// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 72797cfe6167fd36-ps.txt
// 3DMigoto: 72797cfe6167fd36 |    Unity headers extracted from 2DxFX_AL_Pixel8bitsGB
//    Shader "2DxFX/AL/Pixel8bitsGB" {
//      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_Pixel8bitsGB:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 65 4 2
//   undeciphered1a: 7
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
//   undeciphered2: 1 4 6 4 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 112
//   Vector 32 [_LightColor0]
//   Float 80 [_Size]
//   Float 88 [_Offset2]
//   Float 92 [_Alpha]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_MainTex] 2D 30
//   SetTexture 1 [_ShadowMapTexture] 2D 20
//   SetTexture 2 [unity_ShadowMask] 2D 00
//   SetTexture 3 [unity_ProbeVolumeSH] 3D 10
//   BindCB "$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 18:37:37 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   xyzw
// 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[6], 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 v4.xyzw
dcl_input_ps linear v5.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 72797cfe6167fd36-ps.txt

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

mul r0.x, cb0[5].x, l(64.000000)
mul r0.yz, r0.xxxx, v1.xxyx
round_ni r0.yz, r0.yyzy
div r0.xy, r0.yzyy, r0.xxxx
sample r1.xyzw, r0.xyxx, t0.xyzw, s3
mul r1.xyzw, r1.xyzw, v4.xyzw
mul r1.xyz, r1.xyzx, cb0[5].zzzz
lt r0.z, r1.w, l(0.950000)
mul r2.xyz, r1.xyzx, r1.xyzx
mad r3.xyz, r2.xyzx, r1.xyzx, l(-0.314432025, -0.493039042, -0.0196830016, 0.000000)
dp3 r0.w, r3.xyzx, r3.xyzx
lt r2.w, r0.w, l(1000.000000)
and r3.xyz, r2.wwww, l(0x3f2e147b, 0x3f4a3d71, 0x3e8a3d71, 0)
min r4.y, r0.w, l(1000.000000)
mov r4.z, l(1000.000000)
mad r5.xyz, r2.xyzx, r1.xyzx, l(-0.103823, -0.328509, -0.0740879923, 0.000000)
dp3 r4.x, r5.xyzx, r5.xyzx
lt r0.w, r4.x, r4.y
movc r5.xyz, r0.wwww, l(0.470000,0.690000,0.420000,0), r3.xyzx
and r3.xyz, r3.xyzx, r0.wwww
movc r4.yz, r0.wwww, r4.xxyx, r4.yyzy
mad r6.xyz, r2.xyzx, r1.xyzx, l(-0.00219699973, -0.079507, -0.0506530032, 0.000000)
dp3 r4.x, r6.xyzx, r6.xyzx
lt r0.w, r4.x, r4.y
movc r6.xyz, r0.wwww, l(0.130000,0.430000,0.370000,0), r5.xyzx
movc r3.xyz, r0.wwww, r5.xyzx, r3.xyzx
movc r4.yz, r0.wwww, r4.xxyx, r4.yyzy
mad r1.xyz, r2.xyzx, r1.xyzx, l(-0.0000269999982, -0.004096, -0.0359370038, 0.000000)
dp3 r4.x, r1.xyzx, r1.xyzx
lt r0.w, r4.x, r4.y
movc r1.xyz, r0.wwww, l(0.030000,0.160000,0.330000,0), r6.xyzx
movc r2.xyz, r0.wwww, r6.xyzx, r3.xyzx
movc r3.xy, r0.wwww, r4.xyxx, r4.yzyy
sqrt r3.xy, r3.xyxx
add r0.x, r0.y, r0.x
mul r0.y, r0.x, l(0.500000)
round_ni r0.y, r0.y
mad r0.x, -r0.y, l(2.000000), r0.x
add r0.y, r3.y, r3.x
div r0.y, r3.y, r0.y
add r0.y, r0.y, l(1.000000)
lt r0.x, r0.y, r0.x
movc r0.xyw, r0.xxxx, r2.xyxz, r1.xyxz
add r1.x, -cb0[5].w, l(1.000000)
mul r1.x, r1.x, r1.w
movc r0.z, r0.z, l(0), r1.x
mul r0.xyw, r0.zzzz, r0.xyxw
add r1.x, r0.z, l(-0.050000)
lt r1.x, r1.x, l(0.000000)
discard_nz r1.x
add r1.xyz, -v3.xyzx, r8.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 r1.y, r1.y, -r2.x
mad r1.x, r1.x, r1.y, r2.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.xyw, r0.xyxw, r1.xyxz
mul o0.xyz, r1.wwww, r0.xywx
mov o0.w, r0.z
ret
// Approximately 0 instruction slots used