// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed c05fa08bb2d8395d-ps.txt
// 3DMigoto: c05fa08bb2d8395d |    Unity headers extracted from PF_Standard
//    Shader "PF/Standard" {
//      CustomEditor "PFStandardShaderGUI"
//      SubShader 1/1 {
//        LOD 100
//        Tags { "Reflection"="Opaque" "RenderType"="Opaque" }
//        Pass 2/4 {
//          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: 201708220 68 7 1
//   undeciphered1a: 8
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "BUMP_ON" "SPECULAR_ON" "METALLNESS_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
//   undeciphered2: 1 7 6 7 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 2400
//   Vector 32 [_LightColor0]
//   Float 136 [_Metallic]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 96 [_ScreenParams]
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "PFCommonBuffer" 240
//   Vector 48 [_TintColor]
//   Float 64 [_NdotLPower]
//   Float 80 [_Roughness]
//   Float 156 [_AlphaScale]
//   Float 228 [_StencilRef]
//   Float 232 [_ScreenSpaceDecalsGlobalFlag]
//   Float 236 [_UseNormalMapAtlas]
//   SetTexture 0 [_MainTex] 2D 20
//   SetTexture 1 [_ScreenSpaceDecalsTex] 2D 60
//   SetTexture 2 [_Parameters] 2D 50
//   SetTexture 3 [_BumpMap] 2D 30
//   SetTexture 4 [_ShadowMapTexture] 2D 40
//   SetTexture 5 [unity_NHxRoughness] 2D 10
//   SetTexture 6 [unity_ShadowMask] 2D 00
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityShadows" 3
//   BindCB "UnityPerFrame" 4
//   BindCB "PFCommonBuffer" 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 19:22:09 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy w
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xyzw        2     NONE   float
// TEXCOORD                 3   xyzw        3     NONE   float   xyzw
// TEXCOORD                 4   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     NONE   float   xyzw
// TEXCOORD                 6   xyz         6     NONE   float
// TEXCOORD                 7   xyzw        7     NONE   float   xyzw
//
//
// 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[15], 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_sampler s5, mode_default
dcl_sampler s6, 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_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_input_ps_siv linear noperspective v0.xyw, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v7.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 c05fa08bb2d8395d-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, s2
add r0.xyz, r0.xyzx, -cb5[3].xyzx
mad r0.xyz, cb5[3].wwww, r0.xyzx, cb5[3].xyzx
ne r1.xy, l(0.000000, 0.000000, 0.000000, 0.000000), cb5[14].zwzz
if_nz r1.x
  ftoi r1.x, cb5[14].y
  ine r1.x, r1.x, l(4)
  and r1.x, r1.x, l(0x3f800000)
  div r1.zw, v0.xxxy, cb1[6].xxxy
  sample r2.xyzw, r1.zwzz, t1.xyzw, s6
  mul_sat r2.xyzw, r1.xxxx, r2.xyzw
  add r1.xzw, -r0.xxyz, r2.xxyz
  mad r0.xyz, r2.wwww, r1.xzwx, r0.xyzx
endif
sample r2.xyzw, v1.xyxx, t2.xyzw, s5
mul_sat o0.w, r0.w, cb5[9].w
mul r0.w, r2.x, cb5[5].x
max r0.w, r0.w, l(0.000100)
mul r1.x, r2.z, cb0[8].z
add r2.xyz, r0.xyzx, l(-0.220916301, -0.220916301, -0.220916301, 0.000000)
mad r2.xyz, r1.xxxx, r2.xyzx, l(0.220916301, 0.220916301, 0.220916301, 0.000000)
mad r1.x, -r1.x, l(0.779083729), l(0.779083729)
sqrt r0.w, r0.w
add r0.w, -r0.w, l(1.000000)
sample r3.xyzw, v1.xyxx, t3.xyzw, s3
mad r4.xyz, r3.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r3.x, r3.w, r3.x
mad r3.xy, r3.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r1.z, r3.xyxx, r3.xyxx
min r1.z, r1.z, l(1.000000)
add r1.z, -r1.z, l(1.000000)
sqrt r3.z, r1.z
movc r1.yzw, r1.yyyy, r4.xxyz, r3.xxyz
mul r3.xyz, r1.zzzz, v4.xyzx
mad r3.xyz, v3.xyzx, r1.yyyy, r3.xyzx
mad r1.yzw, v5.xxyz, r1.wwww, r3.xxyz
dp3 r2.w, r1.yzwy, r1.yzwy
rsq r2.w, r2.w
mul r1.yzw, r1.yyzw, r2.wwww
mov r3.x, v3.w
mov r3.y, v4.w
mov r3.z, v5.w
add r4.xyz, r3.xyzx, -r9.xyzx
dp3 r2.w, r4.xyzx, r4.xyzx
rsq r2.w, r2.w
mul r4.xyz, r2.wwww, r4.xyzx
mad r5.xyz, cb2[0].wwww, -r3.xyzx, cb2[0].xyzx
dp3 r2.w, r5.xyzx, r5.xyzx
rsq r2.w, r2.w
mul r5.xyz, r2.wwww, r5.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 r2.w, r6.xyzx, r7.xyzx
add r3.xyz, r3.xyzx, -cb3[25].xyzx
dp3 r3.x, r3.xyzx, r3.xyzx
sqrt r3.x, r3.x
add r3.x, -r2.w, r3.x
mad r2.w, cb3[25].w, r3.x, r2.w
mad_sat r2.w, r2.w, cb3[24].z, cb3[24].w
sample r3.xyzw, v7.xyxx, t6.xyzw, s0
dp4_sat r3.x, r3.xyzw, cb2[46].xyzw
div r3.yz, v7.zzwz, v0.wwww
sample r6.xyzw, r3.yzyy, t4.xyzw, s4
add r3.x, r3.x, -r6.x
mad r2.w, r2.w, r3.x, r6.x
dp3_sat r3.x, r1.yzwy, r5.xyzx
dp3 r3.y, r4.xyzx, r1.yzwy
add r3.y, r3.y, r3.y
mad r1.yzw, r1.yyzw, -r3.yyyy, r4.xxyz
dp3 r1.y, r1.yzwy, r5.xyzx
max r1.y, r1.y, l(0.000000)
mul r3.yzw, r2.wwww, cb0[2].xxyz
log r1.z, r3.x
mul r1.z, r1.z, cb5[4].x
exp r1.z, r1.z
mul r3.xyz, r1.zzzz, r3.yzwy
mul r1.y, r1.y, r1.y
mul r4.x, r1.y, r1.y
add r4.y, -r0.w, l(1.000000)
sample r4.xyzw, r4.xyxx, t5.xyzw, s1
mul r0.w, r4.x, l(16.000000)
mul r1.yzw, r2.xxyz, r0.wwww
mad r0.xyz, r0.xyzx, r1.xxxx, r1.yzwy
mul o0.xyz, r3.xyzx, r0.xyzx
ret
// Approximately 0 instruction slots used