// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 0ee9f5eb03fc3cda-ps.txt
// 3DMigoto: 0ee9f5eb03fc3cda |    Unity headers extracted from PF_Standard
//    Shader "PF/Standard" {
//      CustomEditor "PFStandardShaderGUI"
//      SubShader 1/1 {
//        LOD 100
//        Tags { "Reflection"="Opaque" "RenderType"="Opaque" }
//        Pass 2/4 {
//          Name "FORWARDADD"
//          Tags { "LIGHTMODE"="FORWARDADD" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//          ZWrite Off
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from PF_Standard:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 71 5 1
//   undeciphered1a: 8
//   Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SHADOWMASK" "FOG_LINEAR" "INSTANCING_ON" "BUMP_ON" "CUTOUT_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" "VERTEX_INTERACTION_ON" }
//   undeciphered2: 1 6 7 6 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 2464
//   Vector 32 [_LightColor0]
//   Matrix 176 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 96 [_ScreenParams]
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 16 [_LightPositionRange]
//   Vector 32 [_LightProjectionParams]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityFog" 32
//   Vector 16 [unity_FogParams]
//   ConstBuffer "PFCommonBuffer" 240
//   Vector 48 [_TintColor]
//   Float 64 [_NdotLPower]
//   Float 68 [_FogInfluence]
//   Float 156 [_AlphaScale]
//   Float 160 [_Cutout]
//   Float 228 [_StencilRef]
//   Float 232 [_ScreenSpaceDecalsGlobalFlag]
//   Float 236 [_UseNormalMapAtlas]
//   SetTexture 0 [_MainTex] 2D 20
//   SetTexture 1 [_ScreenSpaceDecalsTex] 2D 50
//   SetTexture 2 [_BumpMap] 2D 30
//   SetTexture 3 [_LightTexture0] 2D 40
//   SetTexture 4 [unity_ShadowMask] 2D 00
//   SetTexture 5 [_ShadowMapTexture] CUBE 10
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityShadows" 3
//   BindCB "UnityPerFrame" 4
//   BindCB "UnityFog" 5
//   BindCB "PFCommonBuffer" 6
//
// Headers extracted with DarkStarSword's extract_unity55_shaders.py
// https://github.com/DarkStarSword/3d-fixes

//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.2 on Mon Jan 14 17:39:09 2019
//
//
// 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   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// 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   xy
// COLOR                    0   xyzw        9     NONE   float
//
//
// 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[47], immediateIndexed
dcl_constantbuffer cb3[26], immediateIndexed
dcl_constantbuffer cb4[12], immediateIndexed
dcl_constantbuffer cb5[2], immediateIndexed
dcl_constantbuffer cb6[15], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_comparison
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, 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_texturecube (float,float,float,float) t5
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v2.xy
