// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed bc1e31132ae0ae29-ps.txt
// 3DMigoto: bc1e31132ae0ae29 |    Unity headers extracted from Hidden_Internal-PrePassLighting
//    Shader "Hidden/Internal-PrePassLighting" {
//      SubShader 1/1 {
//        Pass 2/2 {
//          Tags { "SHADOWSUPPORT"="true" }
//          ZWrite Off
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Hidden_Internal-PrePassLighting:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 68 4 0
//   undeciphered1a: 6
//   Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
//   undeciphered2: 1 5 5 5 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 192
//   Vector 64 [_LightPos]
//   Vector 80 [_LightColor]
//   Vector 96 [unity_LightmapFade]
//   Vector 176 [_CameraNormalsTexture_ST]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 112 [_ZBufferParams]
//   ConstBuffer "UnityPerCameraRare" 352
//   Matrix 288 [unity_CameraToWorld]
//   ConstBuffer "UnityLighting" 768
//   Vector 32 [_LightProjectionParams]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   SetTexture 0 [_CameraDepthTexture] 2D 00
//   SetTexture 1 [_LightTextureB0] 2D 10
//   SetTexture 2 [_CameraGBufferTexture4] 2D 20
//   SetTexture 3 [_CameraNormalsTexture] 2D 40
//   SetTexture 4 [_ShadowMapTexture] CUBE 30
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityPerCameraRare" 2
//   BindCB "UnityLighting" 3
//   BindCB "UnityShadows" 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 19:19:33 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy w
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 3      w        2     NONE   float      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[22], immediateIndexed
dcl_constantbuffer cb3[47], immediateIndexed
dcl_constantbuffer cb4[26], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_comparison
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 linear v1.xyw
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 11

// New input from vertex shader with unity_CameraInvProjection[0].x:
dcl_input_ps linear v2.w
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.xyzw


// Unity reflection/specular fix inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed bc1e31132ae0ae29-ps.txt

mul r6.w, -r6.x, r6.y
ne r8.x, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r8.x
  mul r6.w, r6.w, v2.w
  mad r7.xyz, -r6.wwww, cb2[18].xyzw, cb1[4].xyzw
else
  mad r7.xyz, -r6.wwww, cb10[0].xyzw, cb1[4].xyzw
endif

div r0.x, cb1[5].z, v2.z
mul r0.xyz, r0.xxxx, v2.xyzx
div r1.xy, v1.xyxx, v1.wwww
sample r2.xyzw, r1.xyxx, t0.xyzw, s0
mad r0.w, cb1[7].x, r2.x, cb1[7].y
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul r2.xyz, r0.wwww, r0.xyzx

// copy depth from r2.z to r9.x:
mov r9.x, r2.z


// Unity light/shadow fix (pixel shader stage) inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed bc1e31132ae0ae29-ps.txt

add r10.x, r9.x, -r6.y
mul r10.x, r6.x, r10.x
ne r6.w, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r6.w
  mad r2.x, -r10.x, v2.w, r2.x
endif

mul r3.xyz, r2.yyyy, cb2[19].xyzx
mad r2.xyw, cb2[18].xyxz, r2.xxxx, r3.xyxz
mad r2.xyw, cb2[20].xyxz, r2.zzzz, r2.xyxw
add r2.xyw, r2.xyxw, cb2[21].xyxz

if_z r6.w
  mad r2.xyw, -r10.xxxx, cb10[0].xyxz, r2.xyzw
endif

add r3.xyz, r2.xywx, -cb0[4].xyzx
max r0.x, |r3.y|, |r3.x|
max r0.x, |r3.z|, r0.x
add r0.x, r0.x, -cb3[2].z
max r0.x, r0.x, l(0.000010)
mul r0.x, r0.x, cb3[2].w
div r0.x, cb3[2].y, r0.x
add r0.x, r0.x, -cb3[2].x
add r0.x, -r0.x, l(1.000000)
add r4.xyz, r3.xyzx, l(0.00781250000, 0.00781250000, 0.00781250000, 0.000000)
sample_c_lz r4.x, r4.xyzx, t4.xxxx, s3, r0.x
add r5.xyz, r3.xyzx, l(-0.00781250000, -0.00781250000, 0.00781250000, 0.000000)
sample_c_lz r4.y, r5.xyzx, t4.xxxx, s3, r0.x
add r5.xyz, r3.xyzx, l(-0.00781250000, 0.00781250000, -0.00781250000, 0.000000)
sample_c_lz r4.z, r5.xyzx, t4.xxxx, s3, r0.x
add r5.xyz, r3.xyzx, l(0.00781250000, -0.00781250000, -0.00781250000, 0.000000)
sample_c_lz r4.w, r5.xyzx, t4.xxxx, s3, r0.x
dp4 r0.x, r4.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
add r0.y, -cb4[24].x, l(1.000000)
mad r0.x, r0.x, r0.y, cb4[24].x
add r4.xyz, r2.xywx, -cb4[25].xyzx
add r2.xyw, r2.xyxw, -r7.xyxz
dp3 r0.y, r4.xyzx, r4.xyzx
sqrt r0.y, r0.y
mad r0.y, -r0.z, r0.w, r0.y
mad r0.y, cb4[25].w, r0.y, r2.z
mad_sat r0.z, r0.y, cb4[24].z, cb4[24].w
mad r0.y, r0.y, cb0[6].z, cb0[6].w
add_sat r0.y, -r0.y, l(1.000000)
add_sat r0.x, r0.z, r0.x
sample r4.xyzw, r1.xyxx, t2.xyzw, s2
mad r0.zw, r1.xxxy, cb0[11].xxxy, cb0[11].zzzw
sample r1.xyzw, r0.zwzz, t3.xyzw, s4
dp4_sat r0.z, r4.xyzw, cb3[46].xyzw
min r0.x, r0.z, r0.x
dp3 r0.z, r3.xyzx, r3.xyzx
mul r0.w, r0.z, cb0[4].w
rsq r0.z, r0.z
mul r3.xyz, r0.zzzz, r3.xyzx
sample r4.xyzw, r0.wwww, t1.xyzw, s1
mul r0.x, r0.x, r4.x
mov_sat r0.z, r0.x
dp3 r0.w, r2.xywx, r2.xywx
rsq r0.w, r0.w
mad r2.xyz, -r2.xywx, r0.wwww, -r3.xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r0.w, r1.w, l(128.000000)
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
dp3 r1.w, r2.xyzx, r1.xyzx
dp3 r1.x, -r3.xyzx, r1.xyzx
max r1.x, r1.x, l(0.000000)
mul r0.x, r0.x, r1.x
mul r2.xyz, r0.xxxx, cb0[5].xyzx
max r0.x, r1.w, l(0.000000)
log r0.x, r0.x
mul r0.x, r0.x, r0.w
exp r0.x, r0.x
mul r0.x, r0.z, r0.x
dp3 r0.z, cb0[5].xyzx, l(0.220000, 0.707000, 0.071000, 0.000000)
mul r2.w, r0.z, r0.x
mul o0.xyzw, r0.yyyy, r2.xyzw
ret
// Approximately 0 instruction slots used