// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 66860804e8cff7de-ps.txt
// 3DMigoto: 66860804e8cff7de |    Unity headers extracted from 2DxFX_AL_IcedFX
//    Shader "2DxFX/AL/IcedFX" {
//      Fallback "Transparent/VertexLit"
//      SubShader 1/1 {
//        Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//        Pass 2/7 {
//          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_IcedFX:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 79 4 2
//   undeciphered1a: 3
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
//   undeciphered2: 1 4 6 4 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 112
//   Vector 32 [_LightColor0]
//   Float 64 [_Distortion]
//   Float 68 [_Alpha]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 0 [_Time]
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_MainTex] 2D 30
//   SetTexture 1 [_ShadowMapTexture] 2D 20
//   SetTexture 2 [unity_ShadowMask] 2D 00
//   SetTexture 3 [unity_ProbeVolumeSH] 3D 10
//   BindCB "$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 v1.3.2 on Mon Jan 14 18:30:57 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float      w
// 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
// TEXCOORD                 5   xyzw        5     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[5], 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_default
dcl_sampler s2, mode_default
dcl_sampler s3, 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_input_ps_siv linear noperspective v0.w, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_input_ps linear v5.xyzw
dcl_output o0.xyzw
dcl_temps 5
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r3.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 66860804e8cff7de-ps.txt

mul r3.w, -r3.x, r3.y
mad r4.xyz, -r3.wwww, cb10[0].xyzw, cb1[4].xyzw

sample r0.xyzw, v1.xyxx, t0.xyzw, s3
dp3 r1.x, r0.xyzx, l(0.212600, 0.715200, 0.072200, 0.000000)
mul r1.y, r1.x, r1.x
mad r2.xyz, r1.xxxx, l(0.616473, 3.369681, 0.0891224965, 0.000000), l(0.860117733, 1.000000, 0.317398727, 0.000000)
mad r2.xyz, r1.yyyy, l(2.05825949, 11.330322, 0.672770679, 0.000000), r2.xyzx
div r1.z, r2.x, r2.y
mad r1.w, -r1.x, l(0.115896732), l(1.000000)
mad r1.y, r1.y, l(2.583297), r1.w
div r1.y, r2.z, r1.y
mul r1.w, r1.z, l(3.000000)
add r1.z, r1.z, r1.z
mad r1.z, -r1.y, l(8.000000), r1.z
add r1.z, r1.z, l(4.000000)
add r1.y, r1.y, r1.y
div r1.yw, r1.yyyw, r1.zzzz
add r1.z, -r1.w, l(1.000000)
add r1.z, -r1.y, r1.z
div r1.y, l(1.000000, 1.000000, 1.000000, 1.000000), r1.y
mul r2.yz, r1.zzwz, r1.yyyy
div r1.yz, r2.yyzy, cb0[4].xxxx
mul r1.xw, r1.xxxx, l(2.400000, 0.000000, 0.000000, 1.59999990)
mul r1.xw, r1.xxxw, r1.xxxw
mul r1.yz, r1.xxwx, r1.yyzy
mul r2.x, r1.w, r1.w
mul r1.w, r1.w, r2.x
mul r1.x, r1.w, r1.y
mad r1.w, cb1[0].x, l(22.500000), l(1.100000)
mad r2.xyz, v1.xyyx, l(5.000000, 5.000000, 12.500000, 0.000000), r1.wwww
sincos r2.xyz, null, r2.xyzx
mad r1.w, -v1.x, l(5.000000), r1.w
sincos r1.w, null, r1.w
add r1.w, r1.w, r2.x
add r1.w, r2.y, r1.w
add r1.w, r2.z, r1.w
add r1.w, r1.w, l(5.000000)
mul r2.x, r1.w, l(0.200000)
round_ni r2.x, r2.x
mad r1.w, r1.w, l(0.200000), -r2.x
dp3 r0.x, r0.xzyx, l(0.200000, 0.200000, 0.400000, 0.000000)
add r0.x, r0.x, r1.w
round_ni r0.y, r0.x
add r0.x, -r0.y, r0.x
mad_sat r0.y, r0.x, l(6.000000), l(-2.000000)
mad_sat r0.x, -r0.x, l(6.000000), l(2.000000)
add r0.x, r0.x, r0.y
mad r0.x, r0.x, r0.w, -cb0[4].y
add r0.y, -r0.x, l(1.000000)
mad r0.xyz, r1.xyzx, r0.xxxx, r0.yyyy
add r0.w, r0.w, -cb0[4].y
mul r0.xyz, r0.wwww, r0.xyzx
add r1.x, r0.w, l(-0.050000)
lt r1.x, r1.x, l(0.000000)
discard_nz r1.x
add r1.xyz, -v3.xyzx, r4.xyzx
mov r2.x, cb4[9].z
mov r2.y, cb4[10].z
mov r2.z, cb4[11].z
dp3 r1.x, r1.xyzx, r2.xyzx
add r1.yzw, v3.xxyz, -cb3[25].xxyz
dp3 r1.y, r1.yzwy, r1.yzwy
sqrt r1.y, r1.y
add r1.y, -r1.x, r1.y
mad r1.x, cb3[25].w, r1.y, r1.x
mad_sat r1.x, r1.x, cb3[24].z, cb3[24].w
eq r1.y, cb5[0].x, l(1.000000)
if_nz r1.y
  eq r1.y, cb5[0].y, l(1.000000)
  mul r2.xyz, v3.yyyy, cb5[2].xyzx
  mad r2.xyz, cb5[1].xyzx, v3.xxxx, r2.xyzx
  mad r2.xyz, cb5[3].xyzx, v3.zzzz, r2.xyzx
  add r2.xyz, r2.xyzx, cb5[4].xyzx
  movc r1.yzw, r1.yyyy, r2.xxyz, v3.xxyz
  add r1.yzw, r1.yyzw, -cb5[6].xxyz
  mul r2.yzw, r1.yyzw, cb5[5].xxyz
  mad r1.y, r2.y, l(0.250000), l(0.750000)
  mad r1.z, cb5[0].z, l(0.500000), l(0.750000)
  max r2.x, r1.z, r1.y
  sample r2.xyzw, r2.xzwx, t3.xyzw, s1
else
  sample r2.xyzw, v5.xyxx, t2.xyzw, s0
endif
dp4_sat r1.y, r2.xyzw, cb2[46].xyzw
div r1.zw, v5.zzzw, v0.wwww
sample r2.xyzw, r1.zwzz, t1.xyzw, s2
add_sat r1.x, r1.x, r2.x
min r1.x, r1.y, r1.x
mul r1.xyz, r1.xxxx, cb0[2].xyzx
dp3 r1.w, v2.xyzx, cb2[0].xyzx
max r1.w, r1.w, l(0.000000)
mul r0.xyz, r0.xyzx, r1.xyzx
mul o0.xyz, r1.wwww, r0.xyzx
mov o0.w, r0.w
ret
// Approximately 0 instruction slots used