// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 3f9c6dbe1393a0d4-ps.txt
// 3DMigoto: 3f9c6dbe1393a0d4 |    Unity headers extracted from 2DxFX_AL_Negative
//    Shader "2DxFX/AL/Negative" {
//      Fallback "Transparent/VertexLit"
//      SubShader 1/1 {
//        Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//        Pass 2/6 {
//          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_Negative:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201802150 57 4 2
//   undeciphered1a: 5
//   Keywords { "SPOT" "SHADOWS_DEPTH" "LIGHTMAP_SHADOW_MIXING" }
//   undeciphered2: 1 5 6 5 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 176
//   Vector 32 [_LightColor0]
//   Float 128 [_Distortion]
//   Float 132 [_Alpha]
//   Matrix 64 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   Matrix 128 [unity_WorldToShadow0]
//   Matrix 192 [unity_WorldToShadow1]
//   Matrix 256 [unity_WorldToShadow2]
//   Matrix 320 [unity_WorldToShadow3]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_MainTex] 2D 4
//   SetTexture 1 [_LightTexture0] 2D 2
//   SetTexture 2 [_LightTextureB0] 2D 3
//   SetTexture 3 [unity_ProbeVolumeSH] 3D 0
//   SetTexture 4 [_ShadowMapTexture] 2D 1
//   BindCB "$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 v1.3.16 on Sun Aug 23 06:31:47 2020
//
//
// 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
// TEXCOORD                 5   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[9], 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_comparison
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_texture3d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
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_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 3f9c6dbe1393a0d4-ps.txt

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

add r0.xyz, -v3.xyzx, cb2[0].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
sample r1.xyzw, v1.xyxx, t0.xyzw, s4
mul r1.xyz, r1.xyzx, v4.xyzx
mad r2.xyz, r1.xyzx, l(-2.000000, -2.000000, -2.000000, 0.000000), l(1.000000, 1.000000, 1.000000, 0.000000)
mad r1.xyz, cb0[8].xxxx, r2.xyzx, r1.xyzx
mad r0.w, r1.w, v4.w, -cb0[8].y
mul r1.xyz, r0.wwww, r1.xyzx
add r1.w, r0.w, l(-0.050000)
lt r1.w, r1.w, l(0.000000)
discard_nz r1.w
mul r2.xyzw, v3.yyyy, cb0[5].xyzw
mad r2.xyzw, cb0[4].xyzw, v3.xxxx, r2.xyzw
mad r2.xyzw, cb0[6].xyzw, v3.zzzz, r2.xyzw
add r2.xyzw, r2.xyzw, cb0[7].xyzw
add r3.xyz, -v3.xyzx, r6.xyzx
mov r4.x, cb4[9].z
mov r4.y, cb4[10].z
mov r4.z, cb4[11].z
dp3 r1.w, r3.xyzx, r4.xyzx
add r3.xyz, v3.xyzx, -cb3[25].xyzx
dp3 r3.x, r3.xyzx, r3.xyzx
sqrt r3.x, r3.x
add r3.x, -r1.w, r3.x
mad r1.w, cb3[25].w, r3.x, r1.w
mad_sat r1.w, r1.w, cb3[24].z, cb3[24].w
eq r3.x, cb5[0].x, l(1.000000)
if_nz r3.x
  eq r3.x, cb5[0].y, l(1.000000)
  mul r3.yzw, v3.yyyy, cb5[2].xxyz
  mad r3.yzw, cb5[1].xxyz, v3.xxxx, r3.yyzw
  mad r3.yzw, cb5[3].xxyz, v3.zzzz, r3.yyzw
  add r3.yzw, r3.yyzw, cb5[4].xxyz
  movc r3.xyz, r3.xxxx, r3.yzwy, v3.xyzx
  add r3.xyz, r3.xyzx, -cb5[6].xyzx
  mul r3.yzw, r3.xxyz, cb5[5].xxyz
  mad r3.y, r3.y, l(0.250000), l(0.750000)
  mad r4.x, cb5[0].z, l(0.500000), l(0.750000)
  max r3.x, r3.y, r4.x
  sample r3.xyzw, r3.xzwx, t3.xyzw, s0
else
  mov r3.xyzw, l(1.000000,1.000000,1.000000,1.000000)
endif
dp4_sat r3.x, r3.xyzw, cb2[46].xyzw
mul r4.xyzw, v3.yyyy, cb3[9].xyzw
mad r4.xyzw, cb3[8].xyzw, v3.xxxx, r4.xyzw
mad r4.xyzw, cb3[10].xyzw, v3.zzzz, r4.xyzw
add r4.xyzw, r4.xyzw, cb3[11].xyzw
div r3.yzw, r4.xxyz, r4.wwww
sample_c_lz r3.y, r3.yzyy, t4.xxxx, s1, r3.w
add r3.z, -cb3[24].x, l(1.000000)
mad r3.y, r3.y, r3.z, cb3[24].x
add_sat r1.w, r1.w, r3.y
min r1.w, r3.x, r1.w
lt r3.x, l(0.000000), r2.z
and r3.x, r3.x, l(0x3f800000)
div r3.yz, r2.xxyx, r2.wwww
add r3.yz, r3.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
sample r4.xyzw, r3.yzyy, t1.xyzw, s2
mul r2.w, r3.x, r4.w
dp3 r2.x, r2.xyzx, r2.xyzx
sample r3.xyzw, r2.xxxx, t2.xyzw, s3
mul r2.x, r2.w, r3.x
mul r1.w, r1.w, r2.x
mul r2.xyz, r1.wwww, cb0[2].xyzx
dp3 r0.x, v2.xyzx, r0.xyzx
max r0.x, r0.x, l(0.000000)
mul r1.xyz, r1.xyzx, r2.xyzx
mul o0.xyz, r0.xxxx, r1.xyzx
mov o0.w, r0.w
ret
// Approximately 0 instruction slots used