// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 841bb12b790ee621-ps.txt
// 3DMigoto: 841bb12b790ee621 |    Unity headers extracted from PF_Standard
//    Shader "PF/Standard" {
//      CustomEditor "PFStandardShaderGUI"
//      SubShader 1/1 {
//        LOD 100
//        Tags { "Reflection"="Opaque" "RenderType"="Opaque" }
//        Pass 1/4 {
//          Tags { "LIGHTMODE"="FORWARDBASE" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//          ZWrite [_ZWrite]
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from PF_Standard:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 80 4 4
//   undeciphered1a: 9
//   Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "INSTANCING_ON" "EMISSION_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_COMPLEX_ON" "VERTEX_INTERACTION_ON" }
//   undeciphered2: 1 5 6 4 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 2400
//   Vector 0 [unity_Lightmap_HDR]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 96 [_ScreenParams]
//   Vector 128 [unity_OrthoParams]
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   ConstBuffer "ClustersDraw" 9216
//   ScalarInt 0 [_PunctualLightIndexMap0]
//   ScalarInt 4 [_PunctualLightIndexMap1]
//   ScalarInt 8 [_PunctualLightIndexMap2]
//   ScalarInt 12 [_PunctualLightIndexMap3]
//   ScalarInt 16 [_PunctualLightIndexMap4]
//   ScalarInt 20 [_PunctualLightIndexMap5]
//   ScalarInt 24 [_PunctualLightIndexMap6]
//   ScalarInt 28 [_PunctualLightIndexMap7]
//   ScalarInt 32 [_PunctualLightIndexMap8]
//   ScalarInt 36 [_PunctualLightIndexMap9]
//   ScalarInt 40 [_PunctualLightIndexMap10]
//   ScalarInt 44 [_PunctualLightIndexMap11]
//   ScalarInt 48 [_PunctualLightIndexMap12]
//   ScalarInt 52 [_PunctualLightIndexMap13]
//   ScalarInt 56 [_PunctualLightIndexMap14]
//   ScalarInt 60 [_PunctualLightIndexMap15]
//   ScalarInt 64 [_PunctualLightIndexMap16]
//   ScalarInt 68 [_PunctualLightIndexMap17]
//   ScalarInt 72 [_PunctualLightIndexMap18]
//   ScalarInt 76 [_PunctualLightIndexMap19]
//   ScalarInt 80 [_PunctualLightIndexMap20]
//   ScalarInt 84 [_PunctualLightIndexMap21]
//   ScalarInt 88 [_PunctualLightIndexMap22]
//   ScalarInt 92 [_PunctualLightIndexMap23]
//   ScalarInt 96 [_PunctualLightIndexMap24]
//   ScalarInt 100 [_PunctualLightIndexMap25]
//   ScalarInt 104 [_PunctualLightIndexMap26]
//   ScalarInt 108 [_PunctualLightIndexMap27]
//   ScalarInt 112 [_PunctualLightIndexMap28]
//   ScalarInt 116 [_PunctualLightIndexMap29]
//   ScalarInt 120 [_PunctualLightIndexMap30]
//   ScalarInt 124 [_PunctualLightIndexMap31]
//   ScalarInt 128 [_PunctualLightIndexMap32]
//   ScalarInt 132 [_PunctualLightIndexMap33]
//   ScalarInt 136 [_PunctualLightIndexMap34]
//   ScalarInt 140 [_PunctualLightIndexMap35]
//   ScalarInt 144 [_PunctualLightIndexMap36]
