// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed f3a5a8e663ec8832-vs.txt
// 3DMigoto: f3a5a8e663ec8832 | Matched 4 variants of 1 shaders: Midnight Hub/Nature/Terrain PBS
//
//       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 1/4 {
//             Name "FORWARD"
//             Tags { "LIGHTMODE"="FORWARDBASE" "RenderType"="1500" "SHADOWSUPPORT"="true" }
//             Program "vp" {
//               SubProgram "d3d11" {
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from Midnight Hub_Nature_Terrain PBS:
//      API d3d11
//      Shader model vs_4_0
//      undeciphered1: 201609010 34 0 0
//      undeciphered1a: 5
// 8:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "VERTEXLIGHT_ON" }
// 2:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" }
// 4:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" "VERTEXLIGHT_ON" }
// 1:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" }
//      undeciphered2: 1 0 5 0 0 0
//      undeciphered3: 43 4 0 0 1 2 3 4 5 6
//      ConstBuffer "$Globals" 1200
//      Vector 1088 [_Control_ST]
//      Vector 1152 [_Splat0_ST]
//      Vector 1168 [_Splat1_ST]
//      Vector 1184 [_Splat2_ST]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 80 [_ProjectionParams]
//      ConstBuffer "UnityPerDraw" 160
//      Vector 144 [unity_WorldTransformParams]
//      Matrix 0 [unity_ObjectToWorld]
//      Matrix 64 [unity_WorldToObject]
//      ConstBuffer "UnityPerFrame" 384
//      Matrix 272 [unity_MatrixVP]
//      ConstBuffer "UnityLightmaps" 32
//      Vector 16 [unity_DynamicLightmapST]
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityPerDraw" 2
//      BindCB "UnityPerFrame" 3
//      BindCB "UnityLightmaps" 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 18:04:13 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   xy
// 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                 5     zw        2     NONE   float     zw
// TEXCOORD                 2   xyzw        3     NONE   float   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 7   xyzw        6     NONE   float   xyzw
// TEXCOORD                 8   xyzw        7     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[75], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[10], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_constantbuffer cb4[2], immediateIndexed
dcl_input v0.xyzw
dcl_input v2.xyz
dcl_input v3.xy
dcl_input v5.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o2.zw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_temps 6

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

ld_indexable(texture2d)(float,float,float,float) r5.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 r0.xyz, cb2[3].xyzx, v0.wwww, r0.xyzx
mul r2.xyzw, r1.yyyy, cb3[18].xyzw
mad r2.xyzw, cb3[17].xyzw, r1.xxxx, r2.xyzw
mad r2.xyzw, cb3[19].xyzw, r1.zzzz, r2.xyzw
mad r1.xyzw, cb3[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 f3a5a8e663ec8832-vs.txt
ne r5.w, r1.w, l(1.0)
if_nz r5.w
  add r5.w, r1.w, -r5.y
  mad r1.x, r5.w, r5.x, r1.x
endif

mad o1.xy, v3.xyxx, cb0[72].xyxx, cb0[72].zwzz
mad o1.zw, v3.xxxy, cb0[73].xxxy, cb0[73].zzzw
mad o2.zw, v3.xxxy, cb0[68].xxxy, cb0[68].zzzw
mad o2.xy, v3.xyxx, cb0[74].xyxx, cb0[74].zwzz
mov o3.w, r0.x
mul r0.xw, v2.zzzx, l(0.000000, 0.000000, 0.000000, 1.000000)
mad r0.xw, v2.yyyz, l(1.000000, 0.000000, 0.000000, 0.000000), -r0.xxxw
mul r2.xyz, r0.wwww, cb2[1].yzxy
mad r2.xyz, cb2[0].yzxy, r0.xxxx, r2.xyzx
dp3 r0.x, r2.xyzx, r2.xyzx
rsq r0.x, r0.x
mul r2.xyz, r0.xxxx, r2.xyzx
dp3 r3.y, v2.xyzx, cb2[4].xyzx
dp3 r3.z, v2.xyzx, cb2[5].xyzx
dp3 r3.x, v2.xyzx, cb2[6].xyzx
dp3 r0.x, r3.xyzx, r3.xyzx
rsq r0.x, r0.x
mul r3.xyz, r0.xxxx, r3.xyzx
mul r4.xyz, r2.xyzx, r3.xyzx
mad r4.xyz, r3.zxyz, r2.yzxy, -r4.xyzx
mul r4.xyz, r4.xyzx, -cb2[9].wwww
mov o3.y, r4.x
mov o3.x, r2.z
mov o3.z, r3.y
mov o4.x, r2.x
mov o5.x, r2.y
mov o4.z, r3.z
mov o5.z, r3.x
mov o4.w, r0.y
mov o5.w, r0.z
mov o4.y, r4.y
mov o5.y, r4.z
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 o6.zw, r1.zzzw
add o6.xy, r0.zzzz, r0.xwxx
mad o7.zw, v5.xxxy, cb4[1].xxxy, cb4[1].zzzw
mov o7.xy, l(0,0,0,0)
ret
// Approximately 0 instruction slots used