// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed bad455936b1d0a02-ps.txt
// 3DMigoto: bad455936b1d0a02 |    Unity headers extracted from 2DxFX_AL_Ice
//    Shader "2DxFX/AL/Ice" {
//      Fallback "Transparent/VertexLit"
//      SubShader 1/1 {
//        Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//        Pass 1/7 {
//          Name "FORWARD"
//          Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "LIGHTMODE"="FORWARDBASE" "PreviewType"="Plane" "RenderType"="TransparentCutout" "SHADOWSUPPORT"="true" }
//          ZWrite [_Z]
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from 2DxFX_AL_Ice:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 65 7 0
//   undeciphered1a: 4
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
//   undeciphered2: 1 5 5 5 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 128
//   Vector 0 [unity_Lightmap_HDR]
//   Vector 32 [_LightColor0]
//   Float 80 [_Alpha]
//   Float 84 [_Value1]
//   Float 88 [_Value2]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 0 [_Time]
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   SetTexture 0 [_MainTex2] 2D 40
//   SetTexture 1 [_MainTex] 2D 30
//   SetTexture 2 [_ShadowMapTexture] 2D 20
//   SetTexture 3 [unity_Lightmap] 2D 00
//   SetTexture 4 [unity_ShadowMask] 2D 10
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityShadows" 3
//   BindCB "UnityPerFrame" 4
//
// 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 19:18:51 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                 4   xyzw        5     NONE   float   xy
// TEXCOORD                 5   xyzw        6     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[6], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[47], immediateIndexed
dcl_constantbuffer cb3[26], immediateIndexed
dcl_constantbuffer cb4[12], 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_texture2d (float,float,float,float) t4
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.xy
dcl_input_ps linear v6.xyw
dcl_output o0.xyzw
dcl_temps 6
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r4.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 bad455936b1d0a02-ps.txt

mul r4.w, -r4.x, r4.y
mad r5.xyz, -r4.wwww, cb10[0].xyzw, cb1[4].xyzw

mul r0.x, cb0[5].y, cb1[0].x
ge r0.y, r0.x, -r0.x
frc r0.z, |r0.x|
movc r0.y, r0.y, r0.z, -r0.z
mul r0.xy, r0.xyxx, l(0.125000, 8.000000, 0.000000, 0.000000)
round_ni r0.y, r0.y
mad r1.xyzw, v1.xyxy, l(0.0892857164, 0.0892857164, 0.125000, 0.125000), l(0.022000, 0.022000, -0.050000, 0.000000)
mad r2.x, r0.y, l(0.125000), r1.x
ge r0.y, r0.x, -r0.x
frc r0.x, |r0.x|
movc r0.x, r0.y, 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), r1.y
mad r0.yz, r1.zzwz, l(0.000000, 0.714285731, 0.714285731, 0.000000), l(0.000000, 0.022000, 0.022000, 0.000000)
add r2.y, r0.x, l(1.000000)
sample r1.xyzw, r2.xyxx, t0.zyxw, s4
add r0.x, r1.y, l(0.100000)
add r2.xy, cb1[0].xxxx, l(0.200000, 0.600000, 0.000000, 0.000000)
mul r2.xy, r2.xyxx, cb0[5].yyyy
ge r2.zw, r2.xxxy, -r2.xxxy
frc r3.xy, |r2.xyxx|
movc r2.zw, r2.zzzw, r3.xxxy, -r3.xxxy
mul r2.xyzw, r2.xyzw, l(0.125000, 0.125000, 8.000000, 8.000000)
round_ni r2.zw, r2.zzzw
mad r3.x, r2.z, l(0.125000), r0.y
ge r0.yw, r2.xxxy, -r2.xxxy
frc r2.xy, |r2.xyxx|
movc r0.yw, r0.yyyw, r2.xxxy, -r2.xxxy
mul r0.yw, r0.yyyw, l(0.000000, 8.000000, 0.000000, 8.000000)
round_ni r0.yw, r0.yyyw
mad r0.y, -r0.y, l(0.125000), r0.z
add r3.y, r0.y, l(1.000000)
sample r3.xyzw, r3.xyxx, t0.zyxw, s4
add r3.z, r0.x, r3.y
mov r1.zw, l(0,0,0.100000,0.100000)
add r1.xyz, r1.xyzx, r3.xyzx
mad r0.xy, v1.xyxx, l(0.125000, 0.125000, 0.000000, 0.000000), l(-0.025000, -0.020000, 0.000000, 0.000000)
mad r0.xy, r0.xyxx, l(0.714285731, 0.714285731, 0.000000, 0.000000), l(0.022000, 0.022000, 0.000000, 0.000000)
mad r0.y, -r0.w, l(0.125000), r0.y
mad r2.x, r2.w, l(0.125000), r0.x
add r2.y, r0.y, l(1.000000)
sample r0.xyzw, r2.xyxx, t0.zyxw, s4
add r0.z, r1.z, r0.y
add r0.xyz, r0.xyzx, r1.xywx
mad r1.xy, r0.yyyy, l(0.015625, 0.015625, 0.000000, 0.000000), v1.xyxx
sample r1.xyzw, r1.xyxx, t1.xyzw, s3
mul r1.xyzw, r1.xyzw, v4.xyzw
add r0.w, -cb0[5].x, l(1.000000)
mad r2.x, r1.w, r0.w, l(-0.050000)
mul r0.w, r0.w, r1.w
mad r0.xyz, r0.xyzx, cb0[5].zzzz, r1.xyzx
mul r0.xyz, r0.wwww, r0.xyzx
mov o0.w, r0.w
lt r0.w, r2.x, l(0.000000)
discard_nz r0.w
add r1.xyz, v3.xyzx, -cb3[25].xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
sqrt r0.w, r0.w
add r1.xyz, -v3.xyzx, r5.xyzx
mov r2.x, cb4[9].z
mov r2.y, cb4[10].z
mov r2.z, cb4[11].z
dp3 r1.x, r1.xyzx, r2.xyzx
add r0.w, r0.w, -r1.x
mad r0.w, cb3[25].w, r0.w, r1.x
mad_sat r0.w, r0.w, cb3[24].z, cb3[24].w
div r1.xy, v6.xyxx, v6.wwww
sample r1.xyzw, r1.xyxx, t2.xyzw, s2
add_sat r0.w, r0.w, r1.x
sample r1.xyzw, v5.xyxx, t4.xyzw, s1
dp4_sat r1.x, r1.xyzw, cb2[46].xyzw
min r0.w, r0.w, r1.x
mul r1.xyz, r0.wwww, cb0[2].xyzx
mul r1.xyz, r0.xyzx, r1.xyzx
sample r2.xyzw, v5.xyxx, t3.xyzw, s0
mul r0.w, r2.w, cb0[0].x
mul r2.xyz, r2.xyzx, r0.wwww
mul r0.xyz, r0.xyzx, r2.xyzx
dp3 r0.w, v2.xyzx, cb2[0].xyzx
max r0.w, r0.w, l(0.000000)
mad o0.xyz, r1.xyzx, r0.wwww, r0.xyzx
ret
// Approximately 0 instruction slots used