//   ScalarInt 148 [_PunctualLightIndexMap37]
//   ScalarInt 152 [_PunctualLightIndexMap38]
//   ScalarInt 156 [_PunctualLightIndexMap39]
//   ScalarInt 160 [_PunctualLightIndexMap40]
//   ScalarInt 164 [_PunctualLightIndexMap41]
//   ScalarInt 168 [_PunctualLightIndexMap42]
//   ScalarInt 172 [_PunctualLightIndexMap43]
//   ScalarInt 176 [_PunctualLightIndexMap44]
//   ScalarInt 180 [_PunctualLightIndexMap45]
//   ScalarInt 184 [_PunctualLightIndexMap46]
//   ScalarInt 188 [_PunctualLightIndexMap47]
//   ScalarInt 192 [_PunctualLightIndexMap48]
//   ScalarInt 196 [_PunctualLightIndexMap49]
//   ScalarInt 200 [_PunctualLightIndexMap50]
//   ScalarInt 204 [_PunctualLightIndexMap51]
//   ScalarInt 208 [_PunctualLightIndexMap52]
//   ScalarInt 212 [_PunctualLightIndexMap53]
//   ScalarInt 216 [_PunctualLightIndexMap54]
//   ScalarInt 220 [_PunctualLightIndexMap55]
//   ScalarInt 224 [_PunctualLightIndexMap56]
//   ScalarInt 228 [_PunctualLightIndexMap57]
//   ScalarInt 232 [_PunctualLightIndexMap58]
//   ScalarInt 236 [_PunctualLightIndexMap59]
//   ScalarInt 240 [_PunctualLightIndexMap60]
//   ScalarInt 244 [_PunctualLightIndexMap61]
//   ScalarInt 248 [_PunctualLightIndexMap62]
//   ScalarInt 252 [_PunctualLightIndexMap63]
//   VectorInt 5120 [_ZBins0] 2
//   VectorInt 5128 [_ZBins1] 2
//   VectorInt 5136 [_ZBins2] 2
//   VectorInt 5144 [_ZBins3] 2
//   VectorInt 5152 [_ZBins4] 2
//   VectorInt 5160 [_ZBins5] 2
//   VectorInt 5168 [_ZBins6] 2
//   VectorInt 5176 [_ZBins7] 2
//   VectorInt 5184 [_ZBins8] 2
//   VectorInt 5192 [_ZBins9] 2
//   VectorInt 5200 [_ZBins10] 2
//   VectorInt 5208 [_ZBins11] 2
//   VectorInt 5216 [_ZBins12] 2
//   VectorInt 5224 [_ZBins13] 2
//   VectorInt 5232 [_ZBins14] 2
//   VectorInt 5240 [_ZBins15] 2
//   VectorInt 5248 [_ZBins16] 2
//   VectorInt 5256 [_ZBins17] 2
//   VectorInt 5264 [_ZBins18] 2
//   VectorInt 5272 [_ZBins19] 2
//   VectorInt 5280 [_ZBins20] 2
//   VectorInt 5288 [_ZBins21] 2
//   VectorInt 5296 [_ZBins22] 2
//   VectorInt 5304 [_ZBins23] 2
//   VectorInt 5312 [_ZBins24] 2
//   VectorInt 5320 [_ZBins25] 2
//   VectorInt 5328 [_ZBins26] 2
//   VectorInt 5336 [_ZBins27] 2
//   VectorInt 5344 [_ZBins28] 2
//   VectorInt 5352 [_ZBins29] 2
//   VectorInt 5360 [_ZBins30] 2
//   VectorInt 5368 [_ZBins31] 2
//   VectorInt 5376 [_ZBins32] 2
//   VectorInt 5384 [_ZBins33] 2
//   VectorInt 5392 [_ZBins34] 2
//   VectorInt 5400 [_ZBins35] 2
//   VectorInt 5408 [_ZBins36] 2
//   VectorInt 5416 [_ZBins37] 2
//   VectorInt 5424 [_ZBins38] 2
//   VectorInt 5432 [_ZBins39] 2
//   VectorInt 5440 [_ZBins40] 2
//   VectorInt 5448 [_ZBins41] 2
//   VectorInt 5456 [_ZBins42] 2
//   VectorInt 5464 [_ZBins43] 2
//   VectorInt 5472 [_ZBins44] 2
//   VectorInt 5480 [_ZBins45] 2
//   VectorInt 5488 [_ZBins46] 2
//   VectorInt 5496 [_ZBins47] 2
//   VectorInt 5504 [_ZBins48] 2
