// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed e67e1f0feb1d651b-ps.txt
// 3DMigoto: e67e1f0feb1d651b |    Unity headers extracted from 2DxFX_AL_WoodFX
//    Shader "2DxFX/AL/WoodFX" {
//      Fallback "Sprites/Default"
//      SubShader 1/1 {
//        Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//        Pass 2/7 {
//          Name "FORWARD"
//          Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "LIGHTMODE"="FORWARDADD" "PreviewType"="Plane" "RenderType"="TransparentCutout" "SHADOWSUPPORT"="true" }
//          ZWrite Off
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from 2DxFX_AL_WoodFX:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 90 7 2
//   undeciphered1a: 4
//   Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
//   undeciphered2: 1 5 6 5 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 160
//   Vector 32 [_LightColor0]
//   Float 128 [_Distortion]
//   Float 132 [_Deep]
//   Float 136 [_Alpha]
//   Matrix 64 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_MainTex] 2D 40
//   SetTexture 1 [_ShadowMapTexture] 2D 20
//   SetTexture 2 [_LightTexture0] 2D 30
//   SetTexture 3 [unity_ShadowMask] 2D 00
//   SetTexture 4 [unity_ProbeVolumeSH] 3D 10
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityShadows" 3
//   BindCB "UnityPerFrame" 4
//   BindCB "UnityProbeVolume" 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 19:42:48 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float      w
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 5   xyzw        5     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[9], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[47], immediateIndexed
dcl_constantbuffer cb3[26], immediateIndexed
dcl_constantbuffer cb4[12], immediateIndexed
dcl_constantbuffer cb5[7], 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_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_texture3d (float,float,float,float) t4
dcl_input_ps_siv linear noperspective v0.w, position
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_output o0.xyzw
dcl_temps 6
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r4.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 e67e1f0feb1d651b-ps.txt

mul r4.w, -r4.x, r4.y
mad r5.xyz, -r4.wwww, cb10[0].xyzw, cb1[4].xyzw

mul r0.x, cb0[8].x, l(64.000000)
sincos r0.x, null, r0.x
mul r0.x, r0.x, l(0.00195312500)
mov r0.y, l(0)
add r0.xy, r0.xyxx, v1.xyxx
sample r0.xyzw, r0.xyxx, t0.xyzw, s4
mul r1.xyz, r0.xyzx, v4.xyzx
dp3 r1.w, r1.xyzx, l(0.220000, 0.170000, 0.571000, 0.000000)
mad r1.w, r1.w, l(0.700000), l(0.150000)
lt r2.x, l(0.600000), r1.w
movc r1.w, r2.x, l(0.600000), r1.w
lt r2.x, r1.w, l(0.300000)
movc r1.w, r2.x, l(0.300000), r1.w
mad r2.xyz, v1.xyyx, l(20.000000, 20.000000, 50.000000, 0.000000), l(46.099998, 46.099998, 46.099998, 0.000000)
mad r2.w, -v1.x, l(20.000000), l(46.099998)
sincos r2.xyzw, null, r2.xyzw
add r2.x, r2.w, r2.x
add r2.x, r2.y, r2.x
add r2.x, r2.z, r2.x
