// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 80d217388ebb7f20-ps.txt
// 3DMigoto: 80d217388ebb7f20 | Matched 3 variants of 2 shaders: PF/Standard, PF/StandardDynamic
//
// 3:    Unity headers extracted from PF_Standard
// 4:    Unity headers extracted from PF_StandardDynamic
// 3:    Shader "PF/Standard" {
// 4:    Shader "PF/StandardDynamic" {
// 4:      CustomEditor "PFStandardDynamicShaderGUI"
// 3:      CustomEditor "PFStandardShaderGUI"
//         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" {
//               }
//             }
//           }
//         }
//       }
//
// 3: Unity 5.3 headers extracted from PF_Standard:
// 4: Unity 5.3 headers extracted from PF_StandardDynamic:
//      API d3d11
//      Shader model ps_4_0
//      undeciphered1: 201802150 46 5 1
//      undeciphered1a: 5
// 2:   Keywords { "POINT" "INSTANCING_ON" "SPECULAR_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
// 1:   Keywords { "POINT" "INSTANCING_ON" "SPECULAR_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 4:   Keywords { "POINT" "INSTANCING_ON" "SPECULAR_ON" }
//      undeciphered2: 1 5 4 5 0 0
//      undeciphered3: 0 0
//      ConstBuffer "$Globals" 2464
//      Vector 32 [_LightColor0]
//      Matrix 176 [unity_WorldToLight]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      Vector 96 [_ScreenParams]
//      ConstBuffer "UnityLighting" 768
//      Vector 0 [_WorldSpaceLightPos0]
//      ConstBuffer "PFCommonBuffer" 240
//      Vector 48 [_TintColor]
//      Float 64 [_NdotLPower]
//      Float 80 [_Roughness]
//      Float 156 [_AlphaScale]
//      Float 228 [_StencilRef]
//      Float 232 [_ScreenSpaceDecalsGlobalFlag]
//      SetTexture 0 [_MainTex] 2D 1
//      SetTexture 1 [_ScreenSpaceDecalsTex] 2D 4
//      SetTexture 2 [_Parameters] 2D 3
//      SetTexture 3 [_LightTexture0] 2D 2
//      SetTexture 4 [unity_NHxRoughness] 2D 0
//      BindCB "$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 v1.3.16 on Sun Aug 23 06:46:47 2020
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// SV_InstanceID            0   x           1     NONE    uint
// TEXCOORD                 0   xyzw        2     NONE   float   xy
// TEXCOORD                 1   xyzw        3     NONE   float
// TEXCOORD                 3   xyzw        4     NONE   float      w
// TEXCOORD                 4   xyzw        5     NONE   float      w
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
// TEXCOORD                 6   xyz         7     NONE   float
// TEXCOORD                 7   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[1], 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_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_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v2.xy
dcl_input_ps linear v4.w
dcl_input_ps linear v5.w
dcl_input_ps linear v6.xyzw
dcl_output o0.xyzw
dcl_temps 7
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r5.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 80d217388ebb7f20-ps.txt

mul r5.w, -r5.x, r5.y
mad r6.xyz, -r5.wwww, cb10[0].xyzw, cb1[4].xyzw

sample r0.xyzw, v2.xyxx, t0.xyzw, s1
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, 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
sample r1.xyzw, v2.xyxx, t2.xyzw, s3
mul_sat o0.w, r0.w, cb3[9].w
mul r0.w, r1.x, cb3[5].x
max r0.w, r0.w, l(0.000100)
sqrt r0.w, r0.w
add r0.w, -r0.w, l(1.000000)
dp3 r1.x, v6.xyzx, v6.xyzx
rsq r1.x, r1.x
mul r1.xyz, r1.xxxx, v6.xyzx
mov r2.x, v4.w
mov r2.y, v5.w
mov r2.z, v6.w
add r3.xyz, r2.xyzx, -r6.xyzx
dp3 r1.w, r3.xyzx, r3.xyzx
rsq r1.w, r1.w
mul r3.xyz, r1.wwww, r3.xyzx
mad r2.xyz, cb2[0].wwww, -r2.xyzx, cb2[0].xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
mul r4.xyz, v5.wwww, cb0[12].xyzx
mad r4.xyz, cb0[11].xyzx, v4.wwww, r4.xyzx
mad r4.xyz, cb0[13].xyzx, v6.wwww, r4.xyzx
add r4.xyz, r4.xyzx, cb0[14].xyzx
dp3 r1.w, r4.xyzx, r4.xyzx
sample r4.xyzw, r1.wwww, t3.xyzw, s2
dp3_sat r1.w, r1.xyzx, r2.xyzx
dp3 r2.w, r3.xyzx, r1.xyzx
add r2.w, r2.w, r2.w
mad r1.xyz, r1.xyzx, -r2.wwww, r3.xyzx
dp3 r1.x, r1.xyzx, r2.xyzx
max r1.x, r1.x, l(0.000000)
mul r2.xyz, r4.xxxx, cb0[2].xyzx
log r1.y, r1.w
mul r1.y, r1.y, cb3[4].x
exp r1.y, r1.y
mul r1.yzw, r1.yyyy, r2.xxyz
mul r1.x, r1.x, r1.x
mul r2.x, r1.x, r1.x
add r2.y, -r0.w, l(1.000000)
sample r2.xyzw, r2.xyxx, t4.xyzw, s0
mul r0.w, r2.x, l(3.53466082)
mad r0.xyz, r0.xyzx, l(0.779083729, 0.779083729, 0.779083729, 0.000000), r0.wwww
mul o0.xyz, r1.yzwy, r0.xyzx
ret
// Approximately 0 instruction slots used