// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 2d11f6601e8d8385-ps.txt
// 3DMigoto: 2d11f6601e8d8385 |    Unity headers extracted from 2DxFX_AL_Frozen
//    Shader "2DxFX/AL/Frozen" {
//      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_Frozen:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 67 6 2
//   undeciphered1a: 6
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
//   undeciphered2: 1 4 6 4 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 128
//   Vector 32 [_LightColor0]
//   Float 80 [_Alpha]
//   Float 84 [_Value1]
//   Float 88 [_Value2]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 0 [_Time]
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_MainTex2] 2D 30
//   SetTexture 1 [_MainTex] 2D 20
//   SetTexture 2 [_ShadowMapTexture] 2D 10
//   SetTexture 3 [unity_ProbeVolumeSH] 3D 00
//   BindCB "$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 17:57:06 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                 5   xyzw        5     NONE   float   xy w
// TEXCOORD                 6   xyzw        6     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[6], 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 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.xyw
dcl_output o0.xyzw
dcl_temps 8
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r6.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 2d11f6601e8d8385-ps.txt

mul r6.w, -r6.x, r6.y
mad r7.xyz, -r6.wwww, cb10[0].xyzw, cb1[4].xyzw

mul r0.x, cb0[5].z, l(0.200000)
mad r0.y, -cb0[5].z, l(0.400000), l(1.000000)
mad r0.zw, v1.xxxy, r0.yyyy, r0.xxxx
sample r1.xyzw, r0.zwzz, t0.xyzw, s3
mad r0.xy, r0.zwzz, r0.yyyy, r0.xxxx
sample r0.xyzw, r0.xyxx, t0.xyzw, s3
add r0.x, r0.z, r0.z
mad r2.x, -cb1[0].x, l(2.000000), -cb0[5].z
mov r2.y, l(0)
add r0.yw, r2.xxxy, v1.xxxy
add r0.yw, r1.xxxx, r0.yyyw
sample r2.xyzw, r0.ywyy, t0.xyzw, s3
mul r0.y, r0.z, cb0[5].z
mad r0.yz, r0.yyyy, l(0.000000, 0.030000, 0.030000, 0.000000), v1.xxyx
sample r3.xyzw, r0.yzyy, t1.xyzw, s2
mul r4.xyzw, r3.xyzw, v4.xyzw
mul r0.yz, r1.xxxx, l(0.000000, 0.100000, 0.666666687, 0.000000)
add r0.w, r4.y, r4.x
mad r0.w, r3.z, v4.z, r0.w
mul r1.y, r0.w, l(0.666666687)
mad r1.z, r0.w, l(0.333333343), -cb0[5].y
mul_sat r1.z, r1.z, l(10.000000)
mad r1.w, r1.z, l(-2.000000), l(3.000000)
mul r1.z, r1.z, r1.z
mad r1.z, r1.w, r1.z, l(0.200000)
lt r1.w, r0.w, l(1.500000)
mul r0.yz, r0.yyzy, r1.yyyy
mad r0.w, -r0.w, l(0.333333343), l(1.000000)
add r0.w, r0.w, r0.w
mad r2.xz, -r1.xxxx, l(0.100000, 0.000000, 0.666666687, 0.000000), l(1.000000, 0.000000, 1.000000, 0.000000)
mad r2.xz, -r0.wwww, r2.xxzx, l(1.000000, 0.000000, 1.000000, 0.000000)
movc r5.xy, r1.wwww, r0.yzyy, r2.xzxx
mul r0.y, r1.x, r1.y
add r0.z, -r1.x, l(1.000000)
mad r0.z, -r0.w, r0.z, l(1.000000)
movc r5.z, r1.w, r0.y, r0.z
mul r0.y, r1.z, r1.x
mad r0.xyz, r0.yyyy, r0.xxxx, r5.xyzx
mad r0.xyz, r2.yyyy, l(0.500000, 0.500000, 0.500000, 0.000000), r0.xyzx
mad r0.xyz, -r3.xyzx, v4.xyzx, r0.xyzx
mad r0.xyz, cb0[5].zzzz, r0.xyzx, r4.xyzx
add r0.w, -cb0[5].x, l(1.000000)
mul r1.x, r0.w, r4.w
mul r0.xyz, r0.xyzx, r1.xxxx
mad r0.w, r4.w, r0.w, l(-0.050000)
lt r0.w, r0.w, l(0.000000)
discard_nz r0.w
add r1.yzw, -v3.xxyz, r7.xxyz
mov r2.x, cb4[9].z
mov r2.y, cb4[10].z
mov r2.z, cb4[11].z
dp3 r0.w, r1.yzwy, r2.xyzx
add r1.yzw, v3.xxyz, -cb3[25].xxyz
dp3 r1.y, r1.yzwy, r1.yzwy
sqrt r1.y, r1.y
add r1.y, -r0.w, r1.y
mad r0.w, cb3[25].w, r1.y, r0.w
mad_sat r0.w, r0.w, cb3[24].z, cb3[24].w
eq r1.y, cb5[0].x, l(1.000000)
if_nz r1.y
  eq r1.y, 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 r1.yzw, r1.yyyy, r2.xxyz, v3.xxyz
  add r1.yzw, r1.yyzw, -cb5[6].xxyz
  mul r2.yzw, r1.yyzw, cb5[5].xxyz
  mad r1.y, r2.y, l(0.250000), l(0.750000)
  mad r1.z, cb5[0].z, l(0.500000), l(0.750000)
  max r2.x, r1.z, r1.y
  sample r2.xyzw, r2.xzwx, t3.xyzw, s0
else
  mov r2.xyzw, l(1.000000,1.000000,1.000000,1.000000)
endif
dp4_sat r1.y, r2.xyzw, cb2[46].xyzw
div r1.zw, v5.xxxy, v5.wwww
sample r2.xyzw, r1.zwzz, t2.xyzw, s1
add r1.y, r1.y, -r2.x
mad r0.w, r0.w, r1.y, r2.x
mul r1.yzw, r0.wwww, cb0[2].xxyz
dp3 r0.w, v2.xyzx, cb2[0].xyzx
max r0.w, r0.w, l(0.000000)
mul r0.xyz, r0.xyzx, r1.yzwy
mul o0.xyz, r0.wwww, r0.xyzx
mov o0.w, r1.x
ret
// Approximately 0 instruction slots used