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v6.xyzw
dcl_input_ps linear v7.w
dcl_input_ps linear v8.xy
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 0ee9f5eb03fc3cda-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, s2
add r0.xyz, r0.xyzx, -cb6[3].xyzx
mad r0.xyz, cb6[3].wwww, r0.xyzx, cb6[3].xyzx
ne r1.xy, l(0.000000, 0.000000, 0.000000, 0.000000), cb6[14].zwzz
if_nz r1.x
  ftoi r1.x, cb6[14].y
  ine r1.x, r1.x, l(4)
  and r1.x, r1.x, l(0x3f800000)
  div r1.zw, v0.xxxy, cb1[6].xxxy
  sample r2.xyzw, r1.zwzz, t1.xyzw, s5
  mul_sat r2.xyzw, r1.xxxx, r2.xyzw
  add r1.xzw, -r0.xxyz, r2.xxyz
  mad r0.xyz, r2.wwww, r1.xzwx, r0.xyzx
endif
mul_sat r2.w, r0.w, cb6[9].w
add r0.w, r2.w, -cb6[10].x
lt r0.w, r0.w, l(0.000000)
discard_nz r0.w
mul r0.xyz, r0.xyzx, l(0.779083729, 0.779083729, 0.779083729, 0.000000)
sample r3.xyzw, v2.xyxx, t2.xyzw, s3
mad r1.xzw, r3.xxyz, l(2.000000, 0.000000, 2.000000, 2.000000), l(-1.000000, 0.000000, -1.000000, -1.000000)
mul r3.x, r3.w, r3.x
mad r3.xy, r3.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r0.w, r3.xyxx, r3.xyxx
min r0.w, r0.w, l(1.000000)
add r0.w, -r0.w, l(1.000000)
sqrt r3.z, r0.w
movc r1.xyz, r1.yyyy, r1.xzwx, r3.xyzx
mul r3.xyz, r1.yyyy, v5.xyzx
mad r1.xyw, v4.xyxz, r1.xxxx, r3.xyxz
mad r1.xyz, v6.xyzx, r1.zzzz, r1.xywx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
mov r3.x, v4.w
mov r3.y, v5.w
mov r3.z, v6.w
mad r4.xyz, cb2[0].wwww, -r3.xyzx, cb2[0].xyzx
dp3 r0.w, r4.xyzx, r4.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, r4.xyzx
mul r5.xyz, v5.wwww, cb0[12].xyzx
mad r5.xyz, cb0[11].xyzx, v4.wwww, r5.xyzx
mad r5.xyz, cb0[13].xyzx, v6.wwww, r5.xyzx
add r5.xyz, r5.xyzx, cb0[14].xyzx
add r6.xyz, -r3.xyzx, r9.xyzx
mov r7.x, cb4[9].z
mov r7.y, cb4[10].z
mov r7.z, cb4[11].z
dp3 r0.w, r6.xyzx, r7.xyzx
add r6.xyz, r3.xyzx, -cb3[25].xyzx
dp3 r1.w, r6.xyzx, r6.xyzx
sqrt r1.w, r1.w
add r1.w, -r0.w, r1.w
mad r0.w, cb3[25].w, r1.w, r0.w
mad_sat r0.w, r0.w, cb3[24].z, cb3[24].w
sample r6.xyzw, v8.xyxx, t4.xyzw, s0
dp4_sat r1.w, r6.xyzw, cb2[46].xyzw
add r3.xyz, r3.xyzx, -cb2[1].xyzx
max r3.w, |r3.y|, |r3.x|
max r3.w, |r3.z|, r3.w
add r3.w, r3.w, -cb2[2].z
max r3.w, r3.w, l(0.000010)
mul r3.w, r3.w, cb2[2].w
div r3.w, cb2[2].y, r3.w
add r3.w, r3.w, -cb2[2].x
add r3.w, -r3.w, l(1.000000)
sample_c_lz r3.x, r3.xyzx, t5.xxxx, s1, r3.w
add r3.y, -cb3[24].x, l(1.000000)
mad r3.x, r3.x, r3.y, cb3[24].x
add r1.w, r1.w, -r3.x
mad r0.w, r0.w, r1.w, r3.x
dp3 r1.w, r5.xyzx, r5.xyzx
sample r3.xyzw, r1.wwww, t3.xyzw, s4
mul r0.w, r0.w, r3.x
dp3_sat r1.x, r1.xyzx, r4.xyzx
mul r1.yzw, r0.wwww, cb0[2].xxyz
log r0.w, r1.x
mul r0.w, r0.w, cb6[4].x
exp r0.w, r0.w
mul r1.xyz, r0.wwww, r1.yzwy
mul r2.xyz, r0.xyzx, r1.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, cb5[1].z, cb5[1].w
mad r0.xyz, r0.xxxx, r2.xyzx, -r2.xyzx
mov r0.w, l(0)
mad o0.xyzw, cb6[4].yyyy, r0.xyzw, r2.xyzw
ret
// Approximately 0 instruction slots used