// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed b213705e743faba4-ps.txt
// 3DMigoto: b213705e743faba4 |    Unity headers extracted from 2DxFX_AL_Sharpen
//    Shader "2DxFX/AL/Sharpen" {
//      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_Sharpen:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 79 7 2
//   undeciphered1a: 8
//   Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "LIGHTMAP_SHADOW_MIXING" }
//   undeciphered2: 1 4 6 4 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 176
//   Vector 32 [_LightColor0]
//   Float 128 [_Distortion]
//   Float 132 [_Alpha]
//   Matrix 64 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 16 [_LightPositionRange]
//   Vector 32 [_LightProjectionParams]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_MainTex] 2D 30
//   SetTexture 1 [_LightTexture0] 2D 20
//   SetTexture 2 [unity_ProbeVolumeSH] 3D 00
//   SetTexture 3 [_ShadowMapTexture] CUBE 10
//   BindCB "$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 19:13:56 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[9], 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 10
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-reflection --only-autofixed b213705e743faba4-ps.txt

mul r8.w, -r8.x, r8.y
mad r9.xyz, -r8.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[8].x, l(9.000000)
sample r1.xyzw, v1.xyxx, t0.xyzw, s3
add r2.xyzw, v1.xyxy, l(-0.00390625000, -0.000000, 0.00390625000, 0.000000)
sample r3.xyzw, r2.xyxx, t0.xyzw, s3
sample r2.xyzw, r2.zwzz, t0.xyzw, s3
add r4.xyzw, v1.xyxy, l(-0.000000, -0.00390625000, 0.000000, 0.00390625000)
sample r5.xyzw, r4.xyxx, t0.xyzw, s3
sample r4.xyzw, r4.zwzz, t0.xyzw, s3
add r6.xyz, r1.xyzx, r3.xyzx
add r6.xyz, r2.xyzx, r6.xyzx
add r6.xyz, r5.xyzx, r6.xyzx
add r6.xyz, r4.xyzx, r6.xyzx
mul r6.xyz, r0.wwww, r6.xyzx
min r7.xyz, r1.xyzx, r3.xyzx
min r7.xyz, r2.xyzx, r7.xyzx
min r7.xyz, r5.xyzx, r7.xyzx
min r7.xyz, r4.xyzx, r7.xyzx
max r3.xyz, r1.xyzx, r3.xyzx
max r2.xyz, r2.xyzx, r3.xyzx
max r2.xyz, r5.xyzx, r2.xyzx
max r2.xyz, r4.xyzx, r2.xyzx
mad r0.w, cb0[8].x, l(9.000000), l(1.000000)
mul r3.xyz, r6.xyzx, l(0.200000, 0.200000, 0.200000, 0.000000)
mad r1.xyz, r0.wwww, r1.xyzx, -r3.xyzx
max r1.xyz, r1.xyzx, r7.xyzx
min r1.xyz, r2.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, v4.xyzx
mad r0.w, r1.w, v4.w, -cb0[8].y
mul r1.xyz, r0.wwww, r1.xyzx
add r1.w, r0.w, l(-0.050000)
lt r1.w, r1.w, l(0.000000)
discard_nz r1.w
mul r2.xyz, v3.yyyy, cb0[5].xyzx
mad r2.xyz, cb0[4].xyzx, v3.xxxx, r2.xyzx
mad r2.xyz, cb0[6].xyzx, v3.zzzz, r2.xyzx
add r2.xyz, r2.xyzx, cb0[7].xyzx
add r3.xyz, -v3.xyzx, r9.xyzx
mov r4.x, cb4[9].z
mov r4.y, cb4[10].z
mov r4.z, cb4[11].z
dp3 r1.w, r3.xyzx, r4.xyzx
add r3.xyz, v3.xyzx, -cb3[25].xyzx
dp3 r2.w, r3.xyzx, r3.xyzx
sqrt r2.w, r2.w
add r2.w, -r1.w, r2.w
mad r1.w, cb3[25].w, r2.w, r1.w
mad_sat r1.w, r1.w, cb3[24].z, cb3[24].w
eq r2.w, cb5[0].x, l(1.000000)
if_nz r2.w
  eq r2.w, 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 r3.xyz, r2.wwww, r3.xyzx, v3.xyzx
  add r3.xyz, r3.xyzx, -cb5[6].xyzx
  mul r3.yzw, r3.xxyz, cb5[5].xxyz
  mad r2.w, r3.y, l(0.250000), l(0.750000)
  mad r3.y, cb5[0].z, l(0.500000), l(0.750000)
  max r3.x, r2.w, r3.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.w, r3.xyzw, cb2[46].xyzw
add r3.xyz, v3.xyzx, -cb2[1].xyzx
max r3.w, |r3.y|, |r3.x|
max r3.w, |r3.z|, r3.w
add r3.w, r3.w, -cb2[2].z
max r3.w, r3.w, l(0.000010)
mul r3.w, r3.w, cb2[2].w
div r3.w, cb2[2].y, r3.w
add r3.w, r3.w, -cb2[2].x
add r3.w, -r3.w, l(1.000000)
add r4.xyz, r3.xyzx, l(0.00781250000, 0.00781250000, 0.00781250000, 0.000000)
sample_c_lz r4.x, r4.xyzx, t3.xxxx, s1, r3.w
add r5.xyz, r3.xyzx, l(-0.00781250000, -0.00781250000, 0.00781250000, 0.000000)
sample_c_lz r4.y, r5.xyzx, t3.xxxx, s1, r3.w
add r5.xyz, r3.xyzx, l(-0.00781250000, 0.00781250000, -0.00781250000, 0.000000)
sample_c_lz r4.z, r5.xyzx, t3.xxxx, s1, r3.w
add r3.xyz, r3.xyzx, l(0.00781250000, -0.00781250000, -0.00781250000, 0.000000)
sample_c_lz r4.w, r3.xyzx, t3.xxxx, s1, r3.w
dp4 r3.x, r4.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
add r3.y, -cb3[24].x, l(1.000000)
mad r3.x, r3.x, r3.y, cb3[24].x
add_sat r1.w, r1.w, r3.x
min r1.w, r2.w, r1.w
dp3 r2.x, r2.xyzx, r2.xyzx
sample r2.xyzw, r2.xxxx, t1.xyzw, s2
mul r1.w, r1.w, r2.x
mul r2.xyz, r1.wwww, cb0[2].xyzx
dp3 r0.x, v2.xyzx, r0.xyzx
max r0.x, r0.x, l(0.000000)
mul r1.xyz, r1.xyzx, r2.xyzx
mul o0.xyz, r0.xxxx, r1.xyzx
mov o0.w, r0.w
ret
// Approximately 0 instruction slots used