// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 40741b803a4a1e23-ps.txt
// 3DMigoto: 40741b803a4a1e23 |    Unity headers extracted from PF_GlobalMap
//    Shader "PF/GlobalMap" {
//      CustomEditor "GlobalMapShaderGUI"
//      SubShader 1/1 {
//        LOD 100
//        Tags { "Reflection"="Opaque" "RenderType"="Opaque" }
//        Pass 2/3 {
//          Name "FORWARDADD"
//          Tags { "LIGHTMODE"="FORWARDADD" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//          ZWrite Off
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from PF_GlobalMap:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 64 8 1
//   undeciphered1a: 7
//   Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SHADOWMASK" }
//   undeciphered2: 1 9 6 9 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 2512
//   Vector 16 [_BorderColor]
//   Float 32 [_BorderScale]
//   Vector 80 [_LightColor0]
//   Matrix 224 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 96 [_ScreenParams]
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   Matrix 128 [unity_WorldToShadow0]
//   Matrix 192 [unity_WorldToShadow1]
//   Matrix 256 [unity_WorldToShadow2]
//   Matrix 320 [unity_WorldToShadow3]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "PFCommonBuffer" 240
//   Vector 48 [_TintColor]
//   Float 64 [_NdotLPower]
//   Float 156 [_AlphaScale]
//   Float 228 [_StencilRef]
//   Float 232 [_ScreenSpaceDecalsGlobalFlag]
//   SetTexture 0 [_MainTex] 2D 40
//   SetTexture 1 [_ScreenSpaceDecalsTex] 2D 70
//   SetTexture 2 [_HiddenAreaTex] 2D 10
//   SetTexture 3 [_BorderMask] 2D 20
//   SetTexture 4 [_FogOfWarMask] 2D 80
//   SetTexture 5 [_LightTexture0] 2D 50
//   SetTexture 6 [_LightTextureB0] 2D 60
//   SetTexture 7 [unity_ShadowMask] 2D 00
//   SetTexture 8 [_ShadowMapTexture] 2D 30
//   BindCB "$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 18:09:15 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// 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                 7   xyzw        7     NONE   float   xy
// TEXCOORD                 9   xyzw        8     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[18], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[47], immediateIndexed
dcl_constantbuffer cb3[26], immediateIndexed
dcl_constantbuffer cb4[12], immediateIndexed
dcl_constantbuffer cb5[15], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_comparison
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_sampler s6, mode_default
dcl_sampler s7, mode_default
dcl_sampler s8, 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_resource_texture2d (float,float,float,float) t8
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v3.w
dcl_input_ps linear v4.w
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v7.xy
dcl_input_ps linear v8.xyzw
dcl_output o0.xyzw
dcl_temps 9
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r7.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 40741b803a4a1e23-ps.txt

mul r7.w, -r7.x, r7.y
mad r8.xyz, -r7.wwww, cb10[0].xyzw, cb1[4].xyzw

sample r0.xyzw, v1.xyxx, t0.xyzw, s4
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, 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, s1
sample r2.xyzw, v8.zwzz, t3.xyzw, s2
sample r3.xyzw, v8.xyxx, t4.xyzw, s8
max r1.w, r3.y, r3.x
add r2.x, -r3.z, l(1.000000)
mul r2.y, r1.w, r2.x
mad r1.w, -r1.w, r2.x, l(1.000000)
mul r1.w, r2.y, r1.w
mul r1.w, r2.w, r1.w
mad_sat r1.w, -r1.w, cb0[2].x, r2.y
add r2.xyz, -r1.xyzx, cb0[1].xyzx
mad r1.xyz, r1.wwww, r2.xyzx, r1.xyzx
lt r1.w, l(0.900000), r1.w
movc r0.xyz, r1.wwww, r0.xyzx, r1.xyzx
mul_sat o0.w, r0.w, cb5[9].w
mul r0.xyz, r0.xyzx, l(0.779083729, 0.779083729, 0.779083729, 0.000000)
dp3 r0.w, v5.xyzx, v5.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v5.xyzx
mov r2.x, v3.w
mov r2.y, v4.w
mov r2.z, v5.w
mad r3.xyz, cb2[0].wwww, -r2.xyzx, cb2[0].xyzx
dp3 r0.w, r3.xyzx, r3.xyzx
rsq r0.w, r0.w
mul r3.xyz, r0.wwww, r3.xyzx
mul r4.xyzw, v4.wwww, cb0[15].xyzw
mad r4.xyzw, cb0[14].xyzw, v3.wwww, r4.xyzw
mad r4.xyzw, cb0[16].xyzw, v5.wwww, r4.xyzw
add r4.xyzw, r4.xyzw, cb0[17].xyzw
add r5.xyz, -r2.xyzx, r8.xyzx
mov r6.x, cb4[9].z
mov r6.y, cb4[10].z
mov r6.z, cb4[11].z
dp3 r0.w, r5.xyzx, r6.xyzx
add r2.xyz, r2.xyzx, -cb3[25].xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
sqrt r1.w, r1.w
add r1.w, -r0.w, r1.w
mad r0.w, cb3[25].w, r1.w, r0.w
mad_sat r0.w, r0.w, cb3[24].z, cb3[24].w
sample r2.xyzw, v7.xyxx, t7.xyzw, s0
dp4_sat r1.w, r2.xyzw, cb2[46].xyzw
mul r2.xyzw, v4.wwww, cb3[9].xyzw
mad r2.xyzw, cb3[8].xyzw, v3.wwww, r2.xyzw
mad r2.xyzw, cb3[10].xyzw, v5.wwww, r2.xyzw
add r2.xyzw, r2.xyzw, cb3[11].xyzw
div r2.xyz, r2.xyzx, r2.wwww
sample_c_lz r2.x, r2.xyxx, t8.xxxx, s3, r2.z
add r2.y, -cb3[24].x, l(1.000000)
mad r2.x, r2.x, r2.y, cb3[24].x
add r1.w, r1.w, -r2.x
mad r0.w, r0.w, r1.w, r2.x
lt r1.w, l(0.000000), r4.z
and r1.w, r1.w, l(0x3f800000)
div r2.xy, r4.xyxx, r4.wwww
add r2.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sample r2.xyzw, r2.xyxx, t5.xyzw, s5
mul r1.w, r1.w, r2.w
dp3 r2.x, r4.xyzx, r4.xyzx
sample r2.xyzw, r2.xxxx, t6.xyzw, s6
mul r1.w, r1.w, r2.x
mul r0.w, r0.w, r1.w
dp3_sat r1.x, r1.xyzx, r3.xyzx
mul r1.yzw, r0.wwww, cb0[5].xxyz
log r0.w, r1.x
mul r0.w, r0.w, cb5[4].x
exp r0.w, r0.w
mul r1.xyz, r0.wwww, r1.yzwy
mul o0.xyz, r0.xyzx, r1.xyzx
ret
// Approximately 0 instruction slots used