// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed a3d90d7f77ecad34-ps.txt
// 3DMigoto: a3d90d7f77ecad34 |    Unity headers extracted from Hidden_Internal-PrePassLighting
//    Shader "Hidden/Internal-PrePassLighting" {
//      SubShader 1/1 {
//        Pass 1/2 {
//          Tags { "SHADOWSUPPORT"="true" }
//          ZWrite Off
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Hidden_Internal-PrePassLighting:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 58 3 0
//   undeciphered1a: 6
//   Keywords { "SPOT" }
//   undeciphered2: 1 4 4 4 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 192
//   Vector 64 [_LightPos]
//   Vector 80 [_LightColor]
//   Vector 96 [unity_LightmapFade]
//   Vector 176 [_CameraNormalsTexture_ST]
//   Matrix 112 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 112 [_ZBufferParams]
//   ConstBuffer "UnityPerCameraRare" 352
//   Matrix 288 [unity_CameraToWorld]
//   ConstBuffer "UnityShadows" 416
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   SetTexture 0 [_CameraDepthTexture] 2D 00
//   SetTexture 1 [_LightTexture0] 2D 20
//   SetTexture 2 [_LightTextureB0] 2D 10
//   SetTexture 3 [_CameraNormalsTexture] 2D 30
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityPerCameraRare" 2
//   BindCB "UnityShadows" 3
//
// 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 19:05:50 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy w
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 3      w        2     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[12], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[22], immediateIndexed
dcl_constantbuffer cb3[26], immediateIndexed
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_input_ps linear v1.xyw
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 11

// New input from vertex shader with unity_CameraInvProjection[0].x:
dcl_input_ps linear v2.w
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-lighting-ps --only-autofixed a3d90d7f77ecad34-ps.txt

mul r6.w, -r6.x, r6.y
ne r8.x, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r8.x
  mul r6.w, r6.w, v2.w
  mad r7.xyz, -r6.wwww, cb2[18].xyzw, cb1[4].xyzw
else
  mad r7.xyz, -r6.wwww, cb10[0].xyzw, cb1[4].xyzw
endif

div r0.xy, v1.xyxx, v1.wwww
sample r1.xyzw, r0.xyxx, t0.xyzw, s0
mad r0.xy, r0.xyxx, cb0[11].xyxx, cb0[11].zwzz
sample r0.xyzw, r0.xyxx, t3.xyzw, s3
mad r1.x, cb1[7].x, r1.x, cb1[7].y
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
div r1.y, cb1[5].z, v2.z
mul r1.yzw, r1.yyyy, v2.xxyz
mul r2.xyz, r1.xxxx, r1.yzwy

// copy depth from r2.z to r9.x:
mov r9.x, r2.z


// Unity light/shadow fix (pixel shader stage) inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed a3d90d7f77ecad34-ps.txt

add r10.x, r9.x, -r6.y
mul r10.x, r6.x, r10.x
ne r6.w, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r6.w
  mad r2.x, -r10.x, v2.w, r2.x
endif

mul r3.xyz, r2.yyyy, cb2[19].xyzx
mad r2.xyw, cb2[18].xyxz, r2.xxxx, r3.xyxz
mad r2.xyw, cb2[20].xyxz, r2.zzzz, r2.xyxw
add r2.xyw, r2.xyxw, cb2[21].xyxz

if_z r6.w
  mad r2.xyw, -r10.xxxx, cb10[0].xyxz, r2.xyzw
endif

add r3.xyz, r2.xywx, -r7.xyzx
dp3 r1.y, r3.xyzx, r3.xyzx
rsq r1.y, r1.y
add r4.xyz, -r2.xywx, cb0[4].xyzx
dp3 r1.z, r4.xyzx, r4.xyzx
rsq r3.w, r1.z
mul r1.z, r1.z, cb0[4].w
sample r5.xyzw, r1.zzzz, t2.xyzw, s1
mul r4.xyz, r3.wwww, r4.xyzx
mad r3.xyz, -r3.xyzx, r1.yyyy, r4.xyzx
dp3 r1.y, r3.xyzx, r3.xyzx
rsq r1.y, r1.y
mul r3.xyz, r1.yyyy, r3.xyzx
mad r0.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r0.w, r0.w, l(128.000000)
dp3 r1.y, r0.xyzx, r0.xyzx
rsq r1.y, r1.y
mul r0.xyz, r0.xyzx, r1.yyyy
dp3 r1.y, r3.xyzx, r0.xyzx
dp3 r0.x, r4.xyzx, r0.xyzx
max r0.x, r0.x, l(0.000000)
max r0.y, r1.y, l(0.000000)
log r0.y, r0.y
mul r0.y, r0.y, r0.w
exp r0.y, r0.y
mul r3.xyz, r2.yyyy, cb0[8].xywx
mad r3.xyz, cb0[7].xywx, r2.xxxx, r3.xyzx
mad r3.xyz, cb0[9].xywx, r2.wwww, r3.xyzx
add r2.xyw, r2.xyxw, -cb3[25].xyxz
dp3 r0.z, r2.xywx, r2.xywx
sqrt r0.z, r0.z
mad r0.z, -r1.w, r1.x, r0.z
mad r0.z, cb3[25].w, r0.z, r2.z
mad r0.z, r0.z, cb0[6].z, cb0[6].w
add_sat r0.z, -r0.z, l(1.000000)
add r1.xyz, r3.xyzx, cb0[10].xywx
div r1.xy, r1.xyxx, r1.zzzz
lt r0.w, r1.z, l(0.000000)
and r0.w, r0.w, l(0x3f800000)
sample_b r1.xyzw, r1.xyxx, t1.xyzw, s2, l(-8.000000)
mul r0.w, r0.w, r1.w
mul r0.w, r5.x, r0.w
mov_sat r1.x, r0.w
mul r0.x, r0.w, r0.x
mul r2.xyz, r0.xxxx, cb0[5].xyzx
mul r0.x, r0.y, r1.x
dp3 r0.y, cb0[5].xyzx, l(0.220000, 0.707000, 0.071000, 0.000000)
mul r2.w, r0.y, r0.x
mul r0.xyzw, r0.zzzz, r2.xyzw
exp o0.xyzw, -r0.xyzw
ret
// Approximately 0 instruction slots used