// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed b10d9868c2dbc140-ps.txt
// 3DMigoto: b10d9868c2dbc140 |    Unity headers extracted from 2DxFX_AL_Pixel8bitsBW
//    Shader "2DxFX/AL/Pixel8bitsBW" {
//      Fallback "Sprites/Default"
//      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_Pixel8bitsBW:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 79 3 2
//   undeciphered1a: 5
//   Keywords { "POINT" "SHADOWS_CUBE" "LIGHTMAP_SHADOW_MIXING" }
//   undeciphered2: 1 4 6 4 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 176
//   Vector 32 [_LightColor0]
//   Float 144 [_Size]
//   Float 152 [_Offset2]
//   Float 156 [_Alpha]
//   Matrix 64 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 16 [_LightPositionRange]
//   Vector 32 [_LightProjectionParams]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_MainTex] 2D 30
//   SetTexture 1 [_LightTexture0] 2D 20
//   SetTexture 2 [unity_ProbeVolumeSH] 3D 00
//   SetTexture 3 [_ShadowMapTexture] CUBE 10
//   BindCB "$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 19:13:28 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// 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   xyz         5     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[10], 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_comparison
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_texture3d (float,float,float,float) t2
dcl_resource_texturecube (float,float,float,float) t3
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_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 b10d9868c2dbc140-ps.txt

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

add r0.xyz, -v3.xyzx, cb2[0].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mul r0.w, cb0[9].x, l(64.000000)
mul r1.xy, r0.wwww, v1.xyxx
round_ni r1.xy, r1.xyxx
div r1.xy, r1.xyxx, r0.wwww
sample r2.xyzw, r1.xyxx, t0.xyzw, s3
mul r2.xyzw, r2.xyzw, v4.xyzw
mul r2.xyz, r2.xyzx, cb0[9].zzzz
lt r0.w, r2.w, l(0.950000)
mul r3.xyz, r2.xyzx, r2.xyzx
mad r4.xyz, r3.xyzx, r2.xyzx, l(-0.941192091, -0.941192091, -0.941192091, 0.000000)
dp3 r1.z, r4.xyzx, r4.xyzx
lt r1.w, r1.z, l(1000.000000)
and r1.w, r1.w, l(0x3f7ae148)
min r4.y, r1.z, l(1000.000000)
mov r4.z, l(1000.000000)
mad r2.xyz, r3.xyzx, r2.xyzx, l(-0.0000269999982, -0.0000269999982, -0.0000269999982, 0.000000)
dp3 r4.x, r2.xyzx, r2.xyzx
lt r1.z, r4.x, r4.y
movc r2.x, r1.z, l(0.030000), r1.w
and r1.w, r1.w, r1.z
movc r2.yz, r1.zzzz, r4.xxyx, r4.yyzy
sqrt r2.yz, r2.yyzy
add r1.x, r1.y, r1.x
mul r1.y, r1.x, l(0.500000)
round_ni r1.y, r1.y
mad r1.x, -r1.y, l(2.000000), r1.x
add r1.y, r2.z, r2.y
div r1.y, r2.z, r1.y
add r1.y, r1.y, l(1.000000)
lt r1.x, r1.y, r1.x
movc r1.x, r1.x, r1.w, r2.x
add r1.y, -cb0[9].w, l(1.000000)
mul r1.y, r1.y, r2.w
movc r0.w, r0.w, l(0), r1.y
mul r1.x, r0.w, r1.x
add r1.y, r0.w, l(-0.050000)
lt r1.y, r1.y, l(0.000000)
discard_nz r1.y
mul r1.yzw, v3.yyyy, cb0[5].xxyz
mad r1.yzw, cb0[4].xxyz, v3.xxxx, r1.yyzw
mad r1.yzw, cb0[6].xxyz, v3.zzzz, r1.yyzw
add r1.yzw, r1.yyzw, cb0[7].xxyz
add r2.xyz, -v3.xyzx, r6.xyzx
mov r3.x, cb4[9].z
mov r3.y, cb4[10].z
mov r3.z, cb4[11].z
dp3 r2.x, r2.xyzx, r3.xyzx
add r2.yzw, v3.xxyz, -cb3[25].xxyz
dp3 r2.y, r2.yzwy, r2.yzwy
sqrt r2.y, r2.y
add r2.y, -r2.x, r2.y
mad r2.x, cb3[25].w, r2.y, r2.x
mad_sat r2.x, r2.x, cb3[24].z, cb3[24].w
eq r2.y, cb5[0].x, l(1.000000)
if_nz r2.y
  eq r2.y, cb5[0].y, l(1.000000)
  mul r3.xyz, v3.yyyy, cb5[2].xyzx
  mad r3.xyz, cb5[1].xyzx, v3.xxxx, r3.xyzx
  mad r3.xyz, cb5[3].xyzx, v3.zzzz, r3.xyzx
  add r3.xyz, r3.xyzx, cb5[4].xyzx
  movc r2.yzw, r2.yyyy, r3.xxyz, v3.xxyz
  add r2.yzw, r2.yyzw, -cb5[6].xxyz
  mul r3.yzw, r2.yyzw, cb5[5].xxyz
  mad r2.y, r3.y, l(0.250000), l(0.750000)
  mad r2.z, cb5[0].z, l(0.500000), l(0.750000)
  max r3.x, r2.z, r2.y
  sample r3.xyzw, r3.xzwx, t2.xyzw, s0
else
  mov r3.xyzw, l(1.000000,1.000000,1.000000,1.000000)
endif
dp4_sat r2.y, r3.xyzw, cb2[46].xyzw
add r3.xyz, v3.xyzx, -cb2[1].xyzx
max r2.z, |r3.y|, |r3.x|
max r2.z, |r3.z|, r2.z
add r2.z, r2.z, -cb2[2].z
max r2.z, r2.z, l(0.000010)
mul r2.z, r2.z, cb2[2].w
div r2.z, cb2[2].y, r2.z
add r2.z, r2.z, -cb2[2].x
add r2.z, -r2.z, l(1.000000)
sample_c_lz r2.z, r3.xyzx, t3.xxxx, s1, r2.z
add r2.w, -cb3[24].x, l(1.000000)
mad r2.z, r2.z, r2.w, cb3[24].x
add_sat r2.x, r2.x, r2.z
min r2.x, r2.y, r2.x
dp3 r1.y, r1.yzwy, r1.yzwy
sample r3.xyzw, r1.yyyy, t1.xyzw, s2
mul r1.y, r2.x, r3.x
mul r1.yzw, r1.yyyy, cb0[2].xxyz
dp3 r0.x, v2.xyzx, r0.xyzx
max r0.x, r0.x, l(0.000000)
mul r1.xyz, r1.yzwy, r1.xxxx
mul o0.xyz, r0.xxxx, r1.xyzx
mov o0.w, r0.w
ret
// Approximately 0 instruction slots used