// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 196db8d308d34f78-ps.txt
// 3DMigoto: 196db8d308d34f78 |    Unity headers extracted from 2DxFX_AL_BlackHole
//    Shader "2DxFX/AL/BlackHole" {
//      Fallback "Transparent/VertexLit"
//      SubShader 1/1 {
//        Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//        Pass 2/7 {
//          Name "FORWARD"
//          Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "LIGHTMODE"="FORWARDADD" "PreviewType"="Plane" "RenderType"="TransparentCutout" "SHADOWSUPPORT"="true" }
//          ZWrite Off
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from 2DxFX_AL_BlackHole:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 68 4 2
//   undeciphered1a: 5
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
//   undeciphered2: 1 4 6 4 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 144
//   Vector 32 [_LightColor0]
//   Float 100 [_Distortion]
//   Float 104 [_Hole]
//   Float 108 [_Speed]
//   Float 112 [_Alpha]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 0 [_Time]
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_MainTex] 2D 30
//   SetTexture 1 [_ShadowMapTexture] 2D 20
//   SetTexture 2 [unity_ShadowMask] 2D 00
//   SetTexture 3 [unity_ProbeVolumeSH] 3D 10
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityShadows" 3
//   BindCB "UnityPerFrame" 4
//   BindCB "UnityProbeVolume" 5
//
// 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 17:45:27 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float      w
// 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
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[8], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[47], immediateIndexed
dcl_constantbuffer cb3[26], immediateIndexed
dcl_constantbuffer cb4[12], immediateIndexed
dcl_constantbuffer cb5[7], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, 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_texture3d (float,float,float,float) t3
dcl_input_ps_siv linear noperspective v0.w, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_input_ps linear v5.xyzw
dcl_output o0.xyzw
dcl_temps 7
dcl_constantbuffer cb10[4], immediateIndexed

// 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


// Unity reflection/specular fix inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 196db8d308d34f78-ps.txt

mul r5.w, -r5.x, r5.y
mad r6.xyz, -r5.wwww, cb10[0].xyzw, cb1[4].xyzw

mul r0.x, cb0[6].w, cb1[0].x
add r0.yz, v1.xxyx, l(0.000000, -0.500000, -0.500000, 0.000000)
mul r0.xyz, r0.xyzx, l(5.000000, 1.246000, 1.246000, 0.000000)
sincos r0.x, r1.x, r0.x
mov r2.x, -r0.x
mov r2.y, r1.x
mov r2.z, r0.x
dp2 r1.x, r0.yzyy, r2.yzyy
dp2 r1.y, r0.yzyy, r2.xyxx
add r0.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
add r0.xy, -r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.x, r0.x
add r0.y, r0.x, -cb0[6].z
mul_sat r0.y, r0.y, l(6.66666651)
mad r0.z, r0.y, l(-2.000000), l(3.000000)
mul r0.y, r0.y, r0.y
mad r0.y, -r0.z, r0.y, l(1.000000)
add r0.x, r0.x, l(-0.250000)
mul_sat r0.x, r0.x, l(4.000000)
mad r0.z, r0.x, l(-2.000000), l(3.000000)
mul r0.x, r0.x, r0.x
mad r0.x, -r0.z, r0.x, l(1.000000)
dp2 r0.z, r1.xyxx, r1.xyxx
sqrt r0.z, r0.z
lt r0.w, r0.z, l(0.500000)
add r0.yz, -r0.yyzy, l(0.000000, 1.000000, 0.500000, 0.000000)
add r0.z, r0.z, r0.z
mul r0.xz, r0.yyzy, r0.xxzx
sincos r1.z, null, cb0[6].y
mul r0.z, r0.z, r1.z
mul r0.z, r0.z, l(16.000000)
sincos r2.x, r3.x, r0.z
mov r4.x, -r2.x
mov r4.y, r3.x
dp2 r3.x, r1.yxyy, r4.xyxx
mov r4.z, r2.x
dp2 r3.y, r1.yxyy, r4.yzyy
movc r0.zw, r0.wwww, r3.xxxy, r1.xxxy
add r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
sample r1.xyzw, r0.zwzz, t0.xyzw, s3
mul r1.xyz, r0.yyyy, r1.xyzx
add r0.z, -cb0[7].x, l(1.000000)
mul r0.z, r0.z, r1.w
mul r0.y, r0.x, r0.z
mul r1.xyz, r0.yyyy, r1.xyzx
mad r0.x, r0.z, r0.x, l(-0.050000)
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
add r0.xzw, -v3.xxyz, r6.xxyz
mov r2.x, cb4[9].z
mov r2.y, cb4[10].z
mov r2.z, cb4[11].z
dp3 r0.x, r0.xzwx, r2.xyzx
add r2.xyz, v3.xyzx, -cb3[25].xyzx
dp3 r0.z, r2.xyzx, r2.xyzx
sqrt r0.z, r0.z
add r0.z, -r0.x, r0.z
mad r0.x, cb3[25].w, r0.z, r0.x
mad_sat r0.x, r0.x, cb3[24].z, cb3[24].w
eq r0.z, cb5[0].x, l(1.000000)
if_nz r0.z
  eq r0.z, cb5[0].y, l(1.000000)
  mul r2.xyz, v3.yyyy, cb5[2].xyzx
  mad r2.xyz, cb5[1].xyzx, v3.xxxx, r2.xyzx
  mad r2.xyz, cb5[3].xyzx, v3.zzzz, r2.xyzx
  add r2.xyz, r2.xyzx, cb5[4].xyzx
  movc r2.xyz, r0.zzzz, r2.xyzx, v3.xyzx
  add r2.xyz, r2.xyzx, -cb5[6].xyzx
  mul r2.yzw, r2.xxyz, cb5[5].xxyz
  mad r0.z, r2.y, l(0.250000), l(0.750000)
  mad r0.w, cb5[0].z, l(0.500000), l(0.750000)
  max r2.x, r0.w, r0.z
  sample r2.xyzw, r2.xzwx, t3.xyzw, s1
else
  sample r2.xyzw, v5.xyxx, t2.xyzw, s0
endif
dp4_sat r0.z, r2.xyzw, cb2[46].xyzw
div r2.xy, v5.zwzz, v0.wwww
sample r2.xyzw, r2.xyxx, t1.xyzw, s2
add r0.z, r0.z, -r2.x
mad r0.x, r0.x, r0.z, r2.x
mul r0.xzw, r0.xxxx, cb0[2].xxyz
dp3 r1.w, v2.xyzx, cb2[0].xyzx
max r1.w, r1.w, l(0.000000)
mul r0.xzw, r0.xxzw, r1.xxyz
mul o0.xyz, r1.wwww, r0.xzwx
mov o0.w, r0.y
ret
// Approximately 0 instruction slots used