// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 7399a200849bf5a1-ps.txt
// 3DMigoto: 7399a200849bf5a1 |    Unity headers extracted from PF_Water_Water
//    Shader "PF/Water/Water" {
//      CustomEditor "WaterShaderGUI"
//      SubShader 1/1 {
//        LOD 100
//        Tags { "QUEUE"="AlphaTest+10" "RenderType"="Opaque" }
//        Pass 3/3 {
//          Name "ForwarAdd"
//          Tags { "LIGHTMODE"="FORWARDADD" "QUEUE"="AlphaTest+10" "RenderType"="Opaque" }
//          ZWrite Off
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from PF_Water_Water:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201802150 98 7 1
//   undeciphered1a: 6
//   Keywords { "DIRECTIONAL" "FOG_LINEAR" "FOAM_DEPTH" "FOAM_ON" "FOAM_MASK" }
//   undeciphered2: 1 7 5 7 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 2608
//   Vector 32 [_LightColor0]
//   Vector 96 [_MainTex_ST]
//   Vector 224 [_FogOfWarColor]
//   Float 240 [_FogOfWarGlobalFlag]
//   Float 244 [_FogOfWarMaterialFlag]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 0 [_Time]
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 112 [_ZBufferParams]
//   Vector 128 [unity_OrthoParams]
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   ConstBuffer "PFCommonBuffer" 240
//   Float 72 [_SpecularPower]
//   Float 76 [_SpecularIntensity]
//   Float 236 [_UseNormalMapAtlas]
//   ConstBuffer "WaterBuffer" 256
//   Vector 0 [_BumpMap1_ST]
//   Vector 16 [_BumpMap_ST]
//   Float 84 [_FlowSpeed]
//   Vector 96 [_FlowDirections]
//   Vector 128 [_BaseColor]
//   Float 160 [_Density]
//   Float 164 [_Distortion]
//   Float 212 [_FoamStrength]
//   Vector 224 [_FoamColor]
//   Float 240 [_FoamPower]
//   Float 244 [_FoamMaskScale]
//   SetTexture 0 [_MaskTex] 2D 5
//   SetTexture 1 [_BumpMap] 2D 1
//   SetTexture 2 [_BumpMap1] 2D 4
//   SetTexture 3 [_CameraDepthTexture] 2D 3
//   SetTexture 4 [_MainTex] 2D 0
//   SetTexture 5 [_FoamRamp] 2D 6
//   SetTexture 6 [_FogOfWarMask] 2D 2
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "PFCommonBuffer" 3
//   BindCB "WaterBuffer" 4
//
// 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 06:43:48 2020
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xyzw        2     NONE   float
// TEXCOORD                 3   xyzw        3     NONE   float   xyzw
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// TEXCOORD                 6   xyz         6     NONE   float
// TEXCOORD                 8      w        6     NONE   float      w
// TEXCOORD                 7   xyzw        7     NONE   float
// TEXCOORD                 9   xyzw        8     NONE   float   xy
// TEXCOORD                11   xyzw        9     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[16], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_constantbuffer cb3[15], immediateIndexed
dcl_constantbuffer cb4[16], 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_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_input_ps linear v1.xy
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v6.w
dcl_input_ps linear v8.xy
dcl_input_ps linear v9.xyzw
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 7399a200849bf5a1-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, s5
dp2 r0.x, cb4[6].xyxx, cb4[6].xyxx
rsq r0.x, r0.x
mul r1.xy, r0.xxxx, cb4[6].xyxx
dp2 r0.x, cb4[6].zwzz, cb4[6].zwzz
rsq r0.x, r0.x
mul r1.zw, r0.xxxx, cb4[6].zzzw
mul r1.xyzw, r1.xyzw, cb4[5].yyyy
mov r0.x, l(0.500000)
mov r0.z, cb1[0].y
