// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 92c74fd565ce8f08-ps.txt
// 3DMigoto: 92c74fd565ce8f08 |    Unity headers extracted from 2DxFX_AL_4Gradients
//    Shader "2DxFX/AL/4Gradients" {
//      SubShader 1/1 {
//        Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//        Pass 2/6 {
//          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_4Gradients:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201802150 64 3 2
//   undeciphered1a: 6
//   Keywords { "POINT" "SHADOWS_CUBE" "LIGHTMAP_SHADOW_MIXING" }
//   undeciphered2: 1 4 6 4 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 240
//   Vector 32 [_LightColor0]
//   Vector 144 [_Color1]
//   Vector 160 [_Color2]
//   Vector 176 [_Color3]
//   Vector 192 [_Color4]
//   Float 208 [_Alpha]
//   Matrix 64 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 16 [_LightPositionRange]
//   Vector 32 [_LightProjectionParams]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_MainTex] 2D 3
//   SetTexture 1 [_LightTexture0] 2D 2
//   SetTexture 2 [unity_ProbeVolumeSH] 3D 0
//   SetTexture 3 [_ShadowMapTexture] CUBE 1
//   BindCB "$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 v1.3.16 on Sun Aug 23 06:50:51 2020
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// 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                 4   xyz         5     NONE   float
// TEXCOORD                 5   xyzw        6     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[14], 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_comparison
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_texture3d (float,float,float,float) t2
dcl_resource_texturecube (float,float,float,float) t3
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_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 92c74fd565ce8f08-ps.txt

mul r6.w, -r6.x, r6.y
mad r7.xyz, -r6.wwww, cb10[0].xyzw, cb1[4].xyzw

add r0.xyz, -v3.xyzx, cb2[0].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
sample r1.xyzw, v1.xyxx, t0.xyzw, s3
mul r2.xyzw, r1.xyzw, v4.xyzw
mul r3.xy, v1.xyxx, l(1.300000, 1.300000, 0.000000, 0.000000)
add r4.xyzw, -cb0[11].xyzw, cb0[12].xyzw
mad r4.xyzw, r3.xxxx, r4.xyzw, cb0[11].xyzw
add r5.xyzw, -cb0[9].xyzw, cb0[10].xyzw
mad r5.xyzw, r3.xxxx, r5.xyzw, cb0[9].xyzw
add r5.xyzw, -r4.xyzw, r5.xyzw
mad r3.xyzw, r3.yyyy, r5.xyzw, r4.xyzw
mad r1.xyzw, -r1.xyzw, v4.xyzw, r3.xyzw
mad r1.xyzw, r3.wwww, r1.xyzw, r2.xyzw
mul r0.w, r2.w, r1.w
add r1.w, -cb0[13].x, l(1.000000)
mul r2.x, r0.w, r1.w
mul r1.xyz, r1.xyzx, r2.xxxx
mad r0.w, r0.w, r1.w, l(-0.050000)
lt r0.w, r0.w, l(0.000000)
discard_nz r0.w
mul r2.yzw, v3.yyyy, cb0[5].xxyz
mad r2.yzw, cb0[4].xxyz, v3.xxxx, r2.yyzw
mad r2.yzw, cb0[6].xxyz, v3.zzzz, r2.yyzw
add r2.yzw, r2.yyzw, cb0[7].xxyz
add r3.xyz, -v3.xyzx, r7.xyzx
mov r4.x, cb4[9].z
mov r4.y, cb4[10].z
mov r4.z, cb4[11].z
dp3 r0.w, r3.xyzx, r4.xyzx
add r3.xyz, v3.xyzx, -cb3[25].xyzx
dp3 r1.w, r3.xyzx, r3.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
eq r1.w, cb5[0].x, l(1.000000)
if_nz r1.w
  eq r1.w, cb5[0].y, l(1.000000)
  mul r3.xyz, v3.yyyy, cb5[2].xyzx
  mad r3.xyz, cb5[1].xyzx, v3.xxxx, r3.xyzx
  mad r3.xyz, cb5[3].xyzx, v3.zzzz, r3.xyzx
  add r3.xyz, r3.xyzx, cb5[4].xyzx
  movc r3.xyz, r1.wwww, r3.xyzx, v3.xyzx
  add r3.xyz, r3.xyzx, -cb5[6].xyzx
  mul r3.yzw, r3.xxyz, cb5[5].xxyz
  mad r1.w, r3.y, l(0.250000), l(0.750000)
  mad r3.y, cb5[0].z, l(0.500000), l(0.750000)
  max r3.x, r1.w, r3.y
  sample r3.xyzw, r3.xzwx, t2.xyzw, s0
else
  mov r3.xyzw, l(1.000000,1.000000,1.000000,1.000000)
endif
dp4_sat r1.w, r3.xyzw, cb2[46].xyzw
add r3.xyz, v3.xyzx, -cb2[1].xyzx
max r3.w, |r3.y|, |r3.x|
max r3.w, |r3.z|, r3.w
add r3.w, r3.w, -cb2[2].z
max r3.w, r3.w, l(0.000010)
mul r3.w, r3.w, cb2[2].w
div r3.w, cb2[2].y, r3.w
add r3.w, r3.w, -cb2[2].x
add r3.w, -r3.w, l(1.000000)
sample_c_lz r3.x, r3.xyzx, t3.xxxx, s1, r3.w
add r3.y, -cb3[24].x, l(1.000000)
mad r3.x, r3.x, r3.y, cb3[24].x
add_sat r0.w, r0.w, r3.x
min r0.w, r1.w, r0.w
dp3 r1.w, r2.yzwy, r2.yzwy
sample r3.xyzw, r1.wwww, t1.xyzw, s2
mul r0.w, r0.w, r3.x
mul r2.yzw, r0.wwww, cb0[2].xxyz
dp3 r0.x, v2.xyzx, r0.xyzx
max r0.x, r0.x, l(0.000000)
mul r0.yzw, r1.xxyz, r2.yyzw
mul o0.xyz, r0.xxxx, r0.yzwy
mov o0.w, r2.x
ret
// Approximately 0 instruction slots used