// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 9c21c7dabd95b424-ps.txt
// 3DMigoto: 9c21c7dabd95b424 |    Unity headers extracted from PF_StandardDynamic
//    Shader "PF/StandardDynamic" {
//      CustomEditor "PFStandardDynamicShaderGUI"
//      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" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from PF_StandardDynamic:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 62 5 1
//   undeciphered1a: 5
//   Keywords { "DIRECTIONAL" "FOG_LINEAR" "CUTOUT_ON" "DISSOLVE_ON" "SPECULAR_ON" }
//   undeciphered2: 1 5 5 5 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 2400
//   Vector 32 [_LightColor0]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 96 [_ScreenParams]
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   ConstBuffer "UnityFog" 32
//   Vector 16 [unity_FogParams]
//   ConstBuffer "PFCommonBuffer" 240
//   Vector 48 [_TintColor]
//   Float 64 [_NdotLPower]
//   Float 68 [_FogInfluence]
//   Float 80 [_Roughness]
//   Float 88 [_Dissolve]
//   Float 92 [_DissolveWidth]
//   Vector 96 [_DissolveColor]
//   Float 112 [_DissolveColorScale]
//   Float 116 [_DissolveCutout]
//   Float 120 [_DissolveEmission]
//   Float 156 [_AlphaScale]
//   Float 160 [_Cutout]
//   Float 228 [_StencilRef]
//   Float 232 [_ScreenSpaceDecalsGlobalFlag]
//   SetTexture 0 [_MainTex] 2D 10
//   SetTexture 1 [_ScreenSpaceDecalsTex] 2D 40
//   SetTexture 2 [_Parameters] 2D 20
//   SetTexture 3 [_DissolveTex] 2D 30
//   SetTexture 4 [unity_NHxRoughness] 2D 00
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityFog" 3
//   BindCB "PFCommonBuffer" 4
//
// 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 19:01:28 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// 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                 8      w        6     NONE   float      w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[3], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_constantbuffer cb3[2], immediateIndexed
dcl_constantbuffer cb4[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 v1.xyzw
dcl_input_ps linear v3.w
dcl_input_ps linear v4.w
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v6.w
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 9c21c7dabd95b424-ps.txt

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

sample r0.xyzw, v1.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, 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, v1.xyxx, t2.xyzw, s2
mul_sat r2.w, r0.w, cb4[9].w
add r0.w, r2.w, -cb4[10].x
lt r0.w, r0.w, l(0.000000)
discard_nz r0.w
sample r3.xyzw, v1.zwzz, t3.xyzw, s3
lt r0.w, cb4[5].z, r3.x
and r0.w, r0.w, l(0x3f800000)
mad r1.y, -cb4[5].z, cb4[7].y, r3.x
lt r1.y, r1.y, l(0.000000)
discard_nz r1.y
add r1.y, r3.x, -cb4[5].z
div_sat r1.y, r1.y, cb4[5].w
mul r0.w, r0.w, r1.y
lt r1.y, r0.w, l(0.001000)
movc r0.w, r1.y, l(1.000000), r0.w
mul r1.yzw, cb4[6].xxyz, cb4[7].xxxx
add r3.x, -cb4[7].z, l(1.000000)
mul r3.yzw, r1.yyzw, r3.xxxx
mad r0.xyz, -r1.yzwy, r3.xxxx, r0.xyzx
mad r0.xyz, r0.wwww, r0.xyzx, r3.yzwy
mul r0.w, r1.x, cb4[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, v5.xyzx, v5.xyzx
rsq r1.x, r1.x
mul r1.xyz, r1.xxxx, v5.xyzx
mov r3.x, v3.w
mov r3.y, v4.w
mov r3.z, v5.w
add r4.xyz, r3.xyzx, -r6.xyzx
dp3 r1.w, r4.xyzx, r4.xyzx
rsq r1.w, r1.w
mul r4.xyz, r1.wwww, r4.xyzx
mad r3.xyz, cb2[0].wwww, -r3.xyzx, cb2[0].xyzx
dp3 r1.w, r3.xyzx, r3.xyzx
rsq r1.w, r1.w
mul r3.xyz, r1.wwww, r3.xyzx
dp3_sat r1.w, r1.xyzx, r3.xyzx
dp3 r3.w, r4.xyzx, r1.xyzx
add r3.w, r3.w, r3.w
mad r1.xyz, r1.xyzx, -r3.wwww, r4.xyzx
dp3 r1.x, r1.xyzx, r3.xyzx
max r1.x, r1.x, l(0.000000)
log r1.y, r1.w
mul r1.y, r1.y, cb4[4].x
exp r1.y, r1.y
mul r1.yzw, r1.yyyy, cb0[2].xxyz
mul r1.x, r1.x, r1.x
mul r3.x, r1.x, r1.x
add r3.y, -r0.w, l(1.000000)
sample r3.xyzw, r3.xyxx, t4.xyzw, s0
mul r0.w, r3.x, l(3.53466082)
mad r0.xyz, r0.xyzx, l(0.779083729, 0.779083729, 0.779083729, 0.000000), r0.wwww
mul r2.xyz, r1.yzwy, r0.xyzx
div r0.x, v6.w, cb1[5].y
add r0.x, -r0.x, l(1.000000)
mul r0.x, r0.x, cb1[5].z
max r0.x, r0.x, l(0.000000)
mad_sat r0.x, r0.x, cb3[1].z, cb3[1].w
mad r0.xyz, r0.xxxx, r2.xyzx, -r2.xyzx
mov r0.w, l(0)
mad o0.xyzw, cb4[4].yyyy, r0.xyzw, r2.xyzw
ret
// Approximately 0 instruction slots used