// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed cdebc6727192003d-ps.txt
// 3DMigoto: cdebc6727192003d |    Unity headers extracted from 2DxFX_AL_Pixel
//    Shader "2DxFX/AL/Pixel" {
//      Fallback "Sprites/Default"
//      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_Pixel:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 63 4 4
//   undeciphered1a: 6
//   Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "SHADOWS_SHADOWMASK" }
//   undeciphered2: 1 5 6 5 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 176
//   Vector 32 [_LightColor0]
//   Float 144 [_Offset]
//   Matrix 64 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 16 [_LightPositionRange]
//   Vector 32 [_LightProjectionParams]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_MainTex] 2D 40
//   SetTexture 1 [_LightTexture0] 2D 30
//   SetTexture 2 [unity_ShadowMask] 2D 00
//   SetTexture 3 [unity_ProbeVolumeSH] 3D 10
//   SetTexture 4 [_ShadowMapTexture] CUBE 20
//   BindCB "$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 19:29:26 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   xyzw        5     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[10], 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_default
dcl_sampler s2, mode_comparison
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_texture3d (float,float,float,float) t3
dcl_resource_texturecube (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_output o0.xyzw
dcl_temps 8
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-reflection --only-autofixed cdebc6727192003d-ps.txt

mul r6.w, -r6.x, r6.y
mad r7.xyz, -r6.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 r1.xy, v1.xyxx, cb0[9].xxxx
round_ne r1.xy, r1.xyxx
div r1.xy, r1.xyxx, cb0[9].xxxx
sample r1.xyzw, r1.xyxx, t0.xyzw, s4
mul r1.xyzw, r1.xyzw, v4.xyzw
lt r0.w, r1.w, l(0.950000)
movc r0.w, r0.w, l(0), r1.w
mul r1.xyz, r1.wwww, r1.xyzx
mul r2.x, r0.w, r1.w
mad r0.w, r1.w, r0.w, l(-0.500000)
lt r0.w, r0.w, l(0.000000)
discard_nz r0.w
mul r2.yzw, v3.yyyy, cb0[5].xxyz
mad r2.yzw, cb0[4].xxyz, v3.xxxx, r2.yyzw
mad r2.yzw, cb0[6].xxyz, v3.zzzz, r2.yyzw
add r2.yzw, r2.yyzw, cb0[7].xxyz
add r3.xyz, -v3.xyzx, r7.xyzx
mov r4.x, cb4[9].z
mov r4.y, cb4[10].z
mov r4.z, cb4[11].z
dp3 r0.w, r3.xyzx, r4.xyzx
add r3.xyz, v3.xyzx, -cb3[25].xyzx
dp3 r1.w, r3.xyzx, r3.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
eq r1.w, cb5[0].x, l(1.000000)
if_nz r1.w
  eq r1.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, r1.wwww, r3.xyzx, v3.xyzx
  add r3.xyz, r3.xyzx, -cb5[6].xyzx
  mul r3.yzw, r3.xxyz, cb5[5].xxyz
  mad r1.w, r3.y, l(0.250000), l(0.750000)
  mad r3.y, cb5[0].z, l(0.500000), l(0.750000)
  max r3.x, r1.w, r3.y
  sample r3.xyzw, r3.xzwx, t3.xyzw, s1
else
  sample r3.xyzw, v5.xyxx, t2.xyzw, s0
endif
dp4_sat r1.w, r3.xyzw, cb2[46].xyzw
lt r3.x, r0.w, l(0.990000)
if_nz r3.x
  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, t4.xxxx, s2, r3.w
  add r5.xyz, r3.xyzx, l(-0.00781250000, -0.00781250000, 0.00781250000, 0.000000)
  sample_c_lz r4.y, r5.xyzx, t4.xxxx, s2, r3.w
  add r5.xyz, r3.xyzx, l(-0.00781250000, 0.00781250000, -0.00781250000, 0.000000)
  sample_c_lz r4.z, r5.xyzx, t4.xxxx, s2, r3.w
  add r3.xyz, r3.xyzx, l(0.00781250000, -0.00781250000, -0.00781250000, 0.000000)
  sample_c_lz r4.w, r3.xyzx, t4.xxxx, s2, 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
else
  mov r3.x, l(1.000000)
endif
add r1.w, r1.w, -r3.x
mad r0.w, r0.w, r1.w, r3.x
dp3 r1.w, r2.yzwy, r2.yzwy
sample r3.xyzw, r1.wwww, t1.xyzw, s3
mul r0.w, r0.w, r3.x
mul r2.yzw, r0.wwww, cb0[2].xxyz
dp3 r0.x, v2.xyzx, r0.xyzx
max r0.x, r0.x, l(0.000000)
mul r0.yzw, r1.xxyz, r2.yyzw
mul o0.xyz, r0.xxxx, r0.yzwy
mov o0.w, r2.x
ret
// Approximately 0 instruction slots used