// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed a96e561fb2790d56-ps.txt
// 3DMigoto: a96e561fb2790d56 | Matched 2 variants of 1 shaders: Hidden/Internal-DeferredShading
//
//       Unity headers extracted from Hidden_Internal-DeferredShading
//       Shader "Hidden/Internal-DeferredShading" {
//         SubShader 1/1 {
//           Pass 1/2 {
//             Tags { "SHADOWSUPPORT"="true" }
//             ZWrite Off
//             Program "fp" {
//               SubProgram "d3d11" {
//               }
//             }
//           }
//         }
//       }
//
//    Unity 5.3 headers extracted from Hidden_Internal-DeferredShading:
//      API d3d11
//      Shader model ps_4_0
//      undeciphered1: 201708220 84 5 0
//      undeciphered1a: 8
// 2:   Keywords { "DIRECTIONAL_COOKIE" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
// 1:   Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SHADOWMASK" }
//      undeciphered2: 1 6 4 6 0 0
//      undeciphered3: 0 0
//      ConstBuffer "$Globals" 208
//      Vector 48 [_LightDir]
//      Vector 80 [_LightColor]
//      Matrix 112 [unity_WorldToLight]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      Vector 80 [_ProjectionParams]
//      Vector 112 [_ZBufferParams]
//      ConstBuffer "UnityPerCameraRare" 352
//      Matrix 288 [unity_CameraToWorld]
//      ConstBuffer "UnityLighting" 768
//      Vector 736 [unity_OcclusionMaskSelector]
//      SetTexture 0 [_CameraDepthTexture] 2D 00
//      SetTexture 1 [_CameraGBufferTexture4] 2D 20
//      SetTexture 2 [_LightTexture0] 2D 10
//      SetTexture 3 [_CameraGBufferTexture0] 2D 30
//      SetTexture 4 [_CameraGBufferTexture1] 2D 40
//      SetTexture 5 [_CameraGBufferTexture2] 2D 50
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//      BindCB "UnityPerCameraRare" 2
//      BindCB "UnityLighting" 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 19:09:00 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[11], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[22], immediateIndexed
dcl_constantbuffer cb3[47], 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_sampler s5, 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_resource_texture2d (float,float,float,float) t5
dcl_input_ps linear v1.xyw
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 13

// 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) r8.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 a96e561fb2790d56-ps.txt

mul r8.w, -r8.x, r8.y
ne r10.x, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r10.x
  mul r8.w, r8.w, v2.w
  mad r9.xyz, -r8.wwww, cb2[18].xyzw, cb1[4].xyzw
else
  mad r9.xyz, -r8.wwww, cb10[0].xyzw, cb1[4].xyzw
endif

div r0.x, cb1[5].z, v2.z
mul r0.xyz, r0.xxxx, v2.xyzx
div r1.xy, v1.xyxx, v1.wwww
sample r2.xyzw, r1.xyxx, t0.xyzw, s0
mad r0.w, cb1[7].x, r2.x, cb1[7].y
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul r0.xyz, r0.wwww, r0.xyzx

// copy depth from r0.z to r11.x:
mov r11.x, r0.z


// Unity light/shadow fix (pixel shader stage) inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed a96e561fb2790d56-ps.txt

add r12.x, r11.x, -r8.y
mul r12.x, r8.x, r12.x
ne r8.w, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r8.w
  mad r0.x, -r12.x, v2.w, r0.x
endif

mul r2.xyz, r0.yyyy, cb2[19].xyzx
mad r0.xyw, cb2[18].xyxz, r0.xxxx, r2.xyxz
mad r0.xyz, cb2[20].xyzx, r0.zzzz, r0.xywx
add r0.xyz, r0.xyzx, cb2[21].xyzx