//   VectorInt 5512 [_ZBins49] 2
//   VectorInt 5520 [_ZBins50] 2
//   VectorInt 5528 [_ZBins51] 2
//   VectorInt 5536 [_ZBins52] 2
//   VectorInt 5544 [_ZBins53] 2
//   VectorInt 5552 [_ZBins54] 2
//   VectorInt 5560 [_ZBins55] 2
//   VectorInt 5568 [_ZBins56] 2
//   VectorInt 5576 [_ZBins57] 2
//   VectorInt 5584 [_ZBins58] 2
//   VectorInt 5592 [_ZBins59] 2
//   VectorInt 5600 [_ZBins60] 2
//   VectorInt 5608 [_ZBins61] 2
//   VectorInt 5616 [_ZBins62] 2
//   VectorInt 5624 [_ZBins63] 2
//   ConstBuffer "PFCommonBuffer" 240
//   Vector 48 [_TintColor]
//   Float 84 [_Emission]
//   Float 156 [_AlphaScale]
//   Float 168 [_RimLighting]
//   Vector 176 [_RimColor]
//   Float 208 [_RimPower]
//   Float 216 [_RimShadeNdotL]
//   Float 228 [_StencilRef]
//   Float 232 [_ScreenSpaceDecalsGlobalFlag]
//   ConstBuffer "ClusteredBuffer" 2064
//   Vector 0 [_LightPosAndRange0]
//   Vector 16 [_LightPosAndRange1]
//   Vector 32 [_LightPosAndRange2]
//   Vector 48 [_LightPosAndRange3]
//   Vector 64 [_LightPosAndRange4]
//   Vector 80 [_LightPosAndRange5]
//   Vector 96 [_LightPosAndRange6]
//   Vector 112 [_LightPosAndRange7]
//   Vector 128 [_LightPosAndRange8]
//   Vector 144 [_LightPosAndRange9]
//   Vector 160 [_LightPosAndRange10]
//   Vector 176 [_LightPosAndRange11]
//   Vector 192 [_LightPosAndRange12]
//   Vector 208 [_LightPosAndRange13]
//   Vector 224 [_LightPosAndRange14]
//   Vector 240 [_LightPosAndRange15]
//   Vector 256 [_LightPosAndRange16]
//   Vector 272 [_LightPosAndRange17]
//   Vector 288 [_LightPosAndRange18]
//   Vector 304 [_LightPosAndRange19]
//   Vector 320 [_LightPosAndRange20]
//   Vector 336 [_LightPosAndRange21]
//   Vector 352 [_LightPosAndRange22]
//   Vector 368 [_LightPosAndRange23]
//   Vector 384 [_LightPosAndRange24]
//   Vector 400 [_LightPosAndRange25]
//   Vector 416 [_LightPosAndRange26]
//   Vector 432 [_LightPosAndRange27]
//   Vector 448 [_LightPosAndRange28]
//   Vector 464 [_LightPosAndRange29]
//   Vector 480 [_LightPosAndRange30]
//   Vector 496 [_LightPosAndRange31]
//   Vector 512 [_LightPosAndRange32]
//   Vector 528 [_LightPosAndRange33]
//   Vector 544 [_LightPosAndRange34]
//   Vector 560 [_LightPosAndRange35]
//   Vector 576 [_LightPosAndRange36]
//   Vector 592 [_LightPosAndRange37]
//   Vector 608 [_LightPosAndRange38]
//   Vector 624 [_LightPosAndRange39]
//   Vector 640 [_LightPosAndRange40]
//   Vector 656 [_LightPosAndRange41]
//   Vector 672 [_LightPosAndRange42]
//   Vector 688 [_LightPosAndRange43]
//   Vector 704 [_LightPosAndRange44]
//   Vector 720 [_LightPosAndRange45]
//   Vector 736 [_LightPosAndRange46]
//   Vector 752 [_LightPosAndRange47]
//   Vector 768 [_LightPosAndRange48]
//   Vector 784 [_LightPosAndRange49]
//   Vector 800 [_LightPosAndRange50]
//   Vector 816 [_LightPosAndRange51]
