// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 0d6782274723ecfa-ps.txt
// 3DMigoto: 0d6782274723ecfa |    Unity headers extracted from PF_StandardDynamic
//    Shader "PF/StandardDynamic" {
//      CustomEditor "PFStandardDynamicShaderGUI"
//      SubShader 1/1 {
//        LOD 100
//        Tags { "Reflection"="Opaque" "RenderType"="Opaque" }
//        Pass 2/3 {
//          Name "ForwardAdd"
//          Tags { "LIGHTMODE"="FORWARDADD" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//          ZWrite Off
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from PF_StandardDynamic:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201802150 75 7 1
//   undeciphered1a: 8
//   Keywords { "SPOT" "FOG_LINEAR" "INSTANCING_ON" "SPECULAR_ON" "METALLNESS_ON" "PETRIFICATION_ON" }
//   undeciphered2: 1 7 5 7 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 2464
//   Vector 32 [_LightColor0]
//   Float 136 [_Metallic]
//   Matrix 176 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 96 [_ScreenParams]
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   ConstBuffer "UnityFog" 32
//   Vector 16 [unity_FogParams]
//   ConstBuffer "PFCommonBuffer" 240
//   Vector 48 [_TintColor]
//   Float 64 [_NdotLPower]
//   Float 68 [_FogInfluence]
//   Float 80 [_Roughness]
//   Float 124 [_Petrification]
//   Vector 128 [_PetrificationColor]
//   Float 144 [_PetrificationColorScale]
//   Float 148 [_PetrificationColorClamp]
//   Float 152 [_PetrificationAlphaScale]
//   Float 156 [_AlphaScale]
//   Float 228 [_StencilRef]
//   Float 232 [_ScreenSpaceDecalsGlobalFlag]
//   SetTexture 0 [_MainTex] 2D 1
//   SetTexture 1 [_ScreenSpaceDecalsTex] 2D 6
//   SetTexture 2 [_Parameters] 2D 4
//   SetTexture 3 [_PetrificationTex] 2D 5
//   SetTexture 4 [_LightTexture0] 2D 2
//   SetTexture 5 [_LightTextureB0] 2D 3
//   SetTexture 6 [unity_NHxRoughness] 2D 0
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityFog" 3
//   BindCB "PFCommonBuffer" 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 Aug 23 06:18:52 2020
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// SV_InstanceID            0   x           1     NONE    uint
// TEXCOORD                 0   xyzw        2     NONE   float   xy
// TEXCOORD                 1   xyzw        3     NONE   float
// TEXCOORD                 3   xyzw        4     NONE   float      w
// TEXCOORD                 4   xyzw        5     NONE   float      w
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
// TEXCOORD                 6   xyz         7     NONE   float
// TEXCOORD                 8      w        7     NONE   float      w
// TEXCOORD                 7   xyzw        8     NONE   float
// TEXCOORD                 9   xyzw        9     NONE   float     zw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[15], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_constantbuffer cb3[2], immediateIndexed
dcl_constantbuffer cb4[15], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_sampler s6, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v2.xy
dcl_input_ps linear v4.w
dcl_input_ps linear v5.w
dcl_input_ps linear v6.xyzw
dcl_input_ps linear v7.w
dcl_input_ps linear v9.zw
dcl_output o0.xyzw
dcl_temps 10
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r8.xyzw, l(0, 0, 0, 0), t125.xyzw


// Unity reflection/specular fix inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 0d6782274723ecfa-ps.txt

