// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed af6c3b7937b6a1c9-ps.txt
// 3DMigoto: af6c3b7937b6a1c9 |    Unity headers extracted from 2DxFX_AL_Lightning
//    Shader "2DxFX/AL/Lightning" {
//      Fallback "Transparent/VertexLit"
//      SubShader 1/1 {
//        Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//        Pass 2/7 {
//          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_Lightning:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 79 7 2
//   undeciphered1a: 3
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
//   undeciphered2: 1 5 6 5 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 128
//   Vector 32 [_LightColor0]
//   Float 80 [_Alpha]
//   Float 84 [_Value1]
//   Float 88 [_Value2]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 0 [_Time]
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_MainTex2] 2D 40
//   SetTexture 1 [_MainTex] 2D 30
//   SetTexture 2 [_ShadowMapTexture] 2D 20
//   SetTexture 3 [unity_ShadowMask] 2D 00
//   SetTexture 4 [unity_ProbeVolumeSH] 3D 10
//   BindCB "$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 v1.3.2 on Mon Jan 14 19:12:28 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float      w
// 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                 5   xyzw        5     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[6], 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_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_texture3d (float,float,float,float) t4
dcl_input_ps_siv linear noperspective v0.w, position
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_input_ps linear v5.xyzw
dcl_output o0.xyzw
dcl_temps 5
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r3.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 af6c3b7937b6a1c9-ps.txt

mul r3.w, -r3.x, r3.y
mad r4.xyz, -r3.wwww, cb10[0].xyzw, cb1[4].xyzw

mul r0.xy, v1.xyxx, l(0.125000, 0.125000, 0.000000, 0.000000)
mul r0.z, cb0[5].y, cb1[0].x
ge r0.w, r0.z, -r0.z
frc r1.x, |r0.z|
movc r0.w, r0.w, r1.x, -r1.x
mul r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.125000, 8.000000)
round_ni r0.w, r0.w
mad r1.x, r0.w, l(0.125000), r0.x
ge r0.w, r0.z, -r0.z
frc r0.z, |r0.z|
movc r0.z, r0.w, r0.z, -r0.z
mul r0.z, r0.z, l(8.000000)
round_ni r0.z, r0.z
mad r0.z, -r0.z, l(0.125000), r0.y
add r1.y, r0.z, l(1.000000)
sample r1.xyzw, r1.xyxx, t0.xyzw, s4
add r0.z, cb1[0].x, l(0.200000)
mul r0.w, r0.z, cb0[5].y
ge r1.w, r0.w, -r0.w
frc r2.x, |r0.w|
movc r1.w, r1.w, r2.x, -r2.x
mul r1.w, r1.w, l(8.000000)
round_ni r1.w, r1.w
mad r2.x, r1.w, l(0.125000), r0.x
mul r0.w, r0.w, l(0.125000)
ge r1.w, r0.w, -r0.w
frc r0.w, |r0.w|
movc r0.w, r1.w, r0.w, -r0.w
mul r0.w, r0.w, l(8.000000)
round_ni r0.w, r0.w
mad r0.w, -r0.w, l(0.125000), r0.y
add r2.y, r0.w, l(1.000000)
sample r2.xyzw, r2.xyxx, t0.xyzw, s4
add r1.xyz, r1.xyzx, r2.xyzx
add r0.z, r0.z, cb1[0].x
add r0.z, r0.z, l(0.600000)
mul r0.z, r0.z, cb0[5].y
ge r0.w, r0.z, -r0.z
frc r1.w, |r0.z|
movc r0.w, r0.w, r1.w, -r1.w
mul r0.w, r0.w, l(8.000000)
round_ni r0.w, r0.w
mad r2.x, r0.w, l(0.125000), r0.x
mul r0.x, r0.z, l(0.125000)
ge r0.z, r0.x, -r0.x
frc r0.x, |r0.x|
movc r0.x, r0.z, r0.x, -r0.x
mul r0.x, r0.x, l(8.000000)
round_ni r0.x, r0.x
mad r0.x, -r0.x, l(0.125000), r0.y
add r2.y, r0.x, l(1.000000)
sample r0.xyzw, r2.xyxx, t0.xyzw, s4
add r0.xyz, r0.xyzx, r1.xyzx
sample r1.xyzw, v1.xyxx, t1.xyzw, s3
mul r1.xyzw, r1.xyzw, v4.xyzw
mad r0.xyz, r0.xyzx, cb0[5].zzzz, r1.xyzx
add r0.w, -cb0[5].x, l(1.000000)
mul r1.x, r0.w, r1.w
mul r0.xyz, r0.xyzx, r1.xxxx
mad r0.w, r1.w, r0.w, l(-0.050000)
lt r0.w, r0.w, l(0.000000)
discard_nz r0.w
add r1.yzw, -v3.xxyz, r4.xxyz
mov r2.x, cb4[9].z
mov r2.y, cb4[10].z
mov r2.z, cb4[11].z
dp3 r0.w, r1.yzwy, r2.xyzx
add r1.yzw, v3.xxyz, -cb3[25].xxyz
dp3 r1.y, r1.yzwy, r1.yzwy
sqrt r1.y, r1.y
add r1.y, -r0.w, r1.y
mad r0.w, cb3[25].w, r1.y, r0.w
mad_sat r0.w, r0.w, cb3[24].z, cb3[24].w
eq r1.y, cb5[0].x, l(1.000000)
if_nz r1.y
  eq r1.y, cb5[0].y, l(1.000000)
  mul r2.xyz, v3.yyyy, cb5[2].xyzx
  mad r2.xyz, cb5[1].xyzx, v3.xxxx, r2.xyzx
  mad r2.xyz, cb5[3].xyzx, v3.zzzz, r2.xyzx
  add r2.xyz, r2.xyzx, cb5[4].xyzx
  movc r1.yzw, r1.yyyy, r2.xxyz, v3.xxyz
  add r1.yzw, r1.yyzw, -cb5[6].xxyz
  mul r2.yzw, r1.yyzw, cb5[5].xxyz
  mad r1.y, r2.y, l(0.250000), l(0.750000)
  mad r1.z, cb5[0].z, l(0.500000), l(0.750000)
  max r2.x, r1.z, r1.y
  sample r2.xyzw, r2.xzwx, t4.xyzw, s1
else
  sample r2.xyzw, v5.xyxx, t3.xyzw, s0
endif
dp4_sat r1.y, r2.xyzw, cb2[46].xyzw
div r1.zw, v5.zzzw, v0.wwww
sample r2.xyzw, r1.zwzz, t2.xyzw, s2
add r1.y, r1.y, -r2.x
mad r0.w, r0.w, r1.y, r2.x
mul r1.yzw, r0.wwww, cb0[2].xxyz
dp3 r0.w, v2.xyzx, cb2[0].xyzx
max r0.w, r0.w, l(0.000000)
mul r0.xyz, r0.xyzx, r1.yzwy
mul o0.xyz, r0.wwww, r0.xyzx
mov o0.w, r1.x
ret
// Approximately 0 instruction slots used