// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed dfdc1d82d15e2e52-ps.txt
// 3DMigoto: dfdc1d82d15e2e52 |    Unity headers extracted from Hidden_Internal-DeferredShading
//    Shader "Hidden/Internal-DeferredShading" {
//      SubShader 1/1 {
//        Pass 1/2 {
//          Tags { "SHADOWSUPPORT"="true" }
//          ZWrite Off
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Hidden_Internal-DeferredShading:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 134 5 0
//   undeciphered1a: 8
//   Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "LIGHTMAP_SHADOW_MIXING" "UNITY_HDR_ON" }
//   undeciphered2: 1 7 4 7 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 288
//   Vector 64 [_LightPos]
//   Vector 80 [_LightColor]
//   Vector 240 [_ShadowMapTexture_TexelSize]
//   Matrix 112 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 112 [_ZBufferParams]
//   ConstBuffer "UnityPerCameraRare" 352
//   Matrix 288 [unity_CameraToWorld]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   Matrix 128 [unity_WorldToShadow0]
//   Matrix 192 [unity_WorldToShadow1]
//   Matrix 256 [unity_WorldToShadow2]
//   Matrix 320 [unity_WorldToShadow3]
//   SetTexture 0 [_CameraDepthTexture] 2D 00
//   SetTexture 1 [_LightTexture0] 2D 20
//   SetTexture 2 [_LightTextureB0] 2D 10
//   SetTexture 3 [_CameraGBufferTexture0] 2D 40
//   SetTexture 4 [_CameraGBufferTexture1] 2D 50
//   SetTexture 5 [_CameraGBufferTexture2] 2D 60
//   SetTexture 6 [_ShadowMapTexture] 2D 30
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityPerCameraRare" 2
//   BindCB "UnityShadows" 3
//
// 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 19:39:12 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[16], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[22], immediateIndexed
dcl_constantbuffer cb3[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_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 linear v1.xyw
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 13

// 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) r8.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 dfdc1d82d15e2e52-ps.txt

mul r8.w, -r8.x, r8.y
ne r10.x, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r10.x
  mul r8.w, r8.w, v2.w
  mad r9.xyz, -r8.wwww, cb2[18].xyzw, cb1[4].xyzw
else
  mad r9.xyz, -r8.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 r11.x:
mov r11.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 dfdc1d82d15e2e52-ps.txt

add r12.x, r11.x, -r8.y
mul r12.x, r8.x, r12.x
ne r8.w, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r8.w
  mad r2.x, -r12.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 r8.w
  mad r2.xyw, -r12.xxxx, cb10[0].xyxz, r2.xyzw
endif

