//   Vector 208 [unity_LightColor7]
//   Vector 656 [unity_SHBr]
//   Vector 672 [unity_SHBg]
//   Vector 688 [unity_SHBb]
//   Vector 704 [unity_SHC]
//   ConstBuffer "UnityPerDraw" 160
//   Matrix 0 [unity_ObjectToWorld]
//   Matrix 64 [unity_WorldToObject]
//   ConstBuffer "UnityPerFrame" 384
//   Matrix 272 [unity_MatrixVP]
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 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 18:01:27 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                 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   xyzw        5     NONE   float   xyzw
// TEXCOORD                 6   xyzw        6     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[71], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[45], 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_output o3.xyz
dcl_output o4.xyz
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_temps 7

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

ld_indexable(texture2d)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.xyzw

mul r0.xyzw, v0.yyyy, cb3[1].xyzw
mad r0.xyzw, cb3[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb3[2].xyzw, v0.zzzz, r0.xyzw
add r1.xyzw, r0.xyzw, cb3[3].xyzw
mad r0.xyz, cb3[3].xyzx, v0.wwww, r0.xyzx
mul r2.xyzw, r1.yyyy, cb4[18].xyzw
mad r2.xyzw, cb4[17].xyzw, r1.xxxx, r2.xyzw
mad r2.xyzw, cb4[19].xyzw, r1.zzzz, r2.xyzw
mad r1.xyzw, cb4[20].xyzw, r1.wwww, r2.xyzw
mov o0.xyzw, r1.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 c0983815dc0754df-vs.txt
ne r6.w, r1.w, l(1.0)
if_nz r6.w
  add r6.w, r1.w, -r6.y
  mad r1.x, r6.w, r6.x, r1.x
endif

mad o1.xy, v3.xyxx, cb0[70].xyxx, cb0[70].zwzz
dp3 r2.x, v2.xyzx, cb3[4].xyzx
dp3 r2.y, v2.xyzx, cb3[5].xyzx
dp3 r2.z, v2.xyzx, cb3[6].xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
mov o2.xyz, r2.xyzx
mov o3.xyz, r0.xyzx
add r3.xyzw, -r0.xxxx, cb2[2].xyzw
add r4.xyzw, -r0.yyyy, cb2[3].xyzw
add r0.xyzw, -r0.zzzz, cb2[4].xyzw
mul r5.xyzw, r2.yyyy, r4.xyzw
mul r4.xyzw, r4.xyzw, r4.xyzw
mad r4.xyzw, r3.xyzw, r3.xyzw, r4.xyzw
mad r3.xyzw, r3.xyzw, r2.xxxx, r5.xyzw
mad r3.xyzw, r0.xyzw, r2.zzzz, r3.xyzw
mad r0.xyzw, r0.xyzw, r0.xyzw, r4.xyzw
max r0.xyzw, r0.xyzw, l(0.000001, 0.000001, 0.000001, 0.000001)
rsq r4.xyzw, r0.xyzw
mad r0.xyzw, r0.xyzw, cb2[5].xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
div r0.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000), r0.xyzw
mul r3.xyzw, r3.xyzw, r4.xyzw
max r3.xyzw, r3.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r0.xyzw, r0.xyzw, r3.xyzw
mul r3.xyz, r0.yyyy, cb2[7].xyzx
mad r3.xyz, cb2[6].xyzx, r0.xxxx, r3.xyzx
mad r0.xyz, cb2[8].xyzx, r0.zzzz, r3.xyzx
mad r0.xyz, cb2[9].xyzx, r0.wwww, r0.xyzx
mul r0.w, r2.y, r2.y
mad r0.w, r2.x, r2.x, -r0.w
mul r2.xyzw, r2.yzzx, r2.xyzz
dp4 r3.x, cb2[41].xyzw, r2.xyzw
dp4 r3.y, cb2[42].xyzw, r2.xyzw
dp4 r3.z, cb2[43].xyzw, r2.xyzw
mad r2.xyz, cb2[44].xyzx, r0.wwww, r3.xyzx
add o4.xyz, r0.xyzx, r2.xyzx
mul r0.x, r1.y, cb1[5].x
mul r0.w, r0.x, l(0.500000)
mul r0.xz, r1.xxwx, l(0.500000, 0.000000, 0.500000, 0.000000)
mov o5.zw, r1.zzzw
add o5.xy, r0.zzzz, r0.xwxx
mov o6.xyzw, l(0,0,0,0)
ret
// Approximately 0 instruction slots used