// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed bbfff029b668e987-ps.txt
// 3DMigoto: bbfff029b668e987 |    Unity headers extracted from PF_Standard
//    Shader "PF/Standard" {
//      CustomEditor "PFStandardShaderGUI"
//      SubShader 1/1 {
//        LOD 100
//        Tags { "Reflection"="Opaque" "RenderType"="Opaque" }
//        Pass 2/3 {
//          Name "ForwardAdd"
//          Tags { "LIGHTMODE"="FORWARDADD" "Reflection"="Opaque" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//          ZWrite Off
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from PF_Standard:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201802150 64 4 1
//   undeciphered1a: 8
//   Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "LIGHTMAP_SHADOW_MIXING" "FOG_LINEAR" "METALLNESS_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
//   undeciphered2: 1 5 7 5 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 2464
//   Vector 32 [_LightColor0]
//   Float 136 [_Metallic]
//   Matrix 176 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 96 [_ScreenParams]
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 16 [_LightPositionRange]
//   Vector 32 [_LightProjectionParams]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityFog" 32
//   Vector 16 [unity_FogParams]
//   ConstBuffer "PFCommonBuffer" 240
//   Vector 48 [_TintColor]
//   Float 64 [_NdotLPower]
//   Float 68 [_FogInfluence]
//   Float 156 [_AlphaScale]
//   Float 228 [_StencilRef]
//   Float 232 [_ScreenSpaceDecalsGlobalFlag]
//   SetTexture 0 [_MainTex] 2D 1
//   SetTexture 1 [_ScreenSpaceDecalsTex] 2D 4
//   SetTexture 2 [_Parameters] 2D 3
//   SetTexture 3 [_LightTexture0] 2D 2
//   SetTexture 4 [_ShadowMapTexture] CUBE 0
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityShadows" 3
//   BindCB "UnityPerFrame" 4
//   BindCB "UnityFog" 5
//   BindCB "PFCommonBuffer" 6
//
// 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 07:00:07 2020
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xyzw        2     NONE   float
// TEXCOORD                 3   xyzw        3     NONE   float      w
// TEXCOORD                 4   xyzw        4     NONE   float      w
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// TEXCOORD                 6   xyz         6     NONE   float
// TEXCOORD                 8      w        6     NONE   float      w
// TEXCOORD                 7   xyzw        7     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[15], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[3], immediateIndexed
dcl_constantbuffer cb3[26], immediateIndexed
dcl_constantbuffer cb4[12], immediateIndexed
dcl_constantbuffer cb5[2], immediateIndexed
dcl_constantbuffer cb6[15], immediateIndexed
dcl_sampler s0, mode_comparison
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_texturecube (float,float,float,float) t4
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v3.w
dcl_input_ps linear v4.w
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v6.w