mul r3.xyzw, r2.yyyy, cb3[9].xyzw
mad r3.xyzw, cb3[8].xyzw, r2.xxxx, r3.xyzw
mad r3.xyzw, cb3[10].xyzw, r2.wwww, r3.xyzw
add r3.xyzw, r3.xyzw, cb3[11].xyzw
div r3.xyz, r3.xyzx, r3.wwww
mad r0.xy, r3.xyxx, cb0[15].zwzz, l(0.500000, 0.500000, 0.000000, 0.000000)
round_ni r0.xy, r0.xyxx
mad r1.zw, r3.xxxy, cb0[15].zzzw, -r0.xxxy
add r3.xy, -r1.zwzz, l(1.000000, 1.000000, 0.000000, 0.000000)
min r4.xy, r1.zwzz, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r4.xy, -r4.xyxx, r4.xyxx, r3.xyxx
mov r5.y, r4.x
max r3.xy, r1.zwzz, l(0.000000, 0.000000, 0.000000, 0.000000)
add r6.xyzw, r1.zzww, l(0.500000, 1.000000, 0.500000, 1.000000)
mad r4.xz, -r3.xxyx, r3.xxyx, r6.yywy
mul r3.xy, r6.xzxx, r6.xzxx
mov r5.z, r4.x
mad r1.zw, r3.xxxy, l(0.000000, 0.000000, 0.500000, 0.500000), -r1.zzzw
mov r5.x, r1.z
mov r4.x, r1.w
mov r5.w, r3.x
mov r4.w, r3.y
mul r4.xyzw, r4.xyzw, l(0.444440, 0.444440, 0.444440, 0.222220)
mul r5.xyzw, r5.xyzw, l(0.444440, 0.444440, 0.444440, 0.222220)
add r6.xyzw, r5.ywyw, r5.xzxz
div r1.zw, r5.yyyw, r6.zzzw
add r1.zw, r1.zzzw, l(0.000000, 0.000000, -1.500000, 0.500000)
mul r5.xy, r1.zwzz, cb0[15].xxxx
add r7.xyzw, r4.yyww, r4.xxzz
div r1.zw, r4.yyyw, r7.yyyw
mul r4.xyzw, r6.xyzw, r7.xyzw
add r1.zw, r1.zzzw, l(0.000000, 0.000000, -1.500000, 0.500000)
mul r5.zw, r1.zzzw, cb0[15].yyyy
mad r6.xyzw, r0.xyxy, cb0[15].xyxy, r5.xzyz
mad r5.xyzw, r0.xyxy, cb0[15].xyxy, r5.xwyw
sample_c_lz r0.x, r6.xyxx, t6.xxxx, s3, r3.z
sample_c_lz r0.y, r6.zwzz, t6.xxxx, s3, r3.z
mul r0.y, r0.y, r4.y
mad r0.x, r4.x, r0.x, r0.y
sample_c_lz r0.y, r5.xyxx, t6.xxxx, s3, r3.z
sample_c_lz r1.z, r5.zwzz, t6.xxxx, s3, r3.z
mad r0.x, r4.z, r0.y, r0.x
mad r0.x, r4.w, r1.z, r0.x
add r0.y, -cb3[24].x, l(1.000000)
mad r0.x, r0.x, r0.y, cb3[24].x
add r3.xyz, r2.xywx, -cb3[25].xyzx
dp3 r0.y, r3.xyzx, r3.xyzx
sqrt r0.y, r0.y
mad r0.y, -r0.z, r0.w, r0.y
mad r0.y, cb3[25].w, r0.y, r2.z
mad_sat r0.y, r0.y, cb3[24].z, cb3[24].w
add_sat r0.x, r0.y, r0.x
mul r0.yzw, r2.yyyy, cb0[8].xxyw
mad r0.yzw, cb0[7].xxyw, r2.xxxx, r0.yyzw
mad r0.yzw, cb0[9].xxyw, r2.wwww, r0.yyzw
add r0.yzw, r0.yyzw, cb0[10].xxyw
div r0.yz, r0.yyzy, r0.wwww
lt r0.w, r0.w, l(0.000000)
and r0.w, r0.w, l(0x3f800000)
sample_b r3.xyzw, r0.yzyy, t1.xyzw, s2, l(-8.000000)
mul r0.y, r0.w, r3.w
add r3.xyz, -r2.xywx, cb0[4].xyzx
add r2.xyz, r2.xywx, -r9.xyzx
dp3 r0.z, r3.xyzx, r3.xyzx
mul r0.w, r0.z, cb0[4].w
rsq r0.z, r0.z
sample r4.xyzw, r0.wwww, t2.xyzw, s1
mul r0.y, r0.y, r4.x
mul r0.x, r0.x, r0.y
mul r0.xyw, r0.xxxx, cb0[5].xyxz
dp3 r1.z, r2.xyzx, r2.xyzx
rsq r1.z, r1.z
mul r2.xyz, r1.zzzz, r2.xyzx
mad r4.xyz, r3.xyzx, r0.zzzz, -r2.xyzx
mul r3.xyz, r0.zzzz, r3.xyzx
dp3 r0.z, r4.xyzx, r4.xyzx
max r0.z, r0.z, l(0.001000)
rsq r0.z, r0.z
mul r4.xyz, r0.zzzz, r4.xyzx
sample r5.xyzw, r1.xyxx, t5.xyzw, s6
mad r5.xyz, r5.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.z, r5.xyzx, r5.xyzx
rsq r0.z, r0.z
mul r5.xyz, r0.zzzz, r5.xyzx
dp3_sat r0.z, r5.xyzx, r4.xyzx
dp3_sat r1.z, r3.xyzx, r4.xyzx
dp3_sat r1.w, r5.xyzx, r3.xyzx
dp3 r2.x, r5.xyzx, -r2.xyzx
sample r3.xyzw, r1.xyxx, t4.xyzw, s5
sample r4.xyzw, r1.xyxx, t3.xyzw, s4
add r5.xyzw, -r3.wxyz, l(1.000000, 1.000000, 1.000000, 1.000000)
mul r1.x, r5.x, r5.x
max r1.x, r1.x, l(0.002000)
mul r1.y, r1.x, r1.x
mad r2.y, r0.z, r1.y, -r0.z
mad r0.z, r2.y, r0.z, l(1.000000)
mad r0.z, r0.z, r0.z, l(1.000000012E-007)
mul r1.y, r1.y, l(0.318309873)
div r0.z, r1.y, r0.z
add r1.y, -r1.x, l(1.000000)
mad r2.y, |r2.x|, r1.y, r1.x
mad r1.x, r1.w, r1.y, r1.x
mul r1.x, r1.x, |r2.x|
add r1.y, -|r2.x|, l(1.000000)
mad r1.x, r1.w, r2.y, r1.x
add r1.x, r1.x, l(0.000010)
div r1.x, l(0.500000), r1.x
mul r0.z, r0.z, r1.x
mul r0.z, r0.z, l(3.14159274)
max r0.z, r0.z, l(0.000100)
sqrt r0.z, r0.z
mul r0.z, r1.w, r0.z
dp3 r1.x, r3.xyzx, r3.xyzx
ne r1.x, r1.x, l(0.000000)
and r1.x, r1.x, l(0x3f800000)
mul r0.z, r0.z, r1.x
mul r2.xyz, r0.xywx, r0.zzzz
add r0.z, -r1.z, l(1.000000)
mul r1.x, r1.z, r1.z
dp2 r1.x, r1.xxxx, r5.xxxx
add r1.x, r1.x, l(-0.500000)
mul r1.z, r0.z, r0.z
mul r1.z, r1.z, r1.z
mul r0.z, r0.z, r1.z
mad r3.xyz, r5.yzwy, r0.zzzz, r3.xyzx
mul r2.xyz, r2.xyzx, r3.xyzx
mul r0.z, r1.y, r1.y
mul r0.z, r0.z, r0.z
mul r0.z, r1.y, r0.z
mad r0.z, r1.x, r0.z, l(1.000000)
add r1.y, -r1.w, l(1.000000)
mul r1.z, r1.y, r1.y
mul r1.z, r1.z, r1.z
mul r1.y, r1.y, r1.z
mad r1.x, r1.x, r1.y, l(1.000000)
mul r0.z, r0.z, r1.x
mul r0.z, r1.w, r0.z
mul r0.xyz, r0.zzzz, r0.xywx
mad o0.xyz, r4.xyzx, r0.xyzx, r2.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used