// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed ffc3cf71d8c4fc60-ps.txt
// 3DMigoto: ffc3cf71d8c4fc60 |    Unity headers extracted from 2DxFX_AL_PixelDie
//    Shader "2DxFX/AL/PixelDie" {
//      Fallback "Sprites/Default"
//      SubShader 1/1 {
//        Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "PreviewType"="Plane" "RenderType"="TransparentCutout" }
//        Pass 1/7 {
//          Name "FORWARD"
//          Tags { "CanUseSpriteAtlas"="true" "IGNOREPROJECTOR"="true" "LIGHTMODE"="FORWARDBASE" "PreviewType"="Plane" "RenderType"="TransparentCutout" "SHADOWSUPPORT"="true" }
//          ZWrite [_Z]
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from 2DxFX_AL_PixelDie:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201708220 72 8 2
//   undeciphered1a: 6
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "LIGHTPROBE_SH" }
//   undeciphered2: 1 6 6 6 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 128
//   Vector 0 [unity_Lightmap_HDR]
//   Vector 32 [_LightColor0]
//   Float 80 [_Alpha]
//   Float 84 [_Value1]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 768
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 624 [unity_SHAr]
//   Vector 640 [unity_SHAg]
//   Vector 656 [unity_SHAb]
//   Vector 672 [unity_SHBr]
//   Vector 688 [unity_SHBg]
//   Vector 704 [unity_SHBb]
//   Vector 720 [unity_SHC]
//   Vector 736 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 368
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_MainTex2] 2D 50
//   SetTexture 1 [_MainTex] 2D 40
//   SetTexture 2 [_ShadowMapTexture] 2D 30
//   SetTexture 3 [unity_Lightmap] 2D 00
//   SetTexture 4 [unity_ShadowMask] 2D 10
//   SetTexture 5 [unity_ProbeVolumeSH] 3D 20
//   BindCB "$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 19:56:00 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                 4   xyzw        5     NONE   float   xy
// TEXCOORD                 5   xyzw        6     NONE   float   xy w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[6], 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_sampler s5, 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_texture3d (float,float,float,float) t5
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_input_ps linear v6.xyw
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 ffc3cf71d8c4fc60-ps.txt

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

sample r0.xyzw, v1.xyxx, t0.xyzw, s5
mad r0.xy, cb0[5].yyyy, l(1.200000, 1.200000, 0.000000, 0.000000), -r0.xyxx
add_sat r0.xy, r0.xyxx, r0.xyxx
mad r0.zw, r0.xxxy, l(0.000000, 0.000000, -2.000000, -2.000000), l(0.000000, 0.000000, 3.000000, 3.000000)
mul r0.xy, r0.xyxx, r0.xyxx
mad r0.x, -r0.z, r0.x, l(1.000000)
mul r1.xy, r0.xxxx, v1.xyxx
sample r1.xyzw, r1.xyxx, t1.xyzw, s4
mul r1.xyzw, r1.xyzw, v4.xyzw
mul r0.z, r0.x, r1.w
mad r0.y, r0.w, r0.y, r1.z
mad r2.z, cb0[5].y, l(4.000000), r0.y
add r0.x, -r0.x, l(1.000000)
mad r2.xy, r0.xxxx, l(2.000000, 2.000000, 0.000000, 0.000000), r1.xyxx
add r0.x, -cb0[5].x, l(1.000000)
mul r0.y, r0.x, r0.z
mul r1.xyz, r0.yyyy, r2.xyzx
mad r0.x, r0.z, r0.x, l(-0.050000)
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
div r0.xz, v6.xxyx, v6.wwww
sample r2.xyzw, r0.xzxx, t2.xyzw, s3
sample r3.xyzw, v5.xyxx, t4.xyzw, s1
dp4_sat r0.x, r3.xyzw, cb2[46].xyzw
add r2.yzw, -v3.xxyz, r7.xxyz
mov r3.x, cb4[9].z
mov r3.y, cb4[10].z
mov r3.z, cb4[11].z
dp3 r0.z, r2.yzwy, r3.xyzx
add r2.yzw, v3.xxyz, -cb3[25].xxyz
dp3 r0.w, r2.yzwy, r2.yzwy
sqrt r0.w, r0.w
add r0.w, -r0.z, r0.w
mad r0.z, cb3[25].w, r0.w, r0.z
mad_sat r0.z, r0.z, cb3[24].z, cb3[24].w
add r0.x, -r2.x, r0.x
mad r0.x, r0.z, r0.x, r2.x
mul r0.xzw, r0.xxxx, cb0[2].xxyz
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
  mul r1.w, r2.y, l(0.250000)
  mul r2.y, cb5[0].z, l(0.500000)
  mad r3.x, -cb5[0].z, l(0.500000), l(0.250000)
  max r1.w, r1.w, r2.y
  min r2.x, r3.x, r1.w
  sample r3.xyzw, r2.xzwx, t5.xyzw, s2
  add r4.xyz, r2.xzwx, l(0.250000, 0.000000, 0.000000, 0.000000)
  sample r4.xyzw, r4.xyzx, t5.xyzw, s2
  add r2.xyz, r2.xzwx, l(0.500000, 0.000000, 0.000000, 0.000000)
  sample r2.xyzw, r2.xyzx, t5.xyzw, s2
  mov r5.xyz, v2.xyzx
  mov r5.w, l(1.000000)
  dp4 r3.x, r3.xyzw, r5.xyzw
  dp4 r3.y, r4.xyzw, r5.xyzw
  dp4 r3.z, r2.xyzw, r5.xyzw
else
  mov r2.xyz, v2.xyzx
  mov r2.w, l(1.000000)
  dp4 r3.x, cb2[39].xyzw, r2.xyzw
  dp4 r3.y, cb2[40].xyzw, r2.xyzw
  dp4 r3.z, cb2[41].xyzw, r2.xyzw
endif
mul r2.xyzw, v2.yzzx, v2.xyzz
dp4 r4.x, cb2[42].xyzw, r2.xyzw
dp4 r4.y, cb2[43].xyzw, r2.xyzw
dp4 r4.z, cb2[44].xyzw, r2.xyzw
mul r1.w, v2.y, v2.y
mad r1.w, v2.x, v2.x, -r1.w
mad r2.xyz, cb2[45].xyzx, r1.wwww, r4.xyzx
add r2.xyz, r2.xyzx, r3.xyzx
max r2.xyz, r2.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
log r2.xyz, r2.xyzx
mul r2.xyz, r2.xyzx, l(0.416666657, 0.416666657, 0.416666657, 0.000000)
exp r2.xyz, r2.xyzx
mad r2.xyz, r2.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000)
max r2.xyz, r2.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
sample r3.xyzw, v5.xyxx, t3.xyzw, s0
mul r1.w, r3.w, cb0[0].x
mad r2.xyz, r1.wwww, r3.xyzx, r2.xyzx
dp3 r1.w, v2.xyzx, cb2[0].xyzx
max r1.w, r1.w, l(0.000000)
mul r0.xzw, r0.xxzw, r1.xxyz
mul r1.xyz, r1.xyzx, r2.xyzx
mad o0.xyz, r0.xzwx, r1.wwww, r1.xyzx
mov o0.w, r0.y
ret
// Approximately 0 instruction slots used