//   Vector 832 [_LightPosAndRange52]
//   Vector 848 [_LightPosAndRange53]
//   Vector 864 [_LightPosAndRange54]
//   Vector 880 [_LightPosAndRange55]
//   Vector 896 [_LightPosAndRange56]
//   Vector 912 [_LightPosAndRange57]
//   Vector 928 [_LightPosAndRange58]
//   Vector 944 [_LightPosAndRange59]
//   Vector 960 [_LightPosAndRange60]
//   Vector 976 [_LightPosAndRange61]
//   Vector 992 [_LightPosAndRange62]
//   Vector 1008 [_LightPosAndRange63]
//   Vector 1024 [_LightColorAndAtten0]
//   Vector 1040 [_LightColorAndAtten1]
//   Vector 1056 [_LightColorAndAtten2]
//   Vector 1072 [_LightColorAndAtten3]
//   Vector 1088 [_LightColorAndAtten4]
//   Vector 1104 [_LightColorAndAtten5]
//   Vector 1120 [_LightColorAndAtten6]
//   Vector 1136 [_LightColorAndAtten7]
//   Vector 1152 [_LightColorAndAtten8]
//   Vector 1168 [_LightColorAndAtten9]
//   Vector 1184 [_LightColorAndAtten10]
//   Vector 1200 [_LightColorAndAtten11]
//   Vector 1216 [_LightColorAndAtten12]
//   Vector 1232 [_LightColorAndAtten13]
//   Vector 1248 [_LightColorAndAtten14]
//   Vector 1264 [_LightColorAndAtten15]
//   Vector 1280 [_LightColorAndAtten16]
//   Vector 1296 [_LightColorAndAtten17]
//   Vector 1312 [_LightColorAndAtten18]
//   Vector 1328 [_LightColorAndAtten19]
//   Vector 1344 [_LightColorAndAtten20]
//   Vector 1360 [_LightColorAndAtten21]
//   Vector 1376 [_LightColorAndAtten22]
//   Vector 1392 [_LightColorAndAtten23]
//   Vector 1408 [_LightColorAndAtten24]
//   Vector 1424 [_LightColorAndAtten25]
//   Vector 1440 [_LightColorAndAtten26]
//   Vector 1456 [_LightColorAndAtten27]
//   Vector 1472 [_LightColorAndAtten28]
//   Vector 1488 [_LightColorAndAtten29]
//   Vector 1504 [_LightColorAndAtten30]
//   Vector 1520 [_LightColorAndAtten31]
//   Vector 1536 [_LightColorAndAtten32]
//   Vector 1552 [_LightColorAndAtten33]
//   Vector 1568 [_LightColorAndAtten34]
//   Vector 1584 [_LightColorAndAtten35]
//   Vector 1600 [_LightColorAndAtten36]
//   Vector 1616 [_LightColorAndAtten37]
//   Vector 1632 [_LightColorAndAtten38]
//   Vector 1648 [_LightColorAndAtten39]
//   Vector 1664 [_LightColorAndAtten40]
//   Vector 1680 [_LightColorAndAtten41]
//   Vector 1696 [_LightColorAndAtten42]
//   Vector 1712 [_LightColorAndAtten43]
//   Vector 1728 [_LightColorAndAtten44]
//   Vector 1744 [_LightColorAndAtten45]
//   Vector 1760 [_LightColorAndAtten46]
//   Vector 1776 [_LightColorAndAtten47]
//   Vector 1792 [_LightColorAndAtten48]
//   Vector 1808 [_LightColorAndAtten49]
//   Vector 1824 [_LightColorAndAtten50]
//   Vector 1840 [_LightColorAndAtten51]
//   Vector 1856 [_LightColorAndAtten52]
//   Vector 1872 [_LightColorAndAtten53]
//   Vector 1888 [_LightColorAndAtten54]
//   Vector 1904 [_LightColorAndAtten55]
//   Vector 1920 [_LightColorAndAtten56]
//   Vector 1936 [_LightColorAndAtten57]
