// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed d16e0b153397f9bf-vs.txt
// 3DMigoto: d16e0b153397f9bf |    Unity headers extracted from Midnight Hub_Nature_Terrain PBS
//    Shader "Midnight Hub/Nature/Terrain PBS" {
//      CustomEditor "Rendering.Materials.MaterialFixer"
//      Fallback "Diffuse"
//      SubShader 1/1 {
//        Tags { "RenderType"="1500" }
//        Pass 2/4 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="FORWARDADD" "RenderType"="1500" "SHADOWSUPPORT"="true" }
//          ZWrite Off
//          Program "vp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Midnight Hub_Nature_Terrain PBS:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201609010 32 0 0
//   undeciphered1a: 4
//   Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" }
//   undeciphered2: 1 0 4 0 0 0
//   undeciphered3: 11 3 0 0 1 2 3 4
//   ConstBuffer "$Globals" 1264
//   Vector 1152 [_Control_ST]
//   Vector 1216 [_Splat0_ST]
//   Vector 1232 [_Splat1_ST]
//   Vector 1248 [_Splat2_ST]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 80 [_ProjectionParams]
//   ConstBuffer "UnityPerDraw" 160
//   Vector 144 [unity_WorldTransformParams]
//   Matrix 0 [unity_ObjectToWorld]
//   Matrix 64 [unity_WorldToObject]
//   ConstBuffer "UnityPerFrame" 384
//   Matrix 272 [unity_MatrixVP]
//   BindCB "$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 18:02:25 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   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xy          2     NONE   float   xy
// TEXCOORD                 6     zw        2     NONE   float     zw
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyz         4     NONE   float   xyz
// TEXCOORD                 4   xyz         5     NONE   float   xyz
// TEXCOORD                 5   xyz         6     NONE   float   xyz
// TEXCOORD                 7   xyzw        7     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[79], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[10], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_input v0.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o2.zw
dcl_output o3.xyz
dcl_output o4.xyz
dcl_output o5.xyz
dcl_output o6.xyz
dcl_output o7.xyzw
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, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
add r1.xyzw, r0.xyzw, cb2[3].xyzw
mad o6.xyz, cb2[3].xyzx, v0.wwww, r0.xyzx
mul r0.xyzw, r1.yyyy, cb3[18].xyzw
mad r0.xyzw, cb3[17].xyzw, r1.xxxx, r0.xyzw
mad r0.xyzw, cb3[19].xyzw, r1.zzzz, r0.xyzw
mad r0.xyzw, cb3[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 d16e0b153397f9bf-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[76].xyxx, cb0[76].zwzz
mad o1.zw, v3.xxxy, cb0[77].xxxy, cb0[77].zzzw
mad o2.zw, v3.xxxy, cb0[72].xxxy, cb0[72].zzzw
mad o2.xy, v3.xyxx, cb0[78].xyxx, cb0[78].zwzz
mul r1.xy, v2.zxzz, l(0.000000, 1.000000, 0.000000, 0.000000)
mad r1.xy, v2.yzyy, l(1.000000, 0.000000, 0.000000, 0.000000), -r1.xyxx
mul r1.yzw, r1.yyyy, cb2[1].yyzx
mad r1.xyz, cb2[0].yzxy, r1.xxxx, r1.yzwy
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
dp3 r2.y, v2.xyzx, cb2[4].xyzx
dp3 r2.z, v2.xyzx, cb2[5].xyzx
dp3 r2.x, v2.xyzx, cb2[6].xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
mul r3.xyz, r1.xyzx, r2.xyzx
mad r3.xyz, r2.zxyz, r1.yzxy, -r3.xyzx
mul r3.xyz, r3.xyzx, -cb2[9].wwww
mov o3.y, r3.x
mov o3.x, r1.z
mov o3.z, r2.y
mov o4.x, r1.x
mov o5.x, r1.y
mov o4.z, r2.z
mov o5.z, r2.x
mov o4.y, r3.y
mov o5.y, r3.z
mul r0.y, r0.y, cb1[5].x
mul r1.xzw, r0.xxwy, l(0.500000, 0.000000, 0.500000, 0.500000)
mov o7.zw, r0.zzzw
add o7.xy, r1.zzzz, r1.xwxx
ret
// Approximately 0 instruction slots used