// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 500adfe2efa945fb-ps.txt
// 3DMigoto: 500adfe2efa945fb |    Unity headers extracted from PF_StandardDynamic
//    Shader "PF/StandardDynamic" {
//      CustomEditor "PFStandardDynamicShaderGUI"
//      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_StandardDynamic:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201802150 70 4 3
//   undeciphered1a: 7
//   Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "CUTOUT_ON" "PETRIFICATION_ON" }
//   undeciphered2: 1 5 6 5 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 2464
//   Vector 32 [_LightColor0]
//   Matrix 176 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 96 [_ScreenParams]
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 16 [_LightPositionRange]
//   Vector 32 [_LightProjectionParams]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "PFCommonBuffer" 240
//   Vector 48 [_TintColor]
//   Float 64 [_NdotLPower]
//   Float 124 [_Petrification]
//   Vector 128 [_PetrificationColor]
//   Float 144 [_PetrificationColorScale]
//   Float 148 [_PetrificationColorClamp]
//   Float 152 [_PetrificationAlphaScale]
//   Float 156 [_AlphaScale]
//   Float 160 [_Cutout]
//   Float 228 [_StencilRef]
//   Float 232 [_ScreenSpaceDecalsGlobalFlag]
//   SetTexture 0 [_MainTex] 2D 1
//   SetTexture 1 [_ScreenSpaceDecalsTex] 2D 4
//   SetTexture 2 [_PetrificationTex] 2D 3
//   SetTexture 3 [_LightTexture0] 2D 2
//   SetTexture 4 [_ShadowMapTexture] CUBE 0
//   BindCB "$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 v1.3.16 on Sun Aug 23 06:35:33 2020
//
//
// 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
// TEXCOORD                 9   xyzw        8     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[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 v1.xy
dcl_input_ps linear v3.w
dcl_input_ps linear v4.w
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v8.zw
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 500adfe2efa945fb-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, 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, s4
  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 r0.w, r0.w, cb5[9].w
add r1.x, r0.w, -cb5[10].x
lt r1.x, r1.x, l(0.000000)
discard_nz r1.x
sample r1.xyzw, v8.zwzz, t2.xyzw, s3
dp3 r2.x, r0.xyzx, l(0.299000, 0.587000, 0.114000, 0.000000)
add r2.y, -cb5[7].w, l(1.000000)
add r1.w, r1.w, -r2.y
mul_sat r1.w, r1.w, cb5[9].z
mul r1.xyz, r1.xyzx, r2.xxxx
mul r1.xyz, r1.xyzx, cb5[8].xyzx
mul r1.xyz, r1.xyzx, cb5[9].xxxx
max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
min r1.xyz, r1.xyzx, cb5[9].yyyy
add r1.xyz, -r0.xyzx, r1.xyzx
mad r0.xyz, r1.wwww, r1.xyzx, r0.xyzx
mul r0.xyz, r0.xyzx, l(0.779083729, 0.779083729, 0.779083729, 0.000000)
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
mad r3.xyz, cb2[0].wwww, -r2.xyzx, cb2[0].xyzx
dp3 r1.w, r3.xyzx, r3.xyzx
rsq r1.w, r1.w
mul r3.xyz, r1.wwww, r3.xyzx
mul r4.xyz, v4.wwww, cb0[12].xyzx
mad r4.xyz, cb0[11].xyzx, v3.wwww, r4.xyzx
mad r4.xyz, cb0[13].xyzx, v5.wwww, r4.xyzx
add r4.xyz, r4.xyzx, cb0[14].xyzx
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 r1.w, r5.xyzx, r6.xyzx
add r5.xyz, r2.xyzx, -cb3[25].xyzx
dp3 r2.w, r5.xyzx, r5.xyzx
sqrt r2.w, r2.w
add r2.w, -r1.w, r2.w
mad r1.w, cb3[25].w, r2.w, r1.w
mad_sat r1.w, r1.w, cb3[24].z, cb3[24].w
lt r2.w, r1.w, l(0.990000)
if_nz r2.w
  add r2.xyz, r2.xyzx, -cb2[1].xyzx
  max r2.w, |r2.y|, |r2.x|
  max r2.w, |r2.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)
  add r5.xyz, r2.xyzx, l(0.00781250000, 0.00781250000, 0.00781250000, 0.000000)
  sample_c_lz r5.x, r5.xyzx, t4.xxxx, s0, r2.w
  add r6.xyz, r2.xyzx, l(-0.00781250000, -0.00781250000, 0.00781250000, 0.000000)
  sample_c_lz r5.y, r6.xyzx, t4.xxxx, s0, r2.w
  add r6.xyz, r2.xyzx, l(-0.00781250000, 0.00781250000, -0.00781250000, 0.000000)
  sample_c_lz r5.z, r6.xyzx, t4.xxxx, s0, r2.w
  add r2.xyz, r2.xyzx, l(0.00781250000, -0.00781250000, -0.00781250000, 0.000000)
  sample_c_lz r5.w, r2.xyzx, t4.xxxx, s0, r2.w
  dp4 r2.x, r5.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
  add r2.y, -cb3[24].x, l(1.000000)
  mad r2.x, r2.x, r2.y, cb3[24].x
else
  mov r2.x, l(1.000000)
endif
add r2.y, -r2.x, l(1.000000)
mad r1.w, r1.w, r2.y, r2.x
dp3 r2.x, r4.xyzx, r4.xyzx
sample r2.xyzw, r2.xxxx, t3.xyzw, s2
mul r1.w, r1.w, r2.x
dp3_sat r1.x, r1.xyzx, r3.xyzx
mul r1.yzw, r1.wwww, cb0[2].xxyz
log r1.x, r1.x
mul r1.x, r1.x, cb5[4].x
exp r1.x, r1.x
mul r1.xyz, r1.xxxx, r1.yzwy
mul o0.xyz, r0.xyzx, r1.xyzx
mov o0.w, r0.w
ret
// Approximately 0 instruction slots used