// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed d9752c0113d243c4-ps.txt
// 3DMigoto: d9752c0113d243c4 |    Unity headers extracted from PF_Water_Water
//    Shader "PF/Water/Water" {
//      CustomEditor "WaterShaderGUI"
//      SubShader 1/1 {
//        LOD 100
//        Tags { "QUEUE"="AlphaTest+10" "RenderType"="Opaque" }
//        Pass 3/3 {
//          Name "FORWARADD"
//          Tags { "LIGHTMODE"="FORWARDADD" "QUEUE"="AlphaTest+10" "RenderType"="Opaque" }
//          ZWrite Off
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from PF_Water_Water:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 105 8 1
//   undeciphered1a: 7
//   Keywords { "DIRECTIONAL" "FOAM_DEPTH" "FOAM_ON" "WATER_INTERACTION" "FLUID_ON" }
//   undeciphered2: 1 8 5 8 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 2608
//   Vector 32 [_LightColor0]
//   Vector 96 [_MainTex_ST]
//   Vector 224 [_FogOfWarColor]
//   Float 240 [_FogOfWarGlobalFlag]
//   Float 244 [_FogOfWarMaterialFlag]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 0 [_Time]
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 112 [_ZBufferParams]
//   Vector 128 [unity_OrthoParams]
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   ConstBuffer "PFCommonBuffer" 240
//   Float 72 [_SpecularPower]
//   Float 76 [_SpecularIntensity]
//   Float 236 [_UseNormalMapAtlas]
//   ConstBuffer "WaterBuffer" 256
//   Vector 0 [_BumpMap1_ST]
//   Vector 16 [_BumpMap_ST]
//   Float 80 [_FluidFactor]
//   Float 84 [_FlowSpeed]
//   Vector 96 [_FlowDirections]
//   Vector 128 [_BaseColor]
//   Float 160 [_Density]
//   Float 164 [_Distortion]
//   Float 212 [_FoamStrength]
//   Vector 224 [_FoamColor]
//   Float 240 [_FoamPower]
//   SetTexture 0 [_BumpMap] 2D 10
//   SetTexture 1 [_BumpMap1] 2D 40
//   SetTexture 2 [_WaterMask] 2D 50
//   SetTexture 3 [_WaterFluidMask] 2D 60
//   SetTexture 4 [_CameraDepthTexture] 2D 30
//   SetTexture 5 [_MainTex] 2D 00
//   SetTexture 6 [_FoamRamp] 2D 70
//   SetTexture 7 [_FogOfWarMask] 2D 20
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "PFCommonBuffer" 3
//   BindCB "WaterBuffer" 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 19:35:48 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// 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                 9   xyzw        7     NONE   float   xyzw
// TEXCOORD                11   xyzw        8     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[16], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_constantbuffer cb3[15], immediateIndexed
dcl_constantbuffer cb4[16], 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_sampler s7, 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_resource_texture2d (float,float,float,float) t7
dcl_input_ps linear v1.xyzw
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_input_ps linear v8.xyzw
dcl_output o0.xyzw
dcl_temps 9
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r7.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 d9752c0113d243c4-ps.txt

mul r7.w, -r7.x, r7.y
mad r8.xyz, -r7.wwww, cb10[0].xyzw, cb1[4].xyzw

dp2 r0.x, cb4[6].xyxx, cb4[6].xyxx
rsq r0.x, r0.x
mul r0.xy, r0.xxxx, cb4[6].xyxx
dp2 r1.x, cb4[6].zwzz, cb4[6].zwzz
rsq r1.x, r1.x
mul r0.zw, r1.xxxx, cb4[6].zzzw
mul r0.xyzw, r0.xyzw, cb4[5].yyyy
mov r1.x, l(0.500000)
mov r1.z, cb1[0].y
mul r0.xyzw, r0.xyzw, r1.xxzz
mul r1.xy, r0.xyxx, cb1[0].yyyy
mad r1.xy, v1.xyxx, cb4[1].xyxx, r1.xyxx
sample r1.xyzw, r1.xyxx, t0.xyzw, s1
ne r2.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb3[14].w
mad r2.yzw, r1.xxyz, l(0.000000, 2.000000, 2.000000, 2.000000), l(0.000000, -1.000000, -1.000000, -1.000000)