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 bbfff029b668e987-ps.txt

mul r8.w, -r8.x, r8.y
mad r9.xyz, -r8.wwww, cb10[0].xyzw, cb1[4].xyzw

sample r0.xyzw, v1.xyxx, t0.xyzw, s1
add r0.xyz, r0.xyzx, -cb6[3].xyzx
mad r0.xyz, cb6[3].wwww, r0.xyzx, cb6[3].xyzx
ne r1.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb6[14].z
if_nz r1.x
  ftoi r1.x, cb6[14].y
  ine r1.x, r1.x, l(4)
  and r1.x, r1.x, l(0x3f800000)
  div r1.yz, v0.xxyx, cb1[6].xxyx
  sample r2.xyzw, r1.yzyy, t1.xyzw, s4
  mul_sat r1.xyzw, r1.xxxx, r2.xyzw
  add r1.xyz, -r0.xyzx, r1.xyzx
  mad r0.xyz, r1.wwww, r1.xyzx, r0.xyzx
endif
sample r1.xyzw, v1.xyxx, t2.xyzw, s3
mul_sat r2.w, r0.w, cb6[9].w
mul r0.w, r1.z, cb0[8].z
mad r0.w, -r0.w, l(0.779083729), l(0.779083729)
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r0.w, v5.xyzx, v5.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v5.xyzx
mov r3.x, v3.w
mov r3.y, v4.w
mov r3.z, v5.w
mad r4.xyz, cb2[0].wwww, -r3.xyzx, cb2[0].xyzx
dp3 r0.w, r4.xyzx, r4.xyzx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, r4.xyzx
mul r5.xyz, v4.wwww, cb0[12].xyzx
mad r5.xyz, cb0[11].xyzx, v3.wwww, r5.xyzx
mad r5.xyz, cb0[13].xyzx, v5.wwww, r5.xyzx
add r5.xyz, r5.xyzx, cb0[14].xyzx
add r6.xyz, -r3.xyzx, r9.xyzx
mov r7.x, cb4[9].z
mov r7.y, cb4[10].z
mov r7.z, cb4[11].z
dp3 r0.w, r6.xyzx, r7.xyzx
add r6.xyz, r3.xyzx, -cb3[25].xyzx
dp3 r1.w, r6.xyzx, r6.xyzx
sqrt r1.w, r1.w
add r1.w, -r0.w, r1.w
mad r0.w, cb3[25].w, r1.w, r0.w
mad_sat r0.w, r0.w, cb3[24].z, cb3[24].w
add r3.xyz, r3.xyzx, -cb2[1].xyzx
max r1.w, |r3.y|, |r3.x|
max r1.w, |r3.z|, r1.w
add r1.w, r1.w, -cb2[2].z
max r1.w, r1.w, l(0.000010)
mul r1.w, r1.w, cb2[2].w
div r1.w, cb2[2].y, r1.w
add r1.w, r1.w, -cb2[2].x
add r1.w, -r1.w, l(1.000000)
add r6.xyz, r3.xyzx, l(0.00781250000, 0.00781250000, 0.00781250000, 0.000000)
sample_c_lz r6.x, r6.xyzx, t4.xxxx, s0, r1.w
add r7.xyz, r3.xyzx, l(-0.00781250000, -0.00781250000, 0.00781250000, 0.000000)
sample_c_lz r6.y, r7.xyzx, t4.xxxx, s0, r1.w
add r7.xyz, r3.xyzx, l(-0.00781250000, 0.00781250000, -0.00781250000, 0.000000)
sample_c_lz r6.z, r7.xyzx, t4.xxxx, s0, r1.w
add r3.xyz, r3.xyzx, l(0.00781250000, -0.00781250000, -0.00781250000, 0.000000)
sample_c_lz r6.w, r3.xyzx, t4.xxxx, s0, r1.w
dp4 r1.w, r6.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
add r3.x, -cb3[24].x, l(1.000000)
mad r1.w, r1.w, r3.x, cb3[24].x
add_sat r0.w, r0.w, r1.w
dp3 r1.w, r5.xyzx, r5.xyzx
sample r3.xyzw, r1.wwww, t3.xyzw, s2
mul r0.w, r0.w, r3.x
dp3_sat r1.x, r1.xyzx, r4.xyzx
mul r1.yzw, r0.wwww, cb0[2].xxyz
log r0.w, r1.x
mul r0.w, r0.w, cb6[4].x
exp r0.w, r0.w
mul r1.xyz, r0.wwww, r1.yzwy
mul r2.xyz, r0.xyzx, r1.xyzx
div r0.x, v6.w, cb1[5].y
add r0.x, -r0.x, l(1.000000)
mul r0.x, r0.x, cb1[5].z
max r0.x, r0.x, l(0.000000)
mad_sat r0.x, r0.x, cb5[1].z, cb5[1].w
mad r0.xyz, r0.xxxx, r2.xyzx, -r2.xyzx
mov r0.w, l(0)
mad o0.xyzw, cb6[4].yyyy, r0.xyzw, r2.xyzw
ret
// Approximately 0 instruction slots used