//   Vector 1952 [_LightColorAndAtten58]
//   Vector 1968 [_LightColorAndAtten59]
//   Vector 1984 [_LightColorAndAtten60]
//   Vector 2000 [_LightColorAndAtten61]
//   Vector 2016 [_LightColorAndAtten62]
//   Vector 2032 [_LightColorAndAtten63]
//   Vector 2048 [_Clusters] 3
//   Float 2060 [_GlobalClusterLightingEnabled]
//   SetTexture 0 [_MainTex] 2D 10
//   SetTexture 1 [_ScreenSpaceDecalsTex] 2D 30
//   SetTexture 2 [_Parameters] 2D 20
//   SetTexture 3 [unity_Lightmap] 2D 00
//   SetTexture 4 [_ClustersRT] 2D_ARRAY -10
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "ClustersDraw" 3
//   BindCB "PFCommonBuffer" 4
//   BindCB "ClusteredBuffer" 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 18:47:47 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyz
// SV_InstanceID            0   x           1     NONE    uint
// TEXCOORD                 0   xyzw        2     NONE   float   xy
// TEXCOORD                 1   xyzw        3     NONE   float   xy
// 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     z
// 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[1], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_constantbuffer cb3[384], dynamicIndexed
dcl_constantbuffer cb4[15], immediateIndexed
dcl_constantbuffer cb5[129], dynamicIndexed
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_texture2d (float,float,float,float) t3
dcl_resource_texture2darray (float,float,float,float) t4
dcl_input_ps_siv linear noperspective v0.xyz, position
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xy
dcl_input_ps linear v4.w
dcl_input_ps linear v5.w
dcl_input_ps linear v6.xyzw
dcl_input_ps linear v7.z
dcl_output o0.xyzw
dcl_temps 11
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r9.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 841bb12b790ee621-ps.txt

mul r9.w, -r9.x, r9.y
mad r10.xyz, -r9.wwww, cb10[0].xyzw, cb1[4].xyzw

sample r0.xyzw, v2.xyxx, t0.xyzw, s1
add r0.xyz, r0.xyzx, -cb4[3].xyzx
mad r0.xyz, cb4[3].wwww, r0.xyzx, cb4[3].xyzx
ne r1.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb4[14].z
if_nz r1.x
  ftoi r1.x, cb4[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, s3
  mul r3.xyzw, r1.xxxx, r2.xyzw
  mov_sat r3.xyzw, r3.xyzw
  add r1.yzw, -r0.xxyz, r3.xxyz
  mad r0.xyz, r3.wwww, r1.yzwy, r0.xyzx
  mad r1.xyz, r2.xyzx, r1.xxxx, l(-1.000000, -1.000000, -1.000000, 0.000000)
  max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
else
  mov r1.xyz, l(0,0,0,0)
endif
sample r2.xyzw, v2.xyxx, t2.xyzw, s2
mul_sat o0.w, r0.w, cb4[9].w
mul r0.w, r2.y, cb4[5].y
mul r2.xyz, r0.xyzx, l(0.779083729, 0.779083729, 0.779083729, 0.000000)
dp3 r1.w, v6.xyzx, v6.xyzx
rsq r1.w, r1.w
mul r3.xyz, r1.wwww, v6.xyzx
mov r4.x, v4.w
mov r4.y, v5.w
mov r4.z, v6.w
add r5.xyz, r4.xyzx, -r10.xyzx
dp3 r1.w, r5.xyzx, r5.xyzx
