// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 58bd7defa58e3d2d-ps.txt
// 3DMigoto: 58bd7defa58e3d2d | Matched 2 variants of 1 shaders: PF/Standard
//
//       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 50 6 1
//      undeciphered1a: 6
// 2:   Keywords { "POINT" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "CUTOUT_ON" "SPECULAR_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" "VERTEX_INTERACTION_ON" }
// 1:   Keywords { "POINT" "SHADOWS_SHADOWMASK" "CUTOUT_ON" "SPECULAR_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" "VERTEX_INTERACTION_ON" }
//      undeciphered2: 1 6 4 6 0 0
//      undeciphered3: 0 0
//      ConstBuffer "$Globals" 2464
//      Vector 32 [_LightColor0]
//      Matrix 176 [unity_WorldToLight]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      Vector 96 [_ScreenParams]
//      ConstBuffer "UnityLighting" 768
//      Vector 0 [_WorldSpaceLightPos0]
//      Vector 736 [unity_OcclusionMaskSelector]
//      ConstBuffer "PFCommonBuffer" 240
//      Vector 48 [_TintColor]
//      Float 64 [_NdotLPower]
//      Float 80 [_Roughness]
//      Float 156 [_AlphaScale]
//      Float 160 [_Cutout]
//      Float 228 [_StencilRef]
//      Float 232 [_ScreenSpaceDecalsGlobalFlag]
//      SetTexture 0 [_MainTex] 2D 20
//      SetTexture 1 [_ScreenSpaceDecalsTex] 2D 50
//      SetTexture 2 [_Parameters] 2D 40
//      SetTexture 3 [_LightTexture0] 2D 30
//      SetTexture 4 [unity_NHxRoughness] 2D 10
//      SetTexture 5 [unity_ShadowMask] 2D 00
//      BindCB "$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 18:23:13 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
// COLOR                    0   xyzw        8     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[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_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_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_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 58bd7defa58e3d2d-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, s5
  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, s4
mul_sat r0.w, r0.w, cb3[9].w
add r1.y, r0.w, -cb3[10].x
lt r1.y, r1.y, l(0.000000)
discard_nz r1.y
mul r1.x, r1.x, cb3[5].x
max r1.x, r1.x, l(0.000100)
sqrt r1.x, r1.x
add r1.x, -r1.x, l(1.000000)
dp3 r1.y, v5.xyzx, v5.xyzx
rsq r1.y, r1.y
mul r1.yzw, r1.yyyy, v5.xxyz
mov r2.x, v3.w
mov r2.y, v4.w
mov r2.z, v5.w
add r3.xyz, r2.xyzx, -r7.xyzx
dp3 r2.w, r3.xyzx, r3.xyzx
rsq r2.w, r2.w
mul r3.xyz, r2.wwww, r3.xyzx
mad r2.xyz, cb2[0].wwww, -r2.xyzx, cb2[0].xyzx
dp3 r2.w, r2.xyzx, r2.xyzx
rsq r2.w, r2.w
mul r2.xyz, r2.wwww, r2.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
sample r5.xyzw, v7.xyxx, t5.xyzw, s0
dp4_sat r2.w, r5.xyzw, cb2[46].xyzw
dp3 r3.w, r4.xyzx, r4.xyzx
sample r4.xyzw, r3.wwww, t3.xyzw, s3
mul r2.w, r2.w, r4.x
dp3_sat r3.w, r1.yzwy, r2.xyzx
dp3 r4.x, r3.xyzx, r1.yzwy
add r4.x, r4.x, r4.x
mad r1.yzw, r1.yyzw, -r4.xxxx, r3.xxyz
dp3 r1.y, r1.yzwy, r2.xyzx
max r1.y, r1.y, l(0.000000)
mul r2.xyz, r2.wwww, cb0[2].xyzx
log r1.z, r3.w
mul r1.z, r1.z, cb3[4].x
exp r1.z, r1.z
mul r2.xyz, r1.zzzz, r2.xyzx
mul r1.y, r1.y, r1.y
mul r3.x, r1.y, r1.y
add r3.y, -r1.x, l(1.000000)
sample r1.xyzw, r3.xyxx, t4.xyzw, s1
mul r1.x, r1.x, l(3.53466082)
mad r0.xyz, r0.xyzx, l(0.779083729, 0.779083729, 0.779083729, 0.000000), r1.xxxx
mul o0.xyz, r2.xyzx, r0.xyzx
mov o0.w, r0.w
ret
// Approximately 0 instruction slots used