mul r1.xyzw, r0.xxzz, r1.xyzw
mul r0.xy, r1.xyxx, cb1[0].yyyy
mad r0.xy, v1.xyxx, cb4[1].xyxx, r0.xyxx
sample r2.xyzw, r0.xyxx, t1.xyzw, s1
ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb3[14].w
mad r3.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r2.x, r2.w, r2.x
mad r2.xy, r2.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r0.y, r2.xyxx, r2.xyxx
min r0.y, r0.y, l(1.000000)
add r0.y, -r0.y, l(1.000000)
sqrt r2.z, r0.y
movc r2.xyz, r0.xxxx, r3.xyzx, r2.xyzx
mul r3.xyz, r2.yyyy, v4.xyzx
mad r2.xyw, v3.xyxz, r2.xxxx, r3.xyxz
mad r2.xyz, v5.xyzx, r2.zzzz, r2.xywx
dp3 r0.y, r2.xyzx, r2.xyzx
rsq r0.y, r0.y
mul r2.xyz, r0.yyyy, r2.xyzx
mul r0.yz, r1.zzwz, l(0.000000, 0.500000, 0.500000, 0.000000)
mad r0.yz, v1.xxyx, cb4[0].xxyx, r0.yyzy
sample r3.xyzw, r0.yzyy, t2.xyzw, s4
mad r4.xyz, r3.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r3.x, r3.w, r3.x
mad r3.xy, r3.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r0.y, r3.xyxx, r3.xyxx
min r0.y, r0.y, l(1.000000)
add r0.y, -r0.y, l(1.000000)
sqrt r3.z, r0.y
movc r0.xyz, r0.xxxx, r4.xyzx, r3.xyzx
mul r3.xyz, r0.yyyy, v4.xyzx
mad r3.xyz, v3.xyzx, r0.xxxx, r3.xyzx
mad r0.xyz, v5.xyzx, r0.zzzz, r3.xyzx
dp3 r1.z, r0.xyzx, r0.xyzx
rsq r1.z, r1.z
mad r0.xyz, r0.xyzx, r1.zzzz, -r2.xyzx
mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r2.xyzx
add r0.xyz, r0.xyzx, -v5.xyzx
mad r0.xyz, cb4[10].yyyy, r0.xyzx, 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.z, r3.xyzx, r3.xyzx
rsq r1.z, r1.z
div r4.xy, v9.xyxx, v9.wwww
sample r4.xyzw, r4.xyxx, t3.xyzw, s3
lt r1.w, l(0.000000), cb1[8].w
add r2.w, -cb1[5].y, cb1[5].z
mad r5.x, r4.x, r2.w, cb1[5].y
mad r5.y, v9.z, r2.w, cb1[5].y
mad r2.w, cb1[7].z, r4.x, cb1[7].w
div r4.x, l(1.000000, 1.000000, 1.000000, 1.000000), r2.w
mov r4.y, v9.w
movc r4.xy, r1.wwww, r5.xyxx, r4.xyxx
add r1.w, -r4.y, r4.x
mul r2.w, r1.w, -cb4[10].x
mul r2.w, r2.w, l(1.442695)
exp r2.w, r2.w
add r2.w, -r2.w, l(1.000000)
max r2.w, r2.w, l(0.000000)
div r3.w, cb0[6].x, cb4[1].x
mul r3.w, r3.w, cb1[0].y
mul r1.xy, r1.xyxx, r3.wwww
mad r1.xy, v1.xyxx, cb0[6].xyxx, r1.xyxx
sample r4.xyzw, r1.xyxx, t4.xyzw, s0
mul r1.x, r1.w, -cb4[15].x
mul r1.x, r1.x, l(1.442695)
exp r1.x, r1.x
min r1.x, r1.x, l(1.000000)
mul r0.w, r0.w, cb4[15].y
max r1.x, r0.w, r1.x
mov r1.y, l(0.500000)
sample r5.xyzw, r1.xyxx, t5.xyzw, s6
dp3 r0.w, r4.xyzx, r5.xyzx
mul_sat r0.w, r0.w, cb4[13].y
mad r1.xyw, r0.wwww, cb4[14].xyxz, -cb4[8].xyxz
mad r1.xyw, r0.wwww, r1.xyxw, cb4[8].xyxz
mad r2.xyz, cb2[0].wwww, -r2.xyzx, cb2[0].xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
mad r3.xyz, -r3.xyzx, r1.zzzz, r2.xyzx
dp3 r0.w, r3.xyzx, r3.xyzx
rsq r0.w, r0.w
mul r3.xyz, r0.wwww, r3.xyzx
dp3 r0.w, r0.xyzx, r3.xyzx
mul r1.z, cb3[4].z, l(1024.000000)
mad r1.z, -r1.z, r0.w, r1.z
add r1.z, r0.w, r1.z
div r0.w, r0.w, r1.z
mul r0.w, r0.w, cb3[4].w
dp3 r0.x, r0.xyzx, r2.xyzx
max r0.x, r0.x, l(0.000000)
mad r0.xyz, r1.xywx, r0.xxxx, r0.wwww
mul r0.xyz, r0.xyzx, cb0[2].xyzx
mov_sat r0.w, v6.w
mul r1.xyz, r0.xyzx, r0.wwww
ne r2.xy, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[15].xyxx
and r1.w, r2.y, r2.x
if_nz r1.w
  sample r3.xyzw, v8.xyxx, t6.xyzw, s2
  mul r1.w, r3.y, cb0[14].w
  max r1.w, r1.w, r3.x
  add r2.x, -r3.z, l(1.000000)
  mul_sat r1.w, r1.w, r2.x
  mad r0.xyz, r0.wwww, r0.xyzx, -cb0[14].xyzx
  mad r1.xyz, r1.wwww, r0.xyzx, cb0[14].xyzx
endif
mul o0.xyz, r2.wwww, r1.xyzx
mov o0.w, cb4[8].w
ret
// Approximately 0 instruction slots used