// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 1046ea51e84892c0-ps.txt
// 3DMigoto: 1046ea51e84892c0 |    Unity headers extracted from 2DxFX_AL_Flame
//    Shader "2DxFX/AL/Flame" {
//      Fallback "Sprites/Default"
//      SubShader 1/1 {
//        Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//        Pass 1/7 {
//          Name "FORWARD"
//          Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "LIGHTMODE"="FORWARDBASE" "PreviewType"="Plane" "RenderType"="TransparentCutout" "SHADOWSUPPORT"="true" }
//          ZWrite [_Z]
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from 2DxFX_AL_Flame:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 62 6 0
//   undeciphered1a: 3
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
//   undeciphered2: 1 5 5 5 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 112
//   Vector 0 [unity_Lightmap_HDR]
//   Vector 32 [_LightColor0]
//   Float 64 [_Speed]
//   Float 68 [_Intensity]
//   Float 72 [_Alpha]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 0 [_Time]
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   SetTexture 0 [_MainTex2] 2D 40
//   SetTexture 1 [_MainTex] 2D 30
//   SetTexture 2 [_ShadowMapTexture] 2D 20
//   SetTexture 3 [unity_Lightmap] 2D 00
//   SetTexture 4 [unity_ShadowMask] 2D 10
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityShadows" 3
//   BindCB "UnityPerFrame" 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 v1.3.2 on Mon Jan 14 17:40:05 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyzw        4     NONE   float   xyz
// TEXCOORD                 4   xyzw        5     NONE   float   xy
// TEXCOORD                 5   xyzw        6     NONE   float   xy w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[5], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[47], immediateIndexed
dcl_constantbuffer cb3[26], immediateIndexed
dcl_constantbuffer cb4[12], 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_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_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyz
dcl_input_ps linear v5.xy
dcl_input_ps linear v6.xyw
dcl_output o0.xyzw
dcl_temps 5
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r3.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 1046ea51e84892c0-ps.txt

mul r3.w, -r3.x, r3.y
mad r4.xyz, -r3.wwww, cb10[0].xyzw, cb1[4].xyzw

mov r0.xz, l(1.500000,0,0,0)
mul r0.y, cb0[4].x, cb1[0].x
mad r1.xy, l(0.000000, -28.800001, 0.000000, 0.000000), r0.xyxx, v1.xyxx
mul r0.xy, r0.yyyy, l(128.000000, -19.200001, 0.000000, 0.000000)
mul r1.z, r1.y, l(0.0833333358)
sample r1.xyzw, r1.xzxx, t0.xyzw, s4
add r2.xy, r0.zyzz, v1.xyxx
sincos null, r0.x, r0.x
mul r0.x, r0.x, v1.y
mad r0.x, r0.x, l(0.125000), r2.x
mul r2.z, r2.y, l(0.062500)
sample r2.xyzw, r2.xzxx, t0.xyzw, s4
add r0.z, r1.y, -r2.y
mad r0.z, r0.z, cb0[4].y, l(-1.000000)
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
add r1.xy, v1.xyxx, l(-0.500000, -1.000000, 0.000000, 0.000000)
mul_sat r0.z, r0.z, r1.y
mad r0.w, -|r1.x|, l(3.000000), l(1.300000)
mad r1.x, r0.z, l(-2.000000), l(3.000000)
mul r0.z, r0.z, r0.z
mul r0.z, r0.z, r1.x
mul_sat r0.z, r0.z, r0.w
mul r0.w, r0.z, r0.z
mul r0.z, r0.w, r0.z
mov r0.y, v1.y
sample r1.xyzw, r0.xyxx, t1.xyzw, s3
mad r0.x, v1.y, r1.w, l(-1.100000)
mul_sat r0.x, r0.x, l(-0.833333313)
mad r0.y, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
mul r0.x, r0.x, r0.y
div r0.x, r0.z, r0.x
mul r0.x, r1.w, r0.x
mad r0.yzw, r0.xxxx, l(0.000000, 0.000000, 0.000000, 0.600000), l(0.000000, 0.000000, 1.000000, 0.000000)
mul r1.xy, r0.xxxx, l(0.625000, 1.42857146, 0.000000, 0.000000)
mov_sat r1.xy, r1.xyxx
mad r1.zw, r1.xxxy, l(0.000000, 0.000000, -2.000000, -2.000000), l(0.000000, 0.000000, 3.000000, 3.000000)
mul r1.xy, r1.xyxx, r1.xyxx
mul r1.xy, r1.xyxx, r1.zwzz
mad r0.yzw, r1.xxxx, r0.yyzw, l(0.000000, 1.000000, 0.000000, -1.000000)
mad r0.yzw, r1.yyyy, r0.yyzw, l(0.000000, 0.000000, 0.000000, 1.000000)
mov r1.x, l(1.200000)
mov r1.yz, v4.yyzy
mul r0.yzw, r0.yyzw, r1.xxyz
mul r0.x, r0.x, r0.y
mad r1.x, r0.x, cb0[4].z, l(-0.050000)
mul r0.x, r0.x, cb0[4].z
lt r1.x, r1.x, l(0.000000)
discard_nz r1.x
mov r1.x, v4.x
mov r1.yz, l(0,1.200000,1.200000,0)
mul r0.yzw, r0.yyzw, r1.xxyz
mul r0.yzw, r0.xxxx, r0.yyzw
mov o0.w, r0.x
add r1.xyz, v3.xyzx, -cb3[25].xyzx
dp3 r0.x, r1.xyzx, r1.xyzx
sqrt r0.x, r0.x
add r1.xyz, -v3.xyzx, r4.xyzx
mov r2.x, cb4[9].z
mov r2.y, cb4[10].z
mov r2.z, cb4[11].z
dp3 r1.x, r1.xyzx, r2.xyzx
add r0.x, r0.x, -r1.x
mad r0.x, cb3[25].w, r0.x, r1.x
mad_sat r0.x, r0.x, cb3[24].z, cb3[24].w
div r1.xy, v6.xyxx, v6.wwww
sample r1.xyzw, r1.xyxx, t2.xyzw, s2
add_sat r0.x, r0.x, r1.x
sample r1.xyzw, v5.xyxx, t4.xyzw, s1
dp4_sat r1.x, r1.xyzw, cb2[46].xyzw
min r0.x, r0.x, r1.x
mul r1.xyz, r0.xxxx, cb0[2].xyzx
mul r1.xyz, r0.yzwy, r1.xyzx
sample r2.xyzw, v5.xyxx, t3.xyzw, s0
mul r0.x, r2.w, cb0[0].x
mul r2.xyz, r2.xyzx, r0.xxxx
mul r0.xyz, r0.yzwy, r2.xyzx
dp3 r0.w, v2.xyzx, cb2[0].xyzx
max r0.w, r0.w, l(0.000000)
mad o0.xyz, r1.xyzx, r0.wwww, r0.xyzx
ret
// Approximately 0 instruction slots used