mul r8.w, -r8.x, r8.y
mad r9.xyz, -r8.wwww, cb10[0].xyzw, cb1[4].xyzw

sample r0.xyzw, v2.xyxx, t0.xyzw, s1
add r0.xyz, r0.xyzx, -cb4[3].xyzx
mad r0.xyz, cb4[3].wwww, r0.xyzx, cb4[3].xyzx
ne r1.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb4[14].z
if_nz r1.x
  ftoi r1.x, cb4[14].y
  ine r1.x, r1.x, l(4)
  and r1.x, r1.x, l(0x3f800000)
  div r1.yz, v0.xxyx, cb1[6].xxyx
  sample r2.xyzw, r1.yzyy, t1.xyzw, s6
  mul_sat r1.xyzw, r1.xxxx, r2.xyzw
  add r1.xyz, -r0.xyzx, r1.xyzx
  mad r0.xyz, r1.wwww, r1.xyzx, r0.xyzx
endif
sample r1.xyzw, v2.xyxx, t2.xyzw, s4
mul_sat r2.w, r0.w, cb4[9].w
sample r3.xyzw, v9.zwzz, t3.xyzw, s5
dp3 r0.w, r0.xyzx, l(0.299000, 0.587000, 0.114000, 0.000000)
add r1.y, -cb4[7].w, l(1.000000)
add r1.y, -r1.y, r3.w
mul_sat r1.y, r1.y, cb4[9].z
mul r3.xyz, r3.xyzx, r0.wwww
mul r3.xyz, r3.xyzx, cb4[8].xyzx
mul r3.xyz, r3.xyzx, cb4[9].xxxx
max r3.xyz, r3.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
min r3.xyz, r3.xyzx, cb4[9].yyyy
add r3.xyz, -r0.xyzx, r3.xyzx
mad r0.xyz, r1.yyyy, r3.xyzx, r0.xyzx
mul r0.w, r1.x, cb4[5].x
max r0.w, r0.w, l(0.000100)
mul r1.x, r1.z, cb0[8].z
add r1.yzw, r0.xxyz, l(0.000000, -0.220916301, -0.220916301, -0.220916301)
mad r1.yzw, r1.xxxx, r1.yyzw, l(0.000000, 0.220916301, 0.220916301, 0.220916301)
mad r1.x, -r1.x, l(0.779083729), l(0.779083729)
sqrt r0.w, r0.w
add r0.w, -r0.w, l(1.000000)
dp3 r3.x, v6.xyzx, v6.xyzx
rsq r3.x, r3.x
mul r3.xyz, r3.xxxx, v6.xyzx
mov r4.x, v4.w
mov r4.y, v5.w
mov r4.z, v6.w
add r5.xyz, r4.xyzx, -r9.xyzx
dp3 r3.w, r5.xyzx, r5.xyzx
rsq r3.w, r3.w
mul r5.xyz, r3.wwww, r5.xyzx
mad r4.xyz, cb2[0].wwww, -r4.xyzx, cb2[0].xyzx
dp3 r3.w, r4.xyzx, r4.xyzx
rsq r3.w, r3.w
mul r4.xyz, r3.wwww, r4.xyzx
mul r6.xyzw, v5.wwww, cb0[12].xyzw
mad r6.xyzw, cb0[11].xyzw, v4.wwww, r6.xyzw
mad r6.xyzw, cb0[13].xyzw, v6.wwww, r6.xyzw
add r6.xyzw, r6.xyzw, cb0[14].xyzw
lt r3.w, l(0.000000), r6.z
and r3.w, r3.w, l(0x3f800000)
div r7.xy, r6.xyxx, r6.wwww
add r7.xy, r7.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sample r7.xyzw, r7.xyxx, t4.xyzw, s2
mul r3.w, r3.w, r7.w
dp3 r4.w, r6.xyzx, r6.xyzx
sample r6.xyzw, r4.wwww, t5.xyzw, s3
mul r3.w, r3.w, r6.x
dp3_sat r4.w, r3.xyzx, r4.xyzx
dp3 r5.w, r5.xyzx, r3.xyzx
add r5.w, r5.w, r5.w
mad r3.xyz, r3.xyzx, -r5.wwww, r5.xyzx
dp3 r3.x, r3.xyzx, r4.xyzx
max r3.x, r3.x, l(0.000000)
mul r3.yzw, r3.wwww, cb0[2].xxyz
log r4.x, r4.w
mul r4.x, r4.x, cb4[4].x
exp r4.x, r4.x
mul r3.yzw, r3.yyzw, r4.xxxx
mul r3.x, r3.x, r3.x
mul r4.x, r3.x, r3.x
add r4.y, -r0.w, l(1.000000)
sample r4.xyzw, r4.xyxx, t6.xyzw, s0
mul r0.w, r4.x, l(16.000000)
mul r1.yzw, r1.yyzw, r0.wwww
mad r0.xyz, r0.xyzx, r1.xxxx, r1.yzwy
mul r2.xyz, r3.yzwy, r0.xyzx
div r0.x, v7.w, cb1[5].y
add r0.x, -r0.x, l(1.000000)
mul r0.x, r0.x, cb1[5].z
max r0.x, r0.x, l(0.000000)
mad_sat r0.x, r0.x, cb3[1].z, cb3[1].w
mad r0.xyz, r0.xxxx, r2.xyzx, -r2.xyzx
mov r0.w, l(0)
mad o0.xyzw, cb4[4].yyyy, r0.xyzw, r2.xyzw
ret
// Approximately 0 instruction slots used