// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 218e14ec96c7c395-ps.txt
// 3DMigoto: 218e14ec96c7c395 |    Unity headers extracted from 2DxFX_AL_Mystic_Distortion
//    Shader "2DxFX/AL/Mystic_Distortion" {
//      Fallback "Transparent/VertexLit"
//      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_Mystic_Distortion:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 76 4 0
//   undeciphered1a: 3
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
//   undeciphered2: 1 4 5 4 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 144
//   Vector 0 [unity_Lightmap_HDR]
//   Vector 32 [_LightColor0]
//   Float 64 [_OffsetX]
//   Float 68 [_OffsetY]
//   Float 72 [_Pitch]
//   Float 96 [_DistanceX]
//   Float 100 [_DistanceY]
//   Float 104 [_WaveTimeX]
//   Float 108 [_WaveTimeY]
//   Float 112 [_Alpha]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   SetTexture 0 [_MainTex] 2D 30
//   SetTexture 1 [_ShadowMapTexture] 2D 20
//   SetTexture 2 [unity_Lightmap] 2D 00
//   SetTexture 3 [unity_ShadowMask] 2D 10
//   BindCB "$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 17:50:07 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   xyzw
// 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[8], 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_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_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyzw
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 218e14ec96c7c395-ps.txt

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

add r0.x, cb0[4].z, l(-0.500000)
mul r0.xy, r0.xxxx, l(4.44289351, -22.214468, 0.000000, 0.000000)
max r0.z, |r0.y|, l(1.000000)
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
min r0.w, |r0.y|, l(1.000000)
mul r0.z, r0.z, r0.w
mul r0.w, r0.z, r0.z
mad r1.x, r0.w, l(0.0208350997), l(-0.085133)
mad r1.x, r0.w, r1.x, l(0.180141)
mad r1.x, r0.w, r1.x, l(-0.330299497)
mad r0.w, r0.w, r1.x, l(0.999866)
mul r1.x, r0.w, r0.z
mad r1.x, r1.x, l(-2.000000), l(1.57079637)
lt r1.y, l(1.000000), |r0.y|
and r1.x, r1.y, r1.x
mad r0.z, r0.z, r0.w, r1.x
min r0.y, r0.y, l(1.000000)
lt r0.y, r0.y, -r0.y
movc r0.y, r0.y, -r0.z, r0.z
mad r0.z, v1.y, cb0[4].x, cb0[6].z
sincos r0.z, null, r0.z
mad r1.x, r0.z, cb0[6].x, v1.x
mad r0.z, r1.x, cb0[4].y, cb0[6].w
sincos null, r0.z, r0.z
mad r1.y, r0.z, cb0[6].y, v1.y
add r0.zw, r1.xxxy, l(0.000000, 0.000000, -0.500000, -0.500000)
dp2 r1.x, r0.zwzz, r0.zwzz
sqrt r1.y, r1.x
rsq r1.x, r1.x
mul r0.zw, r0.zzzw, r1.xxxx
mul r0.x, -r0.x, r1.y
mul r0.x, r0.x, l(10.000000)
max r1.x, |r0.x|, l(1.000000)
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
min r1.y, |r0.x|, l(1.000000)
mul r1.x, r1.x, r1.y
mul r1.y, r1.x, r1.x
mad r1.z, r1.y, l(0.0208350997), l(-0.085133)
mad r1.z, r1.y, r1.z, l(0.180141)
mad r1.z, r1.y, r1.z, l(-0.330299497)
mad r1.y, r1.y, r1.z, l(0.999866)
mul r1.z, r1.y, r1.x
mad r1.z, r1.z, l(-2.000000), l(1.57079637)
lt r1.w, l(1.000000), |r0.x|
min r0.x, r0.x, l(1.000000)
lt r0.x, r0.x, -r0.x
and r1.z, r1.w, r1.z
mad r1.x, r1.x, r1.y, r1.z
movc r0.x, r0.x, -r1.x, r1.x
mul r0.xz, r0.xxxx, r0.zzwz
mul r0.xz, r0.xxzx, l(0.500000, 0.000000, 0.500000, 0.000000)
div r0.xy, r0.xzxx, r0.yyyy
add r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sample r0.xyzw, r0.xyxx, t0.xyzw, s3
mad r0.w, r0.w, v4.w, -cb0[7].x
mul r0.xyz, r0.xyzx, v4.xyzx
mul r0.xyz, r0.wwww, r0.xyzx
add r1.x, r0.w, l(-0.050000)
mov o0.w, r0.w
lt r0.w, r1.x, l(0.000000)
discard_nz r0.w
add r1.xyz, v3.xyzx, -cb3[25].xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
sqrt r0.w, r0.w
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.w, r0.w, -r1.x
mad r0.w, cb3[25].w, r0.w, r1.x
mad_sat r0.w, r0.w, cb3[24].z, cb3[24].w
div r1.xy, v6.xyxx, v6.wwww
sample r1.xyzw, r1.xyxx, t1.xyzw, s2
add_sat r0.w, r0.w, r1.x
sample r1.xyzw, v5.xyxx, t3.xyzw, s1
dp4_sat r1.x, r1.xyzw, cb2[46].xyzw
min r0.w, r0.w, r1.x
mul r1.xyz, r0.wwww, cb0[2].xyzx
mul r1.xyz, r0.xyzx, r1.xyzx
sample r2.xyzw, v5.xyxx, t2.xyzw, s0
mul r0.w, r2.w, cb0[0].x
mul r2.xyz, r2.xyzx, r0.wwww
mul r0.xyz, r0.xyzx, 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