// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed d94a64a761d34530-ps.txt
// 3DMigoto: d94a64a761d34530 |    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 66 7 2
//   undeciphered1a: 8
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "FOG_LINEAR" "INSTANCING_ON" "ALPHABLEND_ON" "SPECULAR_ON" "VERTEX_ANIMATION_SIMPLE_ON" }
//   undeciphered2: 1 7 7 7 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 2400
//   Vector 32 [_LightColor0]
//   Vector 224 [_FogOfWarColor]
//   Float 240 [_FogOfWarGlobalFlag]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 96 [_ScreenParams]
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityFog" 32
//   Vector 16 [unity_FogParams]
//   ConstBuffer "PFCommonBuffer" 240
//   Vector 48 [_TintColor]
//   Float 64 [_NdotLPower]
//   Float 68 [_FogInfluence]
//   Float 80 [_Roughness]
//   Float 156 [_AlphaScale]
//   Float 228 [_StencilRef]
//   Float 232 [_ScreenSpaceDecalsGlobalFlag]
//   SetTexture 0 [_MainTex] 2D 20
//   SetTexture 1 [_ScreenSpaceDecalsTex] 2D 50
//   SetTexture 2 [_Parameters] 2D 40
//   SetTexture 3 [_ShadowMapTexture] 2D 30
//   SetTexture 4 [unity_NHxRoughness] 2D 10
//   SetTexture 5 [_FogOfWarMask] 2D 60
//   SetTexture 6 [unity_ShadowMask] 2D 00
//   BindCB "$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 v1.3.2 on Mon Jan 14 19:35:43 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy w
// SV_InstanceID            0   x           1     NONE    uint
// TEXCOORD                 0   xyzw        2     NONE   float   xy
// TEXCOORD                 1   xyzw        3     NONE   float
// TEXCOORD                 3   xyzw        4     NONE   float      w
// TEXCOORD                 4   xyzw        5     NONE   float      w
// TEXCOORD                 5   xyzw        6     NONE   float   xyzw
// TEXCOORD                 6   xyz         7     NONE   float
// TEXCOORD                 8      w        7     NONE   float      w
// TEXCOORD                 7   xyzw        8     NONE   float   xyzw
// TEXCOORD                 9   xyzw        9     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[16], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[47], 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_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 v2.xy
dcl_input_ps linear v4.w
dcl_input_ps linear v5.w
dcl_input_ps linear v6.xyzw
dcl_input_ps linear v7.w
dcl_input_ps linear v8.xyzw
dcl_input_ps linear v9.xy
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 d94a64a761d34530-ps.txt

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

sample r0.xyzw, v2.xyxx, t0.xyzw, s2
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, s5
  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, v2.xyxx, t2.xyzw, s4
mul_sat r2.w, r0.w, cb6[9].w
mul r0.w, r1.x, cb6[5].x
max r0.w, r0.w, l(0.000100)
sqrt r0.w, r0.w
add r0.w, -r0.w, l(1.000000)
dp3 r1.x, v6.xyzx, v6.xyzx
rsq r1.x, r1.x
mul r1.xyz, r1.xxxx, v6.xyzx
mov r3.x, v4.w
mov r3.y, v5.w
mov r3.z, v6.w
add r4.xyz, r3.xyzx, -r9.xyzx
dp3 r1.w, r4.xyzx, r4.xyzx
rsq r1.w, r1.w
mul r4.xyz, r1.wwww, r4.xyzx
mad r5.xyz, cb2[0].wwww, -r3.xyzx, cb2[0].xyzx
dp3 r1.w, r5.xyzx, r5.xyzx
rsq r1.w, r1.w
mul r5.xyz, r1.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 r1.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, -r1.w, r3.x
mad r1.w, cb3[25].w, r3.x, r1.w
mad_sat r1.w, r1.w, cb3[24].z, cb3[24].w
sample r3.xyzw, v8.xyxx, t6.xyzw, s0
dp4_sat r3.x, r3.xyzw, cb2[46].xyzw
div r3.yz, v8.zzwz, v0.wwww
sample r6.xyzw, r3.yzyy, t3.xyzw, s3
add r3.x, r3.x, -r6.x
mad r1.w, r1.w, r3.x, r6.x
dp3_sat r3.x, r1.xyzx, r5.xyzx
dp3 r3.y, r4.xyzx, r1.xyzx
add r3.y, r3.y, r3.y
mad r1.xyz, r1.xyzx, -r3.yyyy, r4.xyzx
dp3 r1.x, r1.xyzx, r5.xyzx
max r1.x, r1.x, l(0.000000)
mul r1.yzw, r1.wwww, cb0[2].xxyz
log r3.x, r3.x
mul r3.x, r3.x, cb6[4].x
exp r3.x, r3.x
mul r1.yzw, r1.yyzw, r3.xxxx
mul r1.x, r1.x, r1.x
mul r3.x, r1.x, r1.x
add r3.y, -r0.w, l(1.000000)
sample r3.xyzw, r3.xyxx, t4.xyzw, s1
mul r0.w, r3.x, l(3.53466082)
mad r0.xyz, r0.xyzx, l(0.779083729, 0.779083729, 0.779083729, 0.000000), r0.wwww
mul r2.xyz, r1.yzwy, r0.xyzx
div r0.x, v7.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 r0.xyzw, cb6[4].yyyy, r0.xyzw, r2.xyzw
ne r1.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[15].x
if_nz r1.x
  sample r1.xyzw, v9.xyxx, t5.xyzw, s6
  mul r1.y, r1.y, cb0[14].w
  max r1.x, r1.y, r1.x
  add r1.y, -r1.z, l(1.000000)
  mul_sat r1.x, r1.y, r1.x
  add r1.yzw, r0.xxyz, -cb0[14].xxyz
  mad r0.xyz, r1.xxxx, r1.yzwy, cb0[14].xyzx
endif
mov o0.xyzw, r0.xyzw
ret
// Approximately 0 instruction slots used