if_z r8.w
  mad r0.xyz, -r12.xxxx, cb10[0].xyzx, r0.xyzw
endif

add r2.xyz, r0.xyzx, -r9.xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mad r3.xyz, -r2.xyzx, r0.wwww, -cb0[3].xyzx
mul r2.xyz, r0.wwww, r2.xyzx
dp3 r0.w, r3.xyzx, r3.xyzx
max r0.w, r0.w, l(0.001000)
rsq r0.w, r0.w
mul r3.xyz, r0.wwww, r3.xyzx
sample r4.xyzw, r1.xyxx, t5.xyzw, s5
mad r4.xyz, r4.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.w, r4.xyzx, r4.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, r4.xyzx
dp3_sat r0.w, r4.xyzx, r3.xyzx
dp3_sat r1.z, -cb0[3].xyzx, r3.xyzx
sample r3.xyzw, r1.xyxx, t4.xyzw, s4
add r5.xyzw, -r3.wxyz, l(1.000000, 1.000000, 1.000000, 1.000000)
mul r1.w, r5.x, r5.x
max r1.w, r1.w, l(0.002000)
mul r2.w, r1.w, r1.w
mad r3.w, r0.w, r2.w, -r0.w
mad r0.w, r3.w, r0.w, l(1.000000)
mad r0.w, r0.w, r0.w, l(1.000000012E-007)
mul r2.w, r2.w, l(0.318309873)
div r0.w, r2.w, r0.w
dp3 r2.x, r4.xyzx, -r2.xyzx
dp3_sat r2.y, r4.xyzx, -cb0[3].xyzx
add r2.z, -r1.w, l(1.000000)
mad r2.w, |r2.x|, r2.z, r1.w
mad r1.w, r2.y, r2.z, r1.w
mul r1.w, r1.w, |r2.x|
add r2.x, -|r2.x|, l(1.000000)
mad r1.w, r2.y, r2.w, r1.w
add r1.w, r1.w, l(0.000010)
div r1.w, l(0.500000), r1.w
mul r0.w, r0.w, r1.w
mul r0.w, r0.w, l(3.14159274)
max r0.w, r0.w, l(0.000100)
sqrt r0.w, r0.w
mul r0.w, r2.y, r0.w
dp3 r1.w, r3.xyzx, r3.xyzx
ne r1.w, r1.w, l(0.000000)
and r1.w, r1.w, l(0x3f800000)
mul r0.w, r0.w, r1.w
mul r2.zw, r0.yyyy, cb0[8].xxxy
mad r0.xy, cb0[7].xyxx, r0.xxxx, r2.zwzz
mad r0.xy, cb0[9].xyxx, r0.zzzz, r0.xyxx
add r0.xy, r0.xyxx, cb0[10].xyxx
sample_b r4.xyzw, r0.xyxx, t2.xyzw, s1, l(-8.000000)
sample r6.xyzw, r1.xyxx, t1.xyzw, s2
sample r7.xyzw, r1.xyxx, t3.xyzw, s3
dp4_sat r0.x, r6.xyzw, cb3[46].xyzw
mul r0.x, r4.w, r0.x
mul r0.xyz, r0.xxxx, cb0[5].xyzx
mul r1.xyw, r0.xyxz, r0.wwww
add r0.w, -r1.z, l(1.000000)
mul r2.z, r0.w, r0.w
mul r2.z, r2.z, r2.z
mul r0.w, r0.w, r2.z
mad r3.xyz, r5.yzwy, r0.wwww, r3.xyzx
mul r1.xyw, r1.xyxw, r3.xyxz
add r0.w, r1.z, r1.z
mul r0.w, r1.z, r0.w
mad r0.w, r0.w, r5.x, l(-0.500000)
mul r1.z, r2.x, r2.x
mul r1.z, r1.z, r1.z
mul r1.z, r2.x, r1.z
mad r1.z, r0.w, r1.z, l(1.000000)
add r2.x, -r2.y, l(1.000000)
mul r2.z, r2.x, r2.x
mul r2.z, r2.z, r2.z
mul r2.x, r2.x, r2.z
mad r0.w, r0.w, r2.x, l(1.000000)
mul r0.w, r1.z, r0.w
mul r0.w, r2.y, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mad r0.xyz, r7.xyzx, r0.xyzx, r1.xywx
mov r0.w, l(1.000000)
exp o0.xyzw, -r0.xyzw
ret
// Approximately 0 instruction slots used