// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 9382ebb1c19789f4-ps.txt
// 3DMigoto: 9382ebb1c19789f4 | 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 56 4 3
//      undeciphered1a: 7
// 2:   Keywords { "POINT" "SHADOWS_CUBE" "LIGHTMAP_SHADOW_MIXING" "ALPHABLEND_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
// 1:   Keywords { "POINT" "SHADOWS_CUBE" "LIGHTMAP_SHADOW_MIXING" "ALPHABLEND_ON" }
//      undeciphered2: 1 5 6 5 0 0
//      undeciphered3: 0 0
//      ConstBuffer "$Globals" 2464
//      Vector 32 [_LightColor0]
//      Vector 288 [_FogOfWarColor]
//      Float 304 [_FogOfWarGlobalFlag]
//      Matrix 176 [unity_WorldToLight]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      Vector 96 [_ScreenParams]
//      ConstBuffer "UnityLighting" 768
//      Vector 0 [_WorldSpaceLightPos0]
//      Vector 16 [_LightPositionRange]
//      Vector 32 [_LightProjectionParams]
//      ConstBuffer "UnityShadows" 416
//      Vector 384 [_LightShadowData]
//      Vector 400 [unity_ShadowFadeCenterAndType]
//      ConstBuffer "UnityPerFrame" 368
//      Matrix 144 [unity_MatrixV]
//      ConstBuffer "PFCommonBuffer" 240
//      Vector 48 [_TintColor]
//      Float 64 [_NdotLPower]
//      Float 156 [_AlphaScale]
//      Float 228 [_StencilRef]
//      Float 232 [_ScreenSpaceDecalsGlobalFlag]
//      SetTexture 0 [_MainTex] 2D 10
//      SetTexture 1 [_ScreenSpaceDecalsTex] 2D 30
//      SetTexture 2 [_LightTexture0] 2D 20
//      SetTexture 3 [_FogOfWarMask] 2D 40
//      SetTexture 4 [_ShadowMapTexture] CUBE 00
//      BindCB "$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 18:56:31 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// 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   xyz         7     NONE   float
// 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[20], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[3], immediateIndexed
dcl_constantbuffer cb3[26], immediateIndexed
dcl_constantbuffer cb4[12], immediateIndexed
dcl_constantbuffer cb5[15], immediateIndexed
dcl_sampler s0, mode_comparison
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_texturecube (float,float,float,float) t4
dcl_input_ps_siv linear noperspective v0.xy, 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 v8.xy
dcl_output o0.xyzw
dcl_temps 9
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r7.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 9382ebb1c19789f4-ps.txt

mul r7.w, -r7.x, r7.y
mad r8.xyz, -r7.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
mul r4.xyz, v4.wwww, cb0[12].xyzx
mad r4.xyz, cb0[11].xyzx, v3.wwww, r4.xyzx
mad r4.xyz, cb0[13].xyzx, v5.wwww, r4.xyzx
add r4.xyz, r4.xyzx, cb0[14].xyzx
add r5.xyz, -r2.xyzx, r8.xyzx
mov r6.x, cb4[9].z
mov r6.y, cb4[10].z
mov r6.z, cb4[11].z
dp3 r0.w, r5.xyzx, r6.xyzx
add r5.xyz, r2.xyzx, -cb3[25].xyzx
dp3 r1.w, r5.xyzx, r5.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
add r2.xyz, r2.xyzx, -cb2[1].xyzx
max r1.w, |r2.y|, |r2.x|
max r1.w, |r2.z|, r1.w
add r1.w, r1.w, -cb2[2].z
max r1.w, r1.w, l(0.000010)
mul r1.w, r1.w, cb2[2].w
div r1.w, cb2[2].y, r1.w
add r1.w, r1.w, -cb2[2].x
add r1.w, -r1.w, l(1.000000)
sample_c_lz r1.w, r2.xyzx, t4.xxxx, s0, r1.w
add r2.x, -cb3[24].x, l(1.000000)
mad r1.w, r1.w, r2.x, cb3[24].x
add_sat r0.w, r0.w, r1.w
dp3 r1.w, r4.xyzx, r4.xyzx
sample r2.xyzw, r1.wwww, t2.xyzw, s2
mul r0.w, r0.w, r2.x
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[19].x
if_nz r0.w
  sample r3.xyzw, v8.xyxx, t3.xyzw, s4
  mul r0.w, r3.y, cb0[18].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[18].xyzx
  mad o0.xyz, r0.wwww, r0.xyzx, cb0[18].xyzx
else
  mov o0.xyz, r2.xyzx
endif
ret
// Approximately 0 instruction slots used