rsq r1.w, r1.w
mul r5.xyz, r1.wwww, r5.xyzx
dp3_sat r1.w, r3.xyzx, cb2[0].xyzx
sample r6.xyzw, v3.xyxx, t3.xyzw, s0
mul r2.w, r6.w, cb0[0].x
mul r6.xyz, r6.xyzx, r2.wwww
dp3 r2.w, r3.xyzx, -r5.xyzx
max r2.w, r2.w, l(0.000000)
mul r5.xyz, r2.xyzx, r6.xyzx
lt r3.w, l(0.000000), cb5[128].w
if_nz r3.w
  lt r3.w, cb1[8].w, l(1.000000)
  add r4.w, -v7.z, -cb1[5].y
  add r5.w, -cb1[5].y, cb1[5].z
  div r4.w, r4.w, r5.w
  add r5.w, -v0.z, l(1.000000)
  movc r3.w, r3.w, r4.w, r5.w
  div r7.xy, v0.xyxx, cb1[6].xyxx
  mul r3.w, r3.w, cb5[128].z
  add r7.z, -r7.y, l(1.000000)
  mul r7.xy, r7.xzxx, cb5[128].xyxx
  ftoi r7.xy, r7.xyxx
  ftoi r7.z, r3.w
  mov r7.w, l(0)
  ld r7.xyzw, r7.xyzw, t4.xyzw
  ftou r3.w, r3.w
  mov r7.yzw, l(0,0,0,0)
  mov r4.w, r7.x
  loop
    breakc_z r4.w
    ishl r5.w, r4.w, l(16)
    movc r6.w, r5.w, r5.w, r4.w
    ishl r8.x, r6.w, l(8)
    movc r6.w, r8.x, r8.x, r6.w
    movc r8.yz, r5.wwww, l(0,15,7,0), l(0,31,23,0)
    movc r5.w, r8.x, r8.z, r8.y
    ishl r8.x, r6.w, l(4)
    movc r6.w, r8.x, r8.x, r6.w
    iadd r8.y, r5.w, l(-4)
    movc r5.w, r8.x, r8.y, r5.w
    ishl r8.x, r6.w, l(2)
    movc r6.w, r8.x, r8.x, r6.w
    iadd r8.y, r5.w, l(-2)
    movc r5.w, r8.x, r8.y, r5.w
    ishl r6.w, r6.w, l(1)
    iadd r8.x, r5.w, l(-1)
    movc r5.w, r6.w, r8.x, r5.w
    movc r5.w, r4.w, r5.w, l(-1)
    ishl r6.w, l(1), r5.w
    not r6.w, r6.w
    and r4.w, r4.w, r6.w
    iadd r5.w, r5.w, cb3[r3.w + 320].x
    mov r5.w, cb3[r5.w + 0].x
    add r8.xyz, -r4.xyzx, cb5[r5.w + 0].xyzx
    dp3 r6.w, r8.xyzx, r8.xyzx
    rsq r8.w, r6.w
    mul r8.xyz, r8.wwww, r8.xyzx
    max r6.w, r6.w, l(0.000001)
    dp3_sat r8.x, r3.xyzx, r8.xyzx
    mad r8.y, r6.w, cb5[r5.w + 64].w, l(1.000000)
    div r8.y, l(1.000000, 1.000000, 1.000000, 1.000000), r8.y
    mul r8.z, r6.w, cb5[r5.w + 0].w
    lt r8.zw, l(0.000000, 0.000000, 0.640000, 1.000000), r8.zzzz
    and r8.z, r8.z, l(0x3f800000)
    mad r6.w, r6.w, cb5[r5.w + 0].w, l(-0.640000)
    mul r6.w, r6.w, l(2.77777767)
    mad r6.w, r8.z, -r6.w, l(1.000000)
    mul r6.w, r6.w, r8.y
    movc r8.y, r8.w, l(0), l(1.000000)
    mul r6.w, r6.w, r8.y
    mul r6.w, r6.w, r8.x
    mul r8.xyz, r2.xyzx, cb5[r5.w + 64].xyzx
    mad r7.yzw, r8.xxyz, r6.wwww, r7.yyzw
  endloop
  mad r5.xyz, r6.xyzx, r2.xyzx, r7.yzwy
endif
mad r0.xyz, r0.wwww, r0.xyzx, r5.xyzx
add r0.xyz, r1.xyzx, r0.xyzx
ne r0.w, l(0.000000, 0.000000, 0.000000, 0.000000), cb4[10].z
add r1.x, -r2.w, l(1.000000)
log r1.x, r1.x
mul r1.x, r1.x, cb4[13].x
exp r1.x, r1.x
lt r1.y, l(0.000000), cb4[13].z
add r1.z, -r1.w, l(1.000000)
mul r1.z, r1.z, r1.x
movc r1.x, r1.y, r1.z, r1.x
add r1.yzw, -r0.xxyz, cb4[11].xxyz
mul r1.yzw, r1.yyzw, cb4[11].wwww
mad r1.xyz, r1.xxxx, r1.yzwy, r0.xyzx
movc o0.xyz, r0.wwww, r1.xyzx, r0.xyzx
ret
// Approximately 0 instruction slots used