// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 34a672fd2dc8f75f-ps.txt
// 3DMigoto: 34a672fd2dc8f75f |    Unity headers extracted from PF_StandardDynamic
//    Shader "PF/StandardDynamic" {
//      CustomEditor "PFStandardDynamicShaderGUI"
//      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_StandardDynamic:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 77 8 1
//   undeciphered1a: 6
//   Keywords { "SPOT" "CUTOUT_ON" "DISSOLVE_ON" "PETRIFICATION_ON" "SPECULAR_ON" }
//   undeciphered2: 1 8 4 8 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 2464
//   Vector 32 [_LightColor0]
//   Matrix 176 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 96 [_ScreenParams]
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   ConstBuffer "PFCommonBuffer" 240
//   Vector 48 [_TintColor]
//   Float 64 [_NdotLPower]
//   Float 80 [_Roughness]
//   Float 88 [_Dissolve]
//   Float 92 [_DissolveWidth]
//   Vector 96 [_DissolveColor]
//   Float 112 [_DissolveColorScale]
//   Float 116 [_DissolveCutout]
//   Float 120 [_DissolveEmission]
//   Float 124 [_Petrification]
//   Vector 128 [_PetrificationColor]
//   Float 144 [_PetrificationColorScale]
//   Float 148 [_PetrificationColorClamp]
//   Float 152 [_PetrificationAlphaScale]
//   Float 156 [_AlphaScale]
//   Float 160 [_Cutout]
//   Float 228 [_StencilRef]
//   Float 232 [_ScreenSpaceDecalsGlobalFlag]
//   SetTexture 0 [_MainTex] 2D 10
//   SetTexture 1 [_ScreenSpaceDecalsTex] 2D 70
//   SetTexture 2 [_Parameters] 2D 40
//   SetTexture 3 [_PetrificationTex] 2D 60
//   SetTexture 4 [_DissolveTex] 2D 50
//   SetTexture 5 [_LightTexture0] 2D 20
//   SetTexture 6 [_LightTextureB0] 2D 30
//   SetTexture 7 [unity_NHxRoughness] 2D 00
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "PFCommonBuffer" 3
//
// 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 18:01:39 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float
// TEXCOORD                 3   xyzw        3     NONE   float      w
// TEXCOORD                 4   xyzw        4     NONE   float      w
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// TEXCOORD                 6   xyz         6     NONE   float
// TEXCOORD                 9   xyzw        7     NONE   float     zw
//
//
// 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[1], immediateIndexed
dcl_constantbuffer cb3[15], 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_sampler s5, mode_default
dcl_sampler s6, mode_default
dcl_sampler s7, 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_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t7
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v3.w
dcl_input_ps linear v4.w
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v7.zw
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 34a672fd2dc8f75f-ps.txt

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

sample r0.xyzw, v1.xyxx, t0.xyzw, s1
add r0.xyz, r0.xyzx, -cb3[3].xyzx
