// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed dff6757ee8aa68c7-ps.txt
// 3DMigoto: dff6757ee8aa68c7 |    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 89 4 3
//   undeciphered1a: 10
//   Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "INSTANCING_ON" "CUTOUT_ON" "VERTEX_ANIMATION_ON" "VERTEX_ANIMATION_SIMPLE_ON" "VERTEX_INTERACTION_ON" }
//   undeciphered2: 1 5 6 5 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 2544
//   Vector 32 [_LightColor0]
//   Vector 128 [_ShadowMapTexture_TexelSize]
//   Matrix 256 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 96 [_ScreenParams]
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   Matrix 128 [unity_WorldToShadow0]
//   Matrix 192 [unity_WorldToShadow1]
//   Matrix 256 [unity_WorldToShadow2]
//   Matrix 320 [unity_WorldToShadow3]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "PFCommonBuffer" 240
//   Vector 48 [_TintColor]
//   Float 64 [_NdotLPower]
//   Float 156 [_AlphaScale]
//   Float 160 [_Cutout]
//   Float 224 [_GroundColorPower]
//   Float 228 [_StencilRef]
//   Float 232 [_ScreenSpaceDecalsGlobalFlag]
//   SetTexture 0 [_MainTex] 2D 10
//   SetTexture 1 [_ScreenSpaceDecalsTex] 2D 40
//   SetTexture 2 [_LightTexture0] 2D 20
//   SetTexture 3 [_LightTextureB0] 2D 30
//   SetTexture 4 [_ShadowMapTexture] 2D 00
//   BindCB "$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 19:39:15 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy
// 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                 7   xyzw        8     NONE   float
// COLOR                    0   xyzw        9     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[20], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_constantbuffer cb3[26], immediateIndexed
dcl_constantbuffer cb4[12], immediateIndexed
dcl_constantbuffer cb5[15], immediateIndexed
dcl_sampler s0, mode_comparison
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
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_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_input_ps_siv linear noperspective v0.xy, 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 v9.xyzw
dcl_output o0.xyzw
dcl_temps 12
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r10.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 dff6757ee8aa68c7-ps.txt

mul r10.w, -r10.x, r10.y
mad r11.xyz, -r10.wwww, cb10[0].xyzw, cb1[4].xyzw

sample r0.xyzw, v2.xyxx, t0.xyzw, s1
mov_sat r1.x, v9.w
log r1.x, r1.x
mul r1.x, r1.x, cb5[14].x
exp r1.x, r1.x
add r0.xyz, r0.xyzx, -v9.xyzx
mad r0.xyz, r1.xxxx, r0.xyzx, v9.xyzx
add r0.xyz, r0.xyzx, -cb5[3].xyzx
mad r0.xyz, cb5[3].wwww, r0.xyzx, cb5[3].xyzx
ne r1.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb5[14].z
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.yz, v0.xxyx, cb1[6].xxyx
  sample r2.xyzw, r1.yzyy, t1.xyzw, s4
  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
mul_sat r0.w, r0.w, cb5[9].w
add r1.x, r0.w, -cb5[10].x
lt r1.x, r1.x, l(0.000000)
discard_nz r1.x
mul r0.xyz, r0.xyzx, l(0.779083729, 0.779083729, 0.779083729, 0.000000)
dp3 r1.x, v6.xyzx, v6.xyzx
rsq r1.x, r1.x
mul r1.xyz, r1.xxxx, v6.xyzx
