// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 3dcd0b7d0a7ed44e-ps.txt
// 3DMigoto: 3dcd0b7d0a7ed44e |    Unity headers extracted from PF_Standard
//    Shader "PF/Standard" {
//      CustomEditor "PFStandardShaderGUI"
//      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_Standard:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 57 4 2
//   undeciphered1a: 8
//   Keywords { "POINT" "SHADOWS_CUBE" "LIGHTMAP_SHADOW_MIXING" "INSTANCING_ON" "ALPHAPREMULTIPLY_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" }
//   undeciphered2: 1 5 6 5 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 2464
//   Vector 32 [_LightColor0]
//   Vector 288 [_FogOfWarColor]
//   Float 304 [_FogOfWarGlobalFlag]
//   Matrix 176 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 96 [_ScreenParams]
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 16 [_LightPositionRange]
//   Vector 32 [_LightProjectionParams]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "PFCommonBuffer" 240
//   Vector 48 [_TintColor]
//   Float 64 [_NdotLPower]
//   Float 156 [_AlphaScale]
//   Float 228 [_StencilRef]
//   Float 232 [_ScreenSpaceDecalsGlobalFlag]
//   SetTexture 0 [_MainTex] 2D 10
//   SetTexture 1 [_ScreenSpaceDecalsTex] 2D 30
//   SetTexture 2 [_LightTexture0] 2D 20
//   SetTexture 3 [_FogOfWarMask] 2D 40
//   SetTexture 4 [_ShadowMapTexture] CUBE 00
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityShadows" 3
//   BindCB "UnityPerFrame" 4
//   BindCB "PFCommonBuffer" 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 18:07:38 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// SV_InstanceID            0   x           1     NONE    uint
// TEXCOORD                 0   xyzw        2     NONE   float   xy
// TEXCOORD                 1   xyzw        3     NONE   float
// TEXCOORD                 3   xyzw        4     NONE   float      w
// TEXCOORD                 4   xyzw        5     NONE   float      w
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
// TEXCOORD                 6   xyz         7     NONE   float
// TEXCOORD                 7   xyz         8     NONE   float
// TEXCOORD                 9   xyzw        9     NONE   float   xy
// COLOR                    0   xyzw       10     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[20], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[3], immediateIndexed
dcl_constantbuffer cb3[26], immediateIndexed
dcl_constantbuffer cb4[12], immediateIndexed
dcl_constantbuffer cb5[15], immediateIndexed
dcl_sampler s0, mode_comparison
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_texturecube (float,float,float,float) t4
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v2.xy
dcl_input_ps linear v4.w
dcl_input_ps linear v5.w
dcl_input_ps linear v6.xyzw
dcl_input_ps linear v9.xy
dcl_output o0.xyzw
dcl_temps 10
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r8.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 3dcd0b7d0a7ed44e-ps.txt

mul r8.w, -r8.x, r8.y
mad r9.xyz, -r8.wwww, cb10[0].xyzw, cb1[4].xyzw

sample r0.xyzw, v2.xyxx, t0.xyzw, s1
add r0.xyz, r0.xyzx, -cb5[3].xyzx
mad r0.xyz, cb5[3].wwww, r0.xyzx, cb5[3].xyzx
ne r1.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb5[14].z
if_nz r1.x
  ftoi r1.x, cb5[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, s3
  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
mul_sat r1.w, r0.w, cb5[9].w
mul r0.xyz, r0.xyzx, r1.wwww
dp3 r0.w, v6.xyzx, v6.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, v6.xyzx
mul r0.xyz, r0.xyzx, l(0.779083729, 0.779083729, 0.779083729, 0.000000)
mov r3.x, v4.w
mov r3.y, v5.w
mov r3.z, v6.w
mad r4.xyz, cb2[0].wwww, -r3.xyzx, cb2[0].xyzx
dp3 r0.w, r4.xyzx, r4.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, r4.xyzx
mul r5.xyz, v5.wwww, cb0[12].xyzx
mad r5.xyz, cb0[11].xyzx, v4.wwww, r5.xyzx
mad r5.xyz, cb0[13].xyzx, v6.wwww, r5.xyzx
add r5.xyz, r5.xyzx, cb0[14].xyzx
add r6.xyz, -r3.xyzx, r9.xyzx
mov r7.x, cb4[9].z
mov r7.y, cb4[10].z
mov r7.z, cb4[11].z
dp3 r0.w, r6.xyzx, r7.xyzx
add r6.xyz, r3.xyzx, -cb3[25].xyzx
dp3 r2.w, r6.xyzx, r6.xyzx
sqrt r2.w, r2.w
add r2.w, -r0.w, r2.w
mad r0.w, cb3[25].w, r2.w, r0.w
mad_sat r0.w, r0.w, cb3[24].z, cb3[24].w
add r3.xyz, r3.xyzx, -cb2[1].xyzx
max r2.w, |r3.y|, |r3.x|
max r2.w, |r3.z|, r2.w
add r2.w, r2.w, -cb2[2].z
max r2.w, r2.w, l(0.000010)
mul r2.w, r2.w, cb2[2].w
div r2.w, cb2[2].y, r2.w
add r2.w, r2.w, -cb2[2].x
add r2.w, -r2.w, l(1.000000)
sample_c_lz r2.w, r3.xyzx, t4.xxxx, s0, r2.w
add r3.x, -cb3[24].x, l(1.000000)
mad r2.w, r2.w, r3.x, cb3[24].x
add_sat r0.w, r0.w, r2.w
dp3 r2.w, r5.xyzx, r5.xyzx
sample r3.xyzw, r2.wwww, t2.xyzw, s2
mul r0.w, r0.w, r3.x
dp3_sat r2.x, r2.xyzx, r4.xyzx
mul r2.yzw, r0.wwww, cb0[2].xxyz
log r0.w, r2.x
mul r0.w, r0.w, cb5[4].x
exp r0.w, r0.w
mul r2.xyz, r0.wwww, r2.yzwy
mul r1.xyz, r0.xyzx, r2.xyzx
ne r0.w, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[19].x
if_nz r0.w
  sample r3.xyzw, v9.xyxx, t3.xyzw, s4
  mul r0.w, r3.y, cb0[18].w
  max r0.w, r0.w, r3.x
  add r2.w, -r3.z, l(1.000000)
  mul_sat r0.w, r0.w, r2.w
  mad r0.xyz, r0.xyzx, r2.xyzx, -cb0[18].xyzx
  mad r1.xyz, r0.wwww, r0.xyzx, cb0[18].xyzx
endif
mov o0.xyzw, r1.xyzw
ret
// Approximately 0 instruction slots used