// asmtool.py -I ../.. --auto-fix-vertex-halo --fix-unusual-halo-with-inconsistent-w-optimisation --fix-unity-reflection --fix-unity-frustum-world --only-autofixed ff0f79c040f16d1a-vs.txt
// 3DMigoto: ff0f79c040f16d1a |    Unity headers extracted from Particles_Alpha Blended Premultiply
//    Shader "Particles/Alpha Blended Premultiply" {
//      SubShader 1/1 {
//        Tags { "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "QUEUE"="Transparent" "RenderType"="Transparent" }
//        Pass 1/1 {
//          Tags { "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "QUEUE"="Transparent" "RenderType"="Transparent" }
//          ZWrite Off
//          Program "vp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Particles_Alpha Blended Premultiply:
//   API d3d11
//   Shader model vs_4_0
//   undeciphered1: 201609010 18 0 0
//   undeciphered1a: 2
//   Keywords { "SOFTPARTICLES_ON" }
//   undeciphered2: 1 0 4 0 0 0
//   undeciphered3: 13 3 0 0 2 1 3 4
//   ConstBuffer "$Globals" 80
//   Vector 48 [_MainTex_ST]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 80 [_ProjectionParams]
//   ConstBuffer "UnityPerDraw" 160
//   Matrix 0 [unity_ObjectToWorld]
//   ConstBuffer "UnityPerFrame" 384
//   Matrix 144 [unity_MatrixV]
//   Matrix 272 [unity_MatrixVP]
//   BindCB "$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 18:04:53 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[4], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[4], immediateIndexed
dcl_constantbuffer cb3[21], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o3.xyzw
dcl_temps 3

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

ld_indexable(texture2d)(float,float,float,float) r2.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 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 r1.xyzw, cb3[20].xyzw, r0.wwww, r1.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 ff0f79c040f16d1a-vs.txt
ne r2.w, r1.w, l(1.0)
if_nz r2.w
  add r2.w, r1.w, -r2.y
  mad r1.x, r2.w, r2.x, r1.x
endif

mov o1.xyzw, v1.xyzw
mad o2.xy, v2.xyxx, cb0[3].xyxx, cb0[3].zwzz
mul r0.y, r0.y, cb3[10].z
mad r0.x, cb3[9].z, r0.x, r0.y
mad r0.x, cb3[11].z, r0.z, r0.x
mad r0.x, cb3[12].z, r0.w, r0.x
mov o3.z, -r0.x
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 o3.w, r1.w
add o3.xy, r0.zzzz, r0.xwxx
ret
// Approximately 0 instruction slots used