mov r2.x, v4.w
mov r2.y, v5.w
mov r2.z, v6.w
mad r3.xyz, cb2[0].wwww, -r2.xyzx, cb2[0].xyzx
dp3 r1.w, r3.xyzx, r3.xyzx
rsq r1.w, r1.w
mul r3.xyz, r1.wwww, r3.xyzx
mul r4.xyzw, v5.wwww, cb0[17].xyzw
mad r4.xyzw, cb0[16].xyzw, v4.wwww, r4.xyzw
mad r4.xyzw, cb0[18].xyzw, v6.wwww, r4.xyzw
add r4.xyzw, r4.xyzw, cb0[19].xyzw
add r5.xyz, -r2.xyzx, r11.xyzx
mov r6.x, cb4[9].z
mov r6.y, cb4[10].z
mov r6.z, cb4[11].z
dp3 r1.w, r5.xyzx, r6.xyzx
add r2.xyz, r2.xyzx, -cb3[25].xyzx
dp3 r2.x, r2.xyzx, r2.xyzx
sqrt r2.x, r2.x
add r2.x, -r1.w, r2.x
mad r1.w, cb3[25].w, r2.x, r1.w
mad_sat r1.w, r1.w, cb3[24].z, cb3[24].w
lt r2.x, r1.w, l(0.990000)
if_nz r2.x
  mul r2.xyzw, v5.wwww, cb3[9].xyzw
  mad r2.xyzw, cb3[8].xyzw, v4.wwww, r2.xyzw
  mad r2.xyzw, cb3[10].xyzw, v6.wwww, r2.xyzw
  add r2.xyzw, r2.xyzw, cb3[11].xyzw
  div r2.xyz, r2.xyzx, r2.wwww
  mad r5.xy, r2.xyxx, cb0[8].zwzz, l(0.500000, 0.500000, 0.000000, 0.000000)
  round_ni r5.xy, r5.xyxx
  mad r2.xy, r2.xyxx, cb0[8].zwzz, -r5.xyxx
  add r6.xyzw, r2.xxyy, l(0.500000, 1.000000, 0.500000, 1.000000)
  mul r7.xw, r6.xxxz, r6.xxxz
  mad r5.zw, r7.xxxw, l(0.000000, 0.000000, 0.500000, 0.500000), -r2.xxxy
  add r6.xz, -r2.xxyx, l(1.000000, 0.000000, 1.000000, 0.000000)
  min r8.xy, r2.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
  mad r6.xz, -r8.xxyx, r8.xxyx, r6.xxzx
  max r2.xy, r2.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
  mad r2.xy, -r2.xyxx, r2.xyxx, r6.ywyy
  mov r8.x, r5.z
  mov r8.y, r6.x
  mov r8.z, r2.x
  mov r8.w, r7.x
  mul r8.xyzw, r8.xyzw, l(0.444440, 0.444440, 0.444440, 0.222220)
  mov r7.x, r5.w
  mov r7.y, r6.z
  mov r7.z, r2.y
  mul r6.xyzw, r7.xyzw, l(0.444440, 0.444440, 0.444440, 0.222220)
  add r7.xyzw, r8.ywyw, r8.xzxz
  add r9.xyzw, r6.yyww, r6.xxzz
  div r2.xy, r8.ywyy, r7.zwzz
  add r2.xy, r2.xyxx, l(-1.500000, 0.500000, 0.000000, 0.000000)
  div r5.zw, r6.yyyw, r9.yyyw
  add r5.zw, r5.zzzw, l(0.000000, 0.000000, -1.500000, 0.500000)
  mul r6.xy, r2.xyxx, cb0[8].xxxx
  mul r6.zw, r5.zzzw, cb0[8].yyyy
  mul r7.xyzw, r7.xyzw, r9.xyzw
  mad r8.xyzw, r5.xyxy, cb0[8].xyxy, r6.xzyz
  sample_c_lz r2.x, r8.xyxx, t4.xxxx, s0, r2.z
  sample_c_lz r2.y, r8.zwzz, t4.xxxx, s0, r2.z
  mul r2.y, r2.y, r7.y
  mad r2.x, r7.x, r2.x, r2.y
  mad r5.xyzw, r5.xyxy, cb0[8].xyxy, r6.xwyw
  sample_c_lz r2.y, r5.xyxx, t4.xxxx, s0, r2.z
  mad r2.x, r7.z, r2.y, r2.x
  sample_c_lz r2.y, r5.zwzz, t4.xxxx, s0, r2.z
  mad r2.x, r7.w, r2.y, r2.x
  add r2.y, -cb3[24].x, l(1.000000)
  mad r2.x, r2.x, r2.y, cb3[24].x
else
  mov r2.x, l(1.000000)
endif
add r2.y, -r2.x, l(1.000000)
mad r1.w, r1.w, r2.y, r2.x
lt r2.x, l(0.000000), r4.z
and r2.x, r2.x, l(0x3f800000)
div r2.yz, r4.xxyx, r4.wwww
add r2.yz, r2.yyzy, l(0.000000, 0.500000, 0.500000, 0.000000)
sample r5.xyzw, r2.yzyy, t2.xyzw, s2
mul r2.x, r2.x, r5.w
dp3 r2.y, r4.xyzx, r4.xyzx
sample r4.xyzw, r2.yyyy, t3.xyzw, s3
mul r2.x, r2.x, r4.x
mul r1.w, r1.w, r2.x
dp3_sat r1.x, r1.xyzx, r3.xyzx
mul r1.yzw, r1.wwww, cb0[2].xxyz
log r1.x, r1.x
mul r1.x, r1.x, cb5[4].x
exp r1.x, r1.x
mul r1.xyz, r1.xxxx, r1.yzwy
mul o0.xyz, r0.xyzx, r1.xyzx
mov o0.w, r0.w
ret
// Approximately 0 instruction slots used