// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed e59b1e2c46dfd1eb-ps.txt
// 3DMigoto: e59b1e2c46dfd1eb |    Unity headers extracted from Hidden_Internal-PrePassLighting
//    Shader "Hidden/Internal-PrePassLighting" {
//      SubShader 1/1 {
//        Pass 2/2 {
//          Tags { "SHADOWSUPPORT"="true" }
//          ZWrite Off
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Hidden_Internal-PrePassLighting:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 95 3 0
//   undeciphered1a: 8
//   Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "LIGHTMAP_SHADOW_MIXING" }
//   undeciphered2: 1 5 4 5 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 272
//   Vector 64 [_LightPos]
//   Vector 80 [_LightColor]
//   Vector 96 [unity_LightmapFade]
//   Vector 240 [_ShadowMapTexture_TexelSize]
//   Vector 256 [_CameraNormalsTexture_ST]
//   Matrix 112 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 112 [_ZBufferParams]
//   ConstBuffer "UnityPerCameraRare" 352
//   Matrix 288 [unity_CameraToWorld]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   Matrix 128 [unity_WorldToShadow0]
//   Matrix 192 [unity_WorldToShadow1]
//   Matrix 256 [unity_WorldToShadow2]
//   Matrix 320 [unity_WorldToShadow3]
//   SetTexture 0 [_CameraDepthTexture] 2D 00
//   SetTexture 1 [_LightTexture0] 2D 20
//   SetTexture 2 [_LightTextureB0] 2D 10
//   SetTexture 3 [_CameraNormalsTexture] 2D 40
//   SetTexture 4 [_ShadowMapTexture] 2D 30
//   BindCB "$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 19:42:11 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[17], 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_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 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 e59b1e2c46dfd1eb-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.xy, v1.xyxx, v1.wwww
sample r1.xyzw, r0.xyxx, t0.xyzw, s0
mad r0.xy, r0.xyxx, cb0[16].xyxx, cb0[16].zwzz
sample r0.xyzw, r0.xyxx, t3.xyzw, s4
mad r1.x, cb1[7].x, r1.x, cb1[7].y
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
div r1.y, cb1[5].z, v2.z
mul r1.yzw, r1.yyyy, v2.xxyz
mul r2.xyz, r1.xxxx, r1.yzwy

// 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 e59b1e2c46dfd1eb-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 r1.yz, r3.xxyx, cb0[15].zzwz, l(0.000000, 0.500000, 0.500000, 0.000000)
round_ni r1.yz, r1.yyzy
mad r3.xy, r3.xyxx, cb0[15].zwzz, -r1.yzyy
add r4.xy, -r3.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
min r4.zw, r3.xxxy, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r4.xy, -r4.zwzz, r4.zwzz, r4.xyxx
mov r5.y, r4.x
max r6.xy, r3.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
add r7.xyzw, r3.xxyy, l(0.500000, 1.000000, 0.500000, 1.000000)
mad r4.xz, -r6.xxyx, r6.xxyx, r7.yywy
mul r6.xy, r7.xzxx, r7.xzxx
mov r5.z, r4.x
mad r3.xy, r6.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), -r3.xyxx
mov r5.x, r3.x
mov r4.x, r3.y
mov r5.w, r6.x
mov r4.w, r6.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 r3.xy, r5.ywyy, r6.zwzz
add r3.xy, r3.xyxx, l(-1.500000, 0.500000, 0.000000, 0.000000)
mul r5.xy, r3.xyxx, cb0[15].xxxx
add r7.xyzw, r4.yyww, r4.xxzz
div r3.xy, r4.ywyy, r7.ywyy
mul r4.xyzw, r6.xyzw, r7.xyzw
add r3.xy, r3.xyxx, l(-1.500000, 0.500000, 0.000000, 0.000000)
mul r5.zw, r3.xxxy, cb0[15].yyyy
mad r6.xyzw, r1.yzyz, cb0[15].xyxy, r5.xzyz
mad r5.xyzw, r1.yzyz, cb0[15].xyxy, r5.xwyw
sample_c_lz r1.y, r6.xyxx, t4.xxxx, s3, r3.z
sample_c_lz r1.z, r6.zwzz, t4.xxxx, s3, r3.z
mul r1.z, r1.z, r4.y
mad r1.y, r4.x, r1.y, r1.z
sample_c_lz r1.z, r5.xyxx, t4.xxxx, s3, r3.z
sample_c_lz r3.x, r5.zwzz, t4.xxxx, s3, r3.z
mad r1.y, r4.z, r1.z, r1.y
mad r1.y, r4.w, r3.x, r1.y
add r1.z, -cb3[24].x, l(1.000000)
mad r1.y, r1.y, r1.z, cb3[24].x
add r3.xyz, r2.xywx, -cb3[25].xyzx
dp3 r1.z, r3.xyzx, r3.xyzx
sqrt r1.z, r1.z
mad r1.x, -r1.w, r1.x, r1.z
mad r1.x, cb3[25].w, r1.x, r2.z
mad_sat r1.z, r1.x, cb3[24].z, cb3[24].w
mad r1.x, r1.x, cb0[6].z, cb0[6].w
add_sat r1.x, -r1.x, l(1.000000)
add_sat r1.y, r1.z, r1.y
mul r3.xyz, r2.yyyy, cb0[8].xywx
mad r3.xyz, cb0[7].xywx, r2.xxxx, r3.xyzx
mad r3.xyz, cb0[9].xywx, r2.wwww, r3.xyzx
add r3.xyz, r3.xyzx, cb0[10].xywx
div r1.zw, r3.xxxy, r3.zzzz
lt r2.z, r3.z, l(0.000000)
and r2.z, r2.z, l(0x3f800000)
sample_b r3.xyzw, r1.zwzz, t1.xyzw, s2, l(-8.000000)
mul r1.z, r2.z, r3.w
add r3.xyz, -r2.xywx, cb0[4].xyzx
add r2.xyz, r2.xywx, -r9.xyzx
dp3 r1.w, r3.xyzx, r3.xyzx
mul r2.w, r1.w, cb0[4].w
rsq r1.w, r1.w
mul r3.xyz, r1.wwww, r3.xyzx
sample r4.xyzw, r2.wwww, t2.xyzw, s1
mul r1.z, r1.z, r4.x
mul r1.y, r1.y, r1.z
mov_sat r1.z, r1.y
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mad r2.xyz, -r2.xyzx, r1.wwww, r3.xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
mad r0.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r0.w, r0.w, l(128.000000)
dp3 r1.w, r0.xyzx, r0.xyzx
rsq r1.w, r1.w
mul r0.xyz, r0.xyzx, r1.wwww
dp3 r1.w, r2.xyzx, r0.xyzx
dp3 r0.x, r3.xyzx, r0.xyzx
max r0.x, r0.x, l(0.000000)
mul r0.x, r1.y, r0.x
mul r2.xyz, r0.xxxx, cb0[5].xyzx
max r0.x, r1.w, l(0.000000)
log r0.x, r0.x
mul r0.x, r0.x, r0.w
exp r0.x, r0.x
mul r0.x, r1.z, r0.x
dp3 r0.y, cb0[5].xyzx, l(0.220000, 0.707000, 0.071000, 0.000000)
mul r2.w, r0.y, r0.x
mul o0.xyzw, r1.xxxx, r2.xyzw
ret
// Approximately 0 instruction slots used