// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed c5351039fcc84c78-vs.txt
// 3DMigoto: c5351039fcc84c78 | Matched 2 variants of 1 shaders: Hidden/TerrainEngine/Details/Vertexlit
//
//       Unity headers extracted from Hidden_TerrainEngine_Details_Vertexlit
//       Shader "Hidden/TerrainEngine/Details/Vertexlit" {
//         Fallback "VertexLit"
//         SubShader 1/2 {
//           LOD 200
//           Tags { "RenderType"="Opaque" }
//           Pass 4/6 {
//             Name "PREPASS"
//             Tags { "LIGHTMODE"="PREPASSFINAL" "RenderType"="Opaque" }
//             ZWrite Off
//             Program "vp" {
//               SubProgram "d3d11" {
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from Hidden_TerrainEngine_Details_Vertexlit:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201609010 30 0 0
//      undeciphered1a: 4
// 2:   Keywords { "UNITY_HDR_ON" }
//      undeciphered2: 1 0 5 0 0 0
//      undeciphered3: 15 4 0 0 1 2 3 4 2 1
//      ConstBuffer "$Globals" 1120
//      Vector 1088 [_MainTex_ST]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityLighting" 752
//      Vector 608 [unity_SHAr]
//      Vector 624 [unity_SHAg]
//      Vector 640 [unity_SHAb]
//      Vector 656 [unity_SHBr]
//      Vector 672 [unity_SHBg]
//      Vector 688 [unity_SHBb]
//      Vector 704 [unity_SHC]
//      ConstBuffer "UnityPerDraw" 160
//      Matrix 0 [unity_ObjectToWorld]
//      Matrix 64 [unity_WorldToObject]
//      ConstBuffer "UnityPerFrame" 384
//      Matrix 272 [unity_MatrixVP]
//      BindCB "$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 18:01:42 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   xyzw
//
//
// 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
// COLOR                    0   xyzw        3     NONE   float   xyzw
// TEXCOORD                 2   xyzw        4     NONE   float   xyzw
// TEXCOORD                 3   xyzw        5     NONE   float   xyzw
// TEXCOORD                 4   xyz         6     NONE   float   xyz
//
vs_4_0
dcl_constantbuffer cb0[69], 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_input v7.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyz
dcl_temps 5

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

ld_indexable(texture2d)(float,float,float,float) r4.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 o2.xyz, cb3[3].xyzx, v0.wwww, r0.xyzx
mul r0.xyzw, r1.yyyy, cb4[18].xyzw
mad r0.xyzw, cb4[17].xyzw, r1.xxxx, r0.xyzw
mad r0.xyzw, cb4[19].xyzw, r1.zzzz, r0.xyzw
mad r0.xyzw, cb4[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 c5351039fcc84c78-vs.txt
ne r4.w, r0.w, l(1.0)
if_nz r4.w
  add r4.w, r0.w, -r4.y
  mad r0.x, r4.w, r4.x, r0.x
endif

mad o1.xy, v3.xyxx, cb0[68].xyxx, cb0[68].zwzz
mov o3.xyzw, v7.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
mov o5.xyzw, l(0,0,0,0)
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.x, r0.y, r0.y
mad r1.x, r0.x, r0.x, -r1.x
mul r2.xyzw, r0.yzzx, r0.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 r1.xyz, cb2[44].xyzx, r1.xxxx, r3.xyzx
mov r0.w, l(1.000000)
dp4 r2.x, cb2[38].xyzw, r0.xyzw
dp4 r2.y, cb2[39].xyzw, r0.xyzw
dp4 r2.z, cb2[40].xyzw, r0.xyzw
add o6.xyz, r1.xyzx, r2.xyzx
ret
// Approximately 0 instruction slots used