mul r1.x, r1.w, r1.x
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r1.w, r1.xyxx, r1.xyxx
min r1.w, r1.w, l(1.000000)
add r1.w, -r1.w, l(1.000000)
sqrt r1.z, r1.w
movc r1.xyz, r2.xxxx, r2.yzwy, r1.xyzx
mul r2.yzw, r1.yyyy, v4.xxyz
mad r1.xyw, v3.xyxz, r1.xxxx, r2.yzyw
mad r1.xyz, v5.xyzx, r1.zzzz, r1.xywx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
mul r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
mad r0.zw, v1.xxxy, cb4[0].xxxy, r0.zzzw
sample r3.xyzw, r0.zwzz, t1.xyzw, s4
mad r2.yzw, r3.xxyz, l(0.000000, 2.000000, 2.000000, 2.000000), l(0.000000, -1.000000, -1.000000, -1.000000)
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 r0.z, r3.xyxx, r3.xyxx
min r0.z, r0.z, l(1.000000)
add r0.z, -r0.z, l(1.000000)
sqrt r3.z, r0.z
movc r2.xyz, r2.xxxx, r2.yzwy, r3.xyzx
mul r3.xyz, r2.yyyy, v4.xyzx
mad r2.xyw, v3.xyxz, r2.xxxx, r3.xyxz
mad r2.xyz, v5.xyzx, r2.zzzz, r2.xywx
dp3 r0.z, r2.xyzx, r2.xyzx
rsq r0.z, r0.z
mad r2.xyz, r2.xyzx, r0.zzzz, -r1.xyzx
mad r1.xyz, r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r1.xyzx
add r1.xyz, r1.xyzx, -v5.xyzx
mad r1.xyz, cb4[10].yyyy, r1.xyzx, v5.xyzx
mov r2.x, v3.w
mov r2.y, v4.w
mov r2.z, v5.w
add r3.xyz, r2.xyzx, -r8.xyzx
dp3 r0.z, r3.xyzx, r3.xyzx
rsq r0.z, r0.z
sample r4.xyzw, v1.zwzz, t2.xyzw, s5
mov r1.w, l(-1.000000)
mad r1.xyw, r4.xyxz, l(2.000000, 2.000000, 0.000000, 2.000000), r1.xyxw
add r4.xy, r1.xyxx, l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r4.z, r1.w, r1.z
dp3 r0.w, r4.xyzx, r4.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r4.xyzx
sample r5.xyzw, v7.zwzz, t3.xyzw, s6
mul_sat r0.w, r5.w, cb4[5].x
add r4.xyz, r5.xyzx, -cb4[8].xyzx
mad r4.xyz, r0.wwww, r4.xyzx, cb4[8].xyzx
div r5.xy, v8.xyxx, v8.wwww
sample r5.xyzw, r5.xyxx, t4.xyzw, s3
lt r0.w, l(0.000000), cb1[8].w
add r1.w, -cb1[5].y, cb1[5].z
mad r6.x, r5.x, r1.w, cb1[5].y
mad r6.y, v8.z, r1.w, cb1[5].y
mad r1.w, cb1[7].z, r5.x, cb1[7].w
div r5.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.w
mov r5.y, v8.w
movc r5.xy, r0.wwww, r6.xyxx, r5.xyxx
add r0.w, -r5.y, r5.x
mul r1.w, r0.w, -cb4[10].x
mul r1.w, r1.w, l(1.442695)
exp r1.w, r1.w
add r1.w, -r1.w, l(1.000000)
max r1.w, r1.w, l(0.000000)
div r2.w, cb0[6].x, cb4[1].x
mul r2.w, r2.w, cb1[0].y
mul r0.xy, r0.xyxx, r2.wwww
mad r0.xy, v1.xyxx, cb0[6].xyxx, r0.xyxx
sample r5.xyzw, r0.xyxx, t5.xyzw, s0
mul r0.x, r0.w, -cb4[15].x
mul r0.x, r0.x, l(1.442695)
exp r0.x, r0.x
min r0.x, r0.x, l(1.000000)
max r0.x, r0.x, r4.w
mov r0.y, l(0.500000)
sample r6.xyzw, r0.xyxx, t6.xyzw, s7
dp3 r0.x, r5.xyzx, r6.xyzx
mul_sat r0.x, r0.x, cb4[13].y
mad r5.xyz, r0.xxxx, cb4[14].xyzx, -r4.xyzx
mad r0.xyw, r0.xxxx, r5.xyxz, r4.xyxz
mad r2.xyz, cb2[0].wwww, -r2.xyzx, cb2[0].xyzx
dp3 r2.w, r2.xyzx, r2.xyzx
rsq r2.w, r2.w
mul r2.xyz, r2.wwww, r2.xyzx
mad r3.xyz, -r3.xyzx, r0.zzzz, r2.xyzx
dp3 r0.z, r3.xyzx, r3.xyzx
rsq r0.z, r0.z
mul r3.xyz, r0.zzzz, r3.xyzx
dp3 r0.z, r1.xyzx, r3.xyzx
mul r2.w, cb3[4].z, l(1024.000000)
mad r2.w, -r2.w, r0.z, r2.w
add r2.w, r0.z, r2.w
div r0.z, r0.z, r2.w
mul r0.z, r0.z, cb3[4].w
dp3 r1.x, r1.xyzx, r2.xyzx
max r1.x, r1.x, l(0.000000)
mad r0.xyz, r0.xywx, r1.xxxx, r0.zzzz
mul r1.xyz, r0.xyzx, cb0[2].xyzx
ne r2.xy, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[15].xyxx
and r0.w, r2.y, r2.x
if_nz r0.w
  sample r2.xyzw, v7.xyxx, t7.xyzw, s2
  mul r0.w, r2.y, cb0[14].w
  max r0.w, r0.w, r2.x
  add r2.x, -r2.z, l(1.000000)
  mul_sat r0.w, r0.w, r2.x
  mad r0.xyz, r0.xyzx, cb0[2].xyzx, -cb0[14].xyzx
  mad r1.xyz, r0.wwww, r0.xyzx, cb0[14].xyzx
endif
mul o0.xyz, r1.wwww, r1.xyzx
mov o0.w, cb4[8].w
ret
// Approximately 0 instruction slots used