add r2.x, r2.x, l(5.000000)
mul r2.y, r2.x, l(0.200000)
round_ni r2.y, r2.y
mad r2.x, r2.x, l(0.200000), -r2.y
sample r3.xyzw, v1.xyxx, t0.xyzw, s4
dp3 r2.y, r3.xyzx, l(11.200000, 8.400000, 4.200000, 0.000000)
mad r2.x, r2.x, cb0[8].y, r2.y
mul r2.y, r2.x, cb0[8].y
round_ni r2.y, r2.y
mad r2.x, r2.x, cb0[8].y, -r2.y
mad_sat r2.y, r2.x, l(6.000000), l(-2.000000)
mad_sat r2.x, -r2.x, l(6.000000), l(2.000000)
add r2.x, r2.x, r2.y
add r2.yz, v1.xxyx, l(0.000000, -0.050000, 0.020000, 0.000000)
mad r3.xyz, r2.yzzy, l(20.000000, 20.000000, 50.000000, 0.000000), l(46.099998, 46.099998, 46.099998, 0.000000)
sincos r3.xyz, null, r3.xyzx
mad r2.w, -r2.y, l(20.000000), l(46.099998)
sincos r2.w, null, r2.w
add r2.w, r2.w, r3.x
add r2.w, r3.y, r2.w
add r2.w, r3.z, r2.w
add r2.w, r2.w, l(5.000000)
mul r3.x, r2.w, l(0.200000)
round_ni r3.x, r3.x
mad r2.w, r2.w, l(0.200000), -r3.x
sample r3.xyzw, r2.yzyy, t0.xyzw, s4
dp3 r2.y, r3.xyzx, l(11.200000, 8.400000, 4.200000, 0.000000)
mad r2.y, r2.w, cb0[8].y, r2.y
mul r2.z, r2.y, cb0[8].y
round_ni r2.z, r2.z
mad r2.y, r2.y, cb0[8].y, -r2.z
mad_sat r2.z, r2.y, l(6.000000), l(-2.000000)
mad_sat r2.y, -r2.y, l(6.000000), l(2.000000)
add r2.y, r2.y, r2.z
mad r2.x, -r2.y, l(0.500000), r2.x
add r2.x, -r2.x, l(1.000000)
mad r1.w, -r2.x, l(0.125000), r1.w
add r2.xyz, r1.wwww, l(0.250000, 0.000000, -0.150000, 0.000000)
mad r0.xyz, -r0.xyzx, v4.xyzx, r2.xyzx
mad r0.xyz, cb0[8].xxxx, r0.xyzx, r1.xyzx
mad r0.w, r0.w, v4.w, -cb0[8].z
mul r0.xyz, r0.wwww, r0.xyzx
add r1.x, r0.w, l(-0.050000)
lt r1.x, r1.x, l(0.000000)
discard_nz r1.x
mul r1.xy, v3.yyyy, cb0[5].xyxx
mad r1.xy, cb0[4].xyxx, v3.xxxx, r1.xyxx
mad r1.xy, cb0[6].xyxx, v3.zzzz, r1.xyxx
add r1.xy, r1.xyxx, cb0[7].xyxx
add r2.xyz, -v3.xyzx, r5.xyzx
mov r3.x, cb4[9].z
mov r3.y, cb4[10].z
mov r3.z, cb4[11].z
dp3 r1.z, r2.xyzx, r3.xyzx
add r2.xyz, v3.xyzx, -cb3[25].xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
sqrt r1.w, r1.w
add r1.w, -r1.z, r1.w
mad r1.z, cb3[25].w, r1.w, r1.z
mad_sat r1.z, r1.z, cb3[24].z, cb3[24].w
eq r1.w, cb5[0].x, l(1.000000)
if_nz r1.w
  eq r1.w, cb5[0].y, l(1.000000)
  mul r2.xyz, v3.yyyy, cb5[2].xyzx
  mad r2.xyz, cb5[1].xyzx, v3.xxxx, r2.xyzx
  mad r2.xyz, cb5[3].xyzx, v3.zzzz, r2.xyzx
  add r2.xyz, r2.xyzx, cb5[4].xyzx
  movc r2.xyz, r1.wwww, r2.xyzx, v3.xyzx
  add r2.xyz, r2.xyzx, -cb5[6].xyzx
  mul r2.yzw, r2.xxyz, cb5[5].xxyz
  mad r1.w, r2.y, l(0.250000), l(0.750000)
  mad r2.y, cb5[0].z, l(0.500000), l(0.750000)
  max r2.x, r1.w, r2.y
  sample r2.xyzw, r2.xzwx, t4.xyzw, s1
else
  sample r2.xyzw, v5.xyxx, t3.xyzw, s0
endif
dp4_sat r1.w, r2.xyzw, cb2[46].xyzw
div r2.xy, v5.zwzz, v0.wwww
sample r2.xyzw, r2.xyxx, t1.xyzw, s2
add r1.w, r1.w, -r2.x
mad r1.z, r1.z, r1.w, r2.x
sample r2.xyzw, r1.xyxx, t2.xyzw, s3
mul r1.x, r1.z, r2.w
mul r1.xyz, r1.xxxx, cb0[2].xyzx
dp3 r1.w, v2.xyzx, cb2[0].xyzx
max r1.w, r1.w, l(0.000000)
mul r0.xyz, r0.xyzx, r1.xyzx
mul o0.xyz, r1.wwww, r0.xyzx
mov o0.w, r0.w
ret
// Approximately 0 instruction slots used