// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 8ee9c229a446f23b-ps.txt
// 3DMigoto: 8ee9c229a446f23b | Matched 2 variants of 2 shaders: PF/Standard, PF/StandardDynamic
//
// 2:    Unity headers extracted from PF_Standard
// 1:    Unity headers extracted from PF_StandardDynamic
// 2:    Shader "PF/Standard" {
// 1:    Shader "PF/StandardDynamic" {
// 1:      CustomEditor "PFStandardDynamicShaderGUI"
// 2:      CustomEditor "PFStandardShaderGUI"
//         SubShader 1/1 {
//           LOD 100
//           Tags { "Reflection"="Opaque" "RenderType"="Opaque" }
//           Pass 2/4 {
//             Name "FORWARDADD"
//             Tags { "LIGHTMODE"="FORWARDADD" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//             ZWrite Off
//             Program "fp" {
//               SubProgram "d3d11" {
//               }
//             }
//           }
//         }
//       }
//
// 2: Unity 5.3 headers extracted from PF_Standard:
// 1: Unity 5.3 headers extracted from PF_StandardDynamic:
//      API d3d11
//      Shader model ps_4_0
//      undeciphered1: 201708220 42 5 3
//      undeciphered1a: 6
// 2:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "ALPHABLEND_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 1:   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "ALPHABLEND_ON" }
//      undeciphered2: 1 5 6 5 0 0
//      undeciphered3: 0 0
//      ConstBuffer "$Globals" 2400
//      Vector 32 [_LightColor0]
//      Vector 224 [_FogOfWarColor]
//      Float 240 [_FogOfWarGlobalFlag]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      Vector 96 [_ScreenParams]
//      ConstBuffer "UnityLighting" 768
//      Vector 0 [_WorldSpaceLightPos0]
//      Vector 736 [unity_OcclusionMaskSelector]
//      ConstBuffer "UnityShadows" 416
//      Vector 384 [_LightShadowData]
//      Vector 400 [unity_ShadowFadeCenterAndType]
//      ConstBuffer "UnityPerFrame" 368
//      Matrix 144 [unity_MatrixV]
//      ConstBuffer "PFCommonBuffer" 240
//      Vector 48 [_TintColor]
//      Float 64 [_NdotLPower]
//      Float 156 [_AlphaScale]
//      Float 228 [_StencilRef]
//      Float 232 [_ScreenSpaceDecalsGlobalFlag]
//      SetTexture 0 [_MainTex] 2D 10
//      SetTexture 1 [_ScreenSpaceDecalsTex] 2D 30
//      SetTexture 2 [_ShadowMapTexture] 2D 20
//      SetTexture 3 [_FogOfWarMask] 2D 40
//      SetTexture 4 [unity_ShadowMask] 2D 00
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityLighting" 2
//      BindCB "UnityShadows" 3
//      BindCB "UnityPerFrame" 4
//      BindCB "PFCommonBuffer" 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 18:53:50 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy w
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xyzw        2     NONE   float
// TEXCOORD                 3   xyzw        3     NONE   float      w
// TEXCOORD                 4   xyzw        4     NONE   float      w
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// TEXCOORD                 6   xyz         6     NONE   float
// TEXCOORD                 7   xyzw        7     NONE   float   xyzw
// TEXCOORD                 9   xyzw        8     NONE   float   xy
//
//
// 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[47], immediateIndexed
dcl_constantbuffer cb3[26], immediateIndexed
dcl_constantbuffer cb4[12], immediateIndexed
dcl_constantbuffer cb5[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.xyw, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v3.w
dcl_input_ps linear v4.w
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v7.xyzw
dcl_input_ps linear v8.xy
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 8ee9c229a446f23b-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, s1
add r0.xyz, r0.xyzx, -cb5[3].xyzx
mad r0.xyz, cb5[3].wwww, r0.xyzx, cb5[3].xyzx
ne r1.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb5[14].z
if_nz r1.x
  ftoi r1.x, cb5[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_sat r1.xyzw, r1.xxxx, r2.xyzw
  add r1.xyz, -r0.xyzx, r1.xyzx
  mad r0.xyz, r1.wwww, r1.xyzx, r0.xyzx
endif
mul_sat o0.w, r0.w, cb5[9].w
mul r0.xyz, r0.xyzx, l(0.779083729, 0.779083729, 0.779083729, 0.000000)
dp3 r0.w, v5.xyzx, v5.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v5.xyzx
mov r2.x, v3.w
mov r2.y, v4.w
mov r2.z, v5.w
mad r3.xyz, cb2[0].wwww, -r2.xyzx, cb2[0].xyzx
dp3 r0.w, r3.xyzx, r3.xyzx
rsq r0.w, r0.w
mul r3.xyz, r0.wwww, r3.xyzx
add r4.xyz, -r2.xyzx, r7.xyzx
mov r5.x, cb4[9].z
mov r5.y, cb4[10].z
mov r5.z, cb4[11].z
dp3 r0.w, r4.xyzx, r5.xyzx
add r2.xyz, r2.xyzx, -cb3[25].xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
sqrt r1.w, r1.w
add r1.w, -r0.w, r1.w
mad r0.w, cb3[25].w, r1.w, r0.w
mad_sat r0.w, r0.w, cb3[24].z, cb3[24].w
sample r2.xyzw, v7.xyxx, t4.xyzw, s0
dp4_sat r1.w, r2.xyzw, cb2[46].xyzw
div r2.xy, v7.zwzz, v0.wwww
sample r2.xyzw, r2.xyxx, t2.xyzw, s2
add_sat r0.w, r0.w, r2.x
min r0.w, r1.w, r0.w
dp3_sat r1.x, r1.xyzx, r3.xyzx
mul r1.yzw, r0.wwww, cb0[2].xxyz
log r0.w, r1.x
mul r0.w, r0.w, cb5[4].x
exp r0.w, r0.w
mul r1.xyz, r0.wwww, r1.yzwy
mul r2.xyz, r0.xyzx, r1.xyzx
ne r0.w, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[15].x
if_nz r0.w
  sample r3.xyzw, v8.xyxx, t3.xyzw, s4
  mul r0.w, r3.y, cb0[14].w
  max r0.w, r0.w, r3.x
  add r1.w, -r3.z, l(1.000000)
  mul_sat r0.w, r0.w, r1.w
  mad r0.xyz, r0.xyzx, r1.xyzx, -cb0[14].xyzx
  mad o0.xyz, r0.wwww, r0.xyzx, cb0[14].xyzx
else
  mov o0.xyz, r2.xyzx
endif
ret
// Approximately 0 instruction slots used