// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 4308146b00e373fc-ps.txt
// 3DMigoto: 4308146b00e373fc | Matched 2 variants of 1 shaders: PF/StandardDynamic
//
//       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 67 8 1
//      undeciphered1a: 6
// 2:   Keywords { "SPOT" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "DISSOLVE_ON" "SPECULAR_ON" }
// 1:   Keywords { "SPOT" "SHADOWS_SHADOWMASK" "DISSOLVE_ON" "SPECULAR_ON" }
//      undeciphered2: 1 8 4 8 0 0
//      undeciphered3: 0 0
//      ConstBuffer "$Globals" 2464
//      Vector 32 [_LightColor0]
//      Matrix 176 [unity_WorldToLight]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      Vector 96 [_ScreenParams]
//      ConstBuffer "UnityLighting" 768
//      Vector 0 [_WorldSpaceLightPos0]
//      Vector 736 [unity_OcclusionMaskSelector]
//      ConstBuffer "PFCommonBuffer" 240
//      Vector 48 [_TintColor]
//      Float 64 [_NdotLPower]
//      Float 80 [_Roughness]
//      Float 88 [_Dissolve]
//      Float 92 [_DissolveWidth]
//      Vector 96 [_DissolveColor]
//      Float 112 [_DissolveColorScale]
//      Float 116 [_DissolveCutout]
//      Float 120 [_DissolveEmission]
//      Float 156 [_AlphaScale]
//      Float 228 [_StencilRef]
//      Float 232 [_ScreenSpaceDecalsGlobalFlag]
//      SetTexture 0 [_MainTex] 2D 20
//      SetTexture 1 [_ScreenSpaceDecalsTex] 2D 70
//      SetTexture 2 [_Parameters] 2D 50
//      SetTexture 3 [_DissolveTex] 2D 60
//      SetTexture 4 [_LightTexture0] 2D 30
//      SetTexture 5 [_LightTextureB0] 2D 40
//      SetTexture 6 [unity_NHxRoughness] 2D 10
//      SetTexture 7 [unity_ShadowMask] 2D 00
//      BindCB "$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 18:10:37 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                 7   xyzw        7     NONE   float   xy
//
//
// 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[47], 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.xy
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 4308146b00e373fc-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, s2
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, s5
mul_sat o0.w, r0.w, cb3[9].w
sample r2.xyzw, v1.zwzz, t3.xyzw, s6
lt r0.w, cb3[5].z, r2.x
and r0.w, r0.w, l(0x3f800000)
mad r1.y, -cb3[5].z, cb3[7].y, r2.x
lt r1.y, r1.y, l(0.000000)
discard_nz r1.y
add r1.y, r2.x, -cb3[5].z
div_sat r1.y, r1.y, cb3[5].w
mul r0.w, r0.w, r1.y
lt r1.y, r0.w, l(0.001000)
movc r0.w, r1.y, l(1.000000), r0.w
mul r1.yzw, cb3[6].xxyz, cb3[7].xxxx
add r2.x, -cb3[7].z, l(1.000000)
mul r2.yzw, r1.yyzw, r2.xxxx
mad r0.xyz, -r1.yzwy, r2.xxxx, r0.xyzx
mad r0.xyz, r0.wwww, r0.xyzx, r2.yzwy
mul r0.w, r1.x, cb3[5].x
max r0.w, r0.w, l(0.000100)
sqrt r0.w, r0.w
add r0.w, -r0.w, l(1.000000)
dp3 r1.x, v5.xyzx, v5.xyzx
rsq r1.x, r1.x
mul r1.xyz, r1.xxxx, v5.xyzx
mov r2.x, v3.w
mov r2.y, v4.w
mov r2.z, v5.w
add r3.xyz, r2.xyzx, -r7.xyzx
dp3 r1.w, r3.xyzx, r3.xyzx
rsq r1.w, r1.w
mul r3.xyz, r1.wwww, r3.xyzx
mad r2.xyz, cb2[0].wwww, -r2.xyzx, cb2[0].xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.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
sample r5.xyzw, v7.xyxx, t7.xyzw, s0
dp4_sat r1.w, r5.xyzw, cb2[46].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, t4.xyzw, s3
mul r2.w, r2.w, r5.w
dp3 r3.w, r4.xyzx, r4.xyzx
sample r4.xyzw, r3.wwww, t5.xyzw, s4
mul r2.w, r2.w, r4.x
mul r1.w, r1.w, r2.w
dp3_sat r2.w, r1.xyzx, r2.xyzx
dp3 r3.w, r3.xyzx, r1.xyzx
add r3.w, r3.w, r3.w
mad r1.xyz, r1.xyzx, -r3.wwww, r3.xyzx
dp3 r1.x, r1.xyzx, r2.xyzx
max r1.x, r1.x, l(0.000000)
mul r1.yzw, r1.wwww, cb0[2].xxyz
log r2.x, r2.w
mul r2.x, r2.x, cb3[4].x
exp r2.x, r2.x
mul r1.yzw, r1.yyzw, r2.xxxx
mul r1.x, r1.x, r1.x
mul r2.x, r1.x, r1.x
add r2.y, -r0.w, l(1.000000)
sample r2.xyzw, r2.xyxx, t6.xyzw, s1
mul r0.w, r2.x, l(3.53466082)
mad r0.xyz, r0.xyzx, l(0.779083729, 0.779083729, 0.779083729, 0.000000), r0.wwww
mul o0.xyz, r1.yzwy, r0.xyzx
ret
// Approximately 0 instruction slots used