// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed f02fc72c76be0789-ps.txt
// 3DMigoto: f02fc72c76be0789 |    Unity headers extracted from 2DxFX_AL_Offset
//    Shader "2DxFX/AL/Offset" {
//      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_Offset:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 63 4 2
//   undeciphered1a: 6
//   Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
//   undeciphered2: 1 5 6 5 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 192
//   Vector 32 [_LightColor0]
//   Float 148 [_OffsetX]
//   Float 152 [_OffsetY]
//   Float 156 [_ZoomX]
//   Float 160 [_ZoomY]
//   Float 164 [_Alpha]
//   Matrix 64 [unity_WorldToLight]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 16 [_LightPositionRange]
//   Vector 32 [_LightProjectionParams]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_MainTex] 2D 40
//   SetTexture 1 [_LightTexture0] 2D 30
//   SetTexture 2 [unity_ShadowMask] 2D 00
//   SetTexture 3 [unity_ProbeVolumeSH] 3D 10
//   SetTexture 4 [_ShadowMapTexture] CUBE 20
//   BindCB "$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 19:47:51 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// 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   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[11], 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_comparison
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_texture3d (float,float,float,float) t3
dcl_resource_texturecube (float,float,float,float) t4
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.xy
dcl_output o0.xyzw
dcl_temps 8
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r6.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 f02fc72c76be0789-ps.txt

mul r6.w, -r6.x, r6.y
mad r7.xyz, -r6.wwww, cb10[0].xyzw, cb1[4].xyzw

add r0.xyz, -v3.xyzx, cb2[0].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
add r1.xy, v1.xyxx, cb0[9].yzyy
mul r2.x, r1.x, cb0[9].w
mul r2.y, r1.y, cb0[10].x
ge r1.xy, r2.xyxx, -r2.xyxx
frc r1.zw, |r2.xxxy|
movc r1.xy, r1.xyxx, r1.zwzz, -r1.zwzz
sample r1.xyzw, r1.xyxx, t0.xyzw, s4
mul r1.xyz, r1.xyzx, v4.xyzx
mad r0.w, r1.w, v4.w, -cb0[10].y
mul r1.xyz, r0.wwww, r1.xyzx
add r1.w, r0.w, l(-0.050000)
lt r1.w, r1.w, l(0.000000)
discard_nz r1.w
mul r2.xyz, v3.yyyy, cb0[5].xyzx
mad r2.xyz, cb0[4].xyzx, v3.xxxx, r2.xyzx
mad r2.xyz, cb0[6].xyzx, v3.zzzz, r2.xyzx
add r2.xyz, r2.xyzx, cb0[7].xyzx
add r3.xyz, -v3.xyzx, r7.xyzx
mov r4.x, cb4[9].z
mov r4.y, cb4[10].z
mov r4.z, cb4[11].z
dp3 r1.w, r3.xyzx, r4.xyzx
add r3.xyz, v3.xyzx, -cb3[25].xyzx
dp3 r2.w, r3.xyzx, r3.xyzx
sqrt r2.w, r2.w
add r2.w, -r1.w, r2.w
mad r1.w, cb3[25].w, r2.w, r1.w
mad_sat r1.w, r1.w, cb3[24].z, cb3[24].w
eq r2.w, cb5[0].x, l(1.000000)
if_nz r2.w
  eq r2.w, cb5[0].y, l(1.000000)
  mul r3.xyz, v3.yyyy, cb5[2].xyzx
  mad r3.xyz, cb5[1].xyzx, v3.xxxx, r3.xyzx
  mad r3.xyz, cb5[3].xyzx, v3.zzzz, r3.xyzx
  add r3.xyz, r3.xyzx, cb5[4].xyzx
  movc r3.xyz, r2.wwww, r3.xyzx, v3.xyzx
  add r3.xyz, r3.xyzx, -cb5[6].xyzx
  mul r3.yzw, r3.xxyz, cb5[5].xxyz
  mad r2.w, r3.y, l(0.250000), l(0.750000)
  mad r3.y, cb5[0].z, l(0.500000), l(0.750000)
  max r3.x, r2.w, r3.y
  sample r3.xyzw, r3.xzwx, t3.xyzw, s1
else
  sample r3.xyzw, v5.xyxx, t2.xyzw, s0
endif
dp4_sat r2.w, r3.xyzw, cb2[46].xyzw
add r3.xyz, v3.xyzx, -cb2[1].xyzx
max r3.w, |r3.y|, |r3.x|
max r3.w, |r3.z|, r3.w
add r3.w, r3.w, -cb2[2].z
max r3.w, r3.w, l(0.000010)
mul r3.w, r3.w, cb2[2].w
div r3.w, cb2[2].y, r3.w
add r3.w, r3.w, -cb2[2].x
add r3.w, -r3.w, l(1.000000)
add r4.xyz, r3.xyzx, l(0.00781250000, 0.00781250000, 0.00781250000, 0.000000)
sample_c_lz r4.x, r4.xyzx, t4.xxxx, s2, r3.w
add r5.xyz, r3.xyzx, l(-0.00781250000, -0.00781250000, 0.00781250000, 0.000000)
sample_c_lz r4.y, r5.xyzx, t4.xxxx, s2, r3.w
add r5.xyz, r3.xyzx, l(-0.00781250000, 0.00781250000, -0.00781250000, 0.000000)
sample_c_lz r4.z, r5.xyzx, t4.xxxx, s2, r3.w
add r3.xyz, r3.xyzx, l(0.00781250000, -0.00781250000, -0.00781250000, 0.000000)
sample_c_lz r4.w, r3.xyzx, t4.xxxx, s2, r3.w
dp4 r3.x, r4.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
add r3.y, -cb3[24].x, l(1.000000)
mad r3.x, r3.x, r3.y, cb3[24].x
add_sat r1.w, r1.w, r3.x
min r1.w, r2.w, r1.w
dp3 r2.x, r2.xyzx, r2.xyzx
sample r2.xyzw, r2.xxxx, t1.xyzw, s3
mul r1.w, r1.w, r2.x
mul r2.xyz, r1.wwww, cb0[2].xyzx
dp3 r0.x, v2.xyzx, r0.xyzx
max r0.x, r0.x, l(0.000000)
mul r1.xyz, r1.xyzx, r2.xyzx
mul o0.xyz, r0.xxxx, r1.xyzx
mov o0.w, r0.w
ret
// Approximately 0 instruction slots used