// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed b19ca6db6bd8f5b4-ps.txt
// 3DMigoto: b19ca6db6bd8f5b4 |    Unity headers extracted from 2DxFX_AL_DesintegrationFX
//    Shader "2DxFX/AL/DesintegrationFX" {
//      Fallback "Transparent/VertexLit"
//      SubShader 1/1 {
//        Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//        Pass 2/6 {
//          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_DesintegrationFX:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201802150 88 4 3
//   undeciphered1a: 5
//   Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" }
//   undeciphered2: 1 4 6 4 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 208
//   Vector 32 [_LightColor0]
//   Float 128 [_Distortion]
//   Vector 160 [_ColorX]
//   Float 176 [_Alpha]
//   Float 180 [_Size]
//   Matrix 64 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_MainTex] 2D 3
//   SetTexture 1 [_ShadowMapTexture] 2D 1
//   SetTexture 2 [_LightTexture0] 2D 2
//   SetTexture 3 [unity_ProbeVolumeSH] 3D 0
//   BindCB "$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 v1.3.16 on Sun Aug 23 06:57:45 2020
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 4     zw        1     NONE   float
// 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   xy 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[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_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_texture3d (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_input_ps linear v5.xyw
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 b19ca6db6bd8f5b4-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, s3
mul r0.xyzw, r0.wxyz, v4.wxyz
mul r1.x, cb0[8].x, l(0.999900)
frc r1.x, r1.x
add r1.y, r1.x, l(0.100000)
mul r1.zw, v1.xxxy, l(0.000000, 0.000000, 3.500000, 3.500000)
mov r2.xyz, l(0,2.000000,0,0)
loop
  ige r2.w, r2.z, l(9)
  breakc_nz r2.w
  mul r3.xy, r1.zwzz, r2.yyyy
  round_ni r3.xy, r3.xyxx
  mad r3.zw, r2.yyyy, r1.zzzw, -r3.xxxy
  mul r4.xy, r3.zwzz, r3.zwzz
  mad r3.zw, r3.zzzw, l(0.000000, 0.000000, -2.000000, -2.000000), l(0.000000, 0.000000, 3.000000, 3.000000)
  mul r3.zw, r3.zzzw, r4.xxxy
  mad r2.w, r3.y, l(7.000000), r3.x
  sincos r2.w, null, r2.w
  mul r2.w, r2.w, cb0[11].y
  mul r2.w, r2.w, l(43.000000)
  frc r2.w, r2.w
  add r4.xyzw, r3.xyxy, l(1.000000, 0.000000, 0.000000, 1.000000)
  mad r4.xy, r4.ywyy, l(7.000000, 7.000000, 0.000000, 0.000000), r4.xzxx
  sincos r4.xy, null, r4.xyxx
  mul r4.xy, r4.xyxx, cb0[11].yyyy
  mul r4.xy, r4.xyxx, l(43.000000, 43.000000, 0.000000, 0.000000)
  frc r4.xy, r4.xyxx
  add r4.x, -r2.w, r4.x
  mad r2.w, r3.z, r4.x, r2.w
  add r3.xy, r3.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
  mad r3.x, r3.y, l(7.000000), r3.x
  sincos r3.x, null, r3.x
  mul r3.x, r3.x, cb0[11].y
  mul r3.x, r3.x, l(43.000000)
  frc r3.x, r3.x
  add r3.x, -r4.y, r3.x
  mad r3.x, r3.z, r3.x, r4.y
  add r3.x, -r2.w, r3.x
  mad r2.w, r3.w, r3.x, r2.w
  div r2.w, r2.w, r2.y
  add r2.x, r2.w, r2.x
  add r2.y, r2.y, r2.y
  iadd r2.z, r2.z, l(1)
endloop
mad r1.y, -r1.x, l(0.833333313), r1.y
mad r1.x, -r1.x, l(0.833333313), r2.x
div r1.y, l(1.000000, 1.000000, 1.000000, 1.000000), r1.y
mul_sat r1.x, r1.y, r1.x
mad r1.y, r1.x, l(-2.000000), l(3.000000)
mul r1.x, r1.x, r1.x
mul r1.x, r1.x, r1.y
mul r1.yzw, r0.yyzw, r1.xxxx
mad r2.x, -r0.x, r1.x, l(1.000000)
mad r2.xyz, r1.yzwy, r2.xxxx, cb0[10].xyzx
mad r0.yzw, -r0.yyzw, r1.xxxx, r2.xxyz
mad r0.yzw, cb0[8].xxxx, r0.yyzw, r1.yyzw
mad r0.x, r0.x, r1.x, -cb0[11].x
mul r0.yzw, r0.xxxx, r0.yyzw
add r1.x, r0.x, l(-0.050000)
lt r1.x, r1.x, l(0.000000)
discard_nz r1.x
mul r1.xy, v3.yyyy, cb0[5].xyxx
mad r1.xy, cb0[4].xyxx, v3.xxxx, r1.xyxx
mad r1.xy, cb0[6].xyxx, v3.zzzz, r1.xyxx
add r1.xy, r1.xyxx, cb0[7].xyxx
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 r1.z, r2.xyzx, r3.xyzx
add r2.xyz, v3.xyzx, -cb3[25].xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
sqrt r1.w, r1.w
add r1.w, -r1.z, r1.w
mad r1.z, cb3[25].w, r1.w, r1.z
mad_sat r1.z, r1.z, cb3[24].z, cb3[24].w
eq r1.w, cb5[0].x, l(1.000000)
if_nz r1.w
  eq r1.w, 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 r2.xyz, r1.wwww, r2.xyzx, v3.xyzx
  add r2.xyz, r2.xyzx, -cb5[6].xyzx
  mul r2.yzw, r2.xxyz, cb5[5].xxyz
  mad r1.w, r2.y, l(0.250000), l(0.750000)
  mad r2.y, cb5[0].z, l(0.500000), l(0.750000)
  max r2.x, r1.w, r2.y
  sample r2.xyzw, r2.xzwx, t3.xyzw, s0
else
  mov r2.xyzw, l(1.000000,1.000000,1.000000,1.000000)
endif
dp4_sat r1.w, r2.xyzw, cb2[46].xyzw
div r2.xy, v5.xyxx, v5.wwww
sample r2.xyzw, r2.xyxx, t1.xyzw, s1
add r1.w, r1.w, -r2.x
mad r1.z, r1.z, r1.w, r2.x
sample r2.xyzw, r1.xyxx, t2.xyzw, s2
mul r1.x, r1.z, r2.w
mul r1.xyz, r1.xxxx, cb0[2].xyzx
dp3 r1.w, v2.xyzx, cb2[0].xyzx
max r1.w, r1.w, l(0.000000)
mul r0.yzw, r0.yyzw, r1.xxyz
mul o0.xyz, r1.wwww, r0.yzwy
mov o0.w, r0.x
ret
// Approximately 0 instruction slots used