mad r0.xyz, cb3[3].wwww, r0.xyzx, cb3[3].xyzx
ne r1.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb3[14].z
if_nz r1.x
  ftoi r1.x, cb3[14].y
  ine r1.x, r1.x, l(4)
  and r1.x, r1.x, l(0x3f800000)
  div r1.yz, v0.xxyx, cb1[6].xxyx
  sample r2.xyzw, r1.yzyy, t1.xyzw, s7
  mul_sat r1.xyzw, r1.xxxx, r2.xyzw
  add r1.xyz, -r0.xyzx, r1.xyzx
  mad r0.xyz, r1.wwww, r1.xyzx, r0.xyzx
endif
sample r1.xyzw, v1.xyxx, t2.xyzw, s4
mul_sat r0.w, r0.w, cb3[9].w
add r1.y, r0.w, -cb3[10].x
lt r1.y, r1.y, l(0.000000)
discard_nz r1.y
sample r2.xyzw, v7.zwzz, t3.xyzw, s6
dp3 r1.y, r0.xyzx, l(0.299000, 0.587000, 0.114000, 0.000000)
add r1.zw, -cb3[7].wwwz, l(0.000000, 0.000000, 1.000000, 1.000000)
add r1.z, -r1.z, r2.w
mul_sat r1.z, r1.z, cb3[9].z
mul r2.xyz, r2.xyzx, r1.yyyy
mul r2.xyz, r2.xyzx, cb3[8].xyzx
mul r2.xyz, r2.xyzx, cb3[9].xxxx
max r2.xyz, r2.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
min r2.xyz, r2.xyzx, cb3[9].yyyy
add r2.xyz, -r0.xyzx, r2.xyzx
mad r0.xyz, r1.zzzz, r2.xyzx, r0.xyzx
sample r2.xyzw, v1.zwzz, t4.xyzw, s5
lt r1.y, cb3[5].z, r2.x
and r1.y, r1.y, l(0x3f800000)
mad r1.z, -cb3[5].z, cb3[7].y, r2.x
lt r1.z, r1.z, l(0.000000)
discard_nz r1.z
add r1.z, r2.x, -cb3[5].z
div_sat r1.z, r1.z, cb3[5].w
mul r1.y, r1.z, r1.y
lt r1.z, r1.y, l(0.001000)
movc r1.y, r1.z, l(1.000000), r1.y
mul r2.xyz, cb3[6].xyzx, cb3[7].xxxx
mul r3.xyz, r1.wwww, r2.xyzx
mad r0.xyz, -r2.xyzx, r1.wwww, r0.xyzx
mad r0.xyz, r1.yyyy, r0.xyzx, r3.xyzx
mul r1.x, r1.x, cb3[5].x
max r1.x, r1.x, l(0.000100)
sqrt r1.x, r1.x
add r1.x, -r1.x, l(1.000000)
dp3 r1.y, v5.xyzx, v5.xyzx
rsq r1.y, r1.y
mul r1.yzw, r1.yyyy, v5.xxyz
mov r2.x, v3.w
mov r2.y, v4.w
mov r2.z, v5.w
add r3.xyz, r2.xyzx, -r7.xyzx
dp3 r2.w, r3.xyzx, r3.xyzx
rsq r2.w, r2.w
mul r3.xyz, r2.wwww, r3.xyzx
mad r2.xyz, cb2[0].wwww, -r2.xyzx, cb2[0].xyzx
dp3 r2.w, r2.xyzx, r2.xyzx
rsq r2.w, r2.w
mul r2.xyz, r2.wwww, r2.xyzx
mul r4.xyzw, v4.wwww, cb0[12].xyzw
mad r4.xyzw, cb0[11].xyzw, v3.wwww, r4.xyzw
mad r4.xyzw, cb0[13].xyzw, v5.wwww, r4.xyzw
add r4.xyzw, r4.xyzw, cb0[14].xyzw
lt r2.w, l(0.000000), r4.z
and r2.w, r2.w, l(0x3f800000)
div r5.xy, r4.xyxx, r4.wwww
add r5.xy, r5.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sample r5.xyzw, r5.xyxx, t5.xyzw, s2
mul r2.w, r2.w, r5.w
dp3 r3.w, r4.xyzx, r4.xyzx
sample r4.xyzw, r3.wwww, t6.xyzw, s3
mul r2.w, r2.w, r4.x
dp3_sat r3.w, r1.yzwy, r2.xyzx
dp3 r4.x, r3.xyzx, r1.yzwy
add r4.x, r4.x, r4.x
mad r1.yzw, r1.yyzw, -r4.xxxx, r3.xxyz
dp3 r1.y, r1.yzwy, r2.xyzx
max r1.y, r1.y, l(0.000000)
mul r2.xyz, r2.wwww, cb0[2].xyzx
log r1.z, r3.w
mul r1.z, r1.z, cb3[4].x
exp r1.z, r1.z
mul r2.xyz, r1.zzzz, r2.xyzx
mul r1.y, r1.y, r1.y
mul r3.x, r1.y, r1.y
add r3.y, -r1.x, l(1.000000)
sample r1.xyzw, r3.xyxx, t7.xyzw, s0
mul r1.x, r1.x, l(3.53466082)
mad r0.xyz, r0.xyzx, l(0.779083729, 0.779083729, 0.779083729, 0.000000), r1.xxxx
mul o0.xyz, r2.xyzx, r0.xyzx
mov o0.w, r0.w
ret
// Approximately 0 instruction slots used