// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 1908b5fa234ddd42-ps.txt
// 3DMigoto: 1908b5fa234ddd42 | Matched 2 variants of 2 shaders: Hidden/UberShader/A04754A6466FF40420FC4FCF429691F4, Hidden/UberShader/A9F8DFABDE74FD43D6D207D7C750C407
//
// 1:    Unity headers extracted from A04754A6466FF40420FC4FCF429691F4.shader
// 2:    Unity headers extracted from A9F8DFABDE74FD43D6D207D7C750C407.shader
// 1:    Shader "Hidden/UberShader/A04754A6466FF40420FC4FCF429691F4" {
// 2:    Shader "Hidden/UberShader/A9F8DFABDE74FD43D6D207D7C750C407" {
//         Properties {
//          _UberShaderColorMask ("Uber color mask", Float) = 15
//          _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
//          _Color ("Color", Color) = (1,1,1,1)
//          _DepthFlipScreen ("Depth Flip Screen", Vector) = (0,0,0,0)
//          _MainTex ("Main Tex", 2D) = "white" { }
//          _MainTex_US_ATLAS ("Main Tex_US_ATLAS", Vector) = (0,0,1,1)
//          _MainTex_US_ATLAS_ST ("Main Tex_US_ATLAS_ST", Vector) = (0,0,1,1)
//          _MainTex_US_ST ("Main Tex_US_ST", Vector) = (0,0,0,0)
//          _MaskStrength ("Mask Strength", Float) = 0
//          _MaskTexture ("Mask Texture", 2D) = "white" { }
//          _MaskTexture_US_ST ("Mask Texture_US_ST", Vector) = (0,0,0,0)
//          _MultiplyLayerThirdColor ("Multiply Layer Third Color", Color) = (1,1,1,1)
//          _MultiplyLayerThirdMaskTexture ("Multiply Layer Third Mask Texture", 2D) = "white" { }
//          _MultiplyLayerThirdMaskTexture_Parralax ("Multiply Layer Third Mask Texture_Parralax", Vector) = (0,0,0,0)
//          _MultiplyLayerThirdMaskTexture_US_ST ("Multiply Layer Third Mask Texture_US_ST", Vector) = (0,0,0,0)
//          _MultiplyLayerThirdTexture ("Multiply Layer Third Texture", 2D) = "white" { }
//          _MultiplyLayerThirdTexture_US_ST ("Multiply Layer Third Texture_US_ST", Vector) = (0,0,0,0)
//          _Screen ("Screen", Vector) = (0,0,0,0)
//          _ScreenMask ("Screen Mask", Vector) = (0,0,0,0)
//         }
//         SubShader 1/1 {
//           Tags { "IGNOREPROJECTOR"="true" "RenderType"="TransparentCutout" "UberShaderShader"="true" }
//           Pass 1/1 {
//             Tags { "IGNOREPROJECTOR"="true" "RenderType"="TransparentCutout" "UberShaderShader"="true" }
//             ZTest Less
//             ZWrite Off
//             Cull Off
// 1:          Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
// 2:          Blend SrcAlpha [_UberShaderBlendModeDst], Zero OneMinusSrcAlpha
//             ColorMask [_UberShaderColorMask]
//             GpuProgramID 31528
//             Program "fp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 3
//               }
//             }
//           }
//         }
//       }
//
// 1: Unity 5.3 headers extracted from A04754A6466FF40420FC4FCF429691F4.shader.decompressed:
// 2: Unity 5.3 headers extracted from A9F8DFABDE74FD43D6D207D7C750C407.shader.decompressed:
//      API d3d11
//      Shader model ps_4_0
//      undeciphered1: 201509030 25 4 0
//      undeciphered2: 1 4 2 4 0
//      undeciphered3: 0 0
//      ConstBuffer "$Globals" 560
//      Vector 128 [_DepthFlipScreen]
//      Vector 144 [_Screen]
//      Vector 160 [_ScreenMask]
//      Vector 336 [_MainTex_US_ATLAS]
//      Vector 352 [_MainTex_US_ATLAS_ST]
//      Vector 368 [_Color]
//      Float 432 [_MaskStrength]
//      Vector 528 [_MultiplyLayerThirdMaskTexture_Parralax]
//      Vector 544 [_MultiplyLayerThirdColor]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      SetTexture 0 [_MainTex] 2D 0
//      SetTexture 1 [_MaskTexture] 2D 1
//      SetTexture 2 [_MultiplyLayerThirdTexture] 2D 2
//      SetTexture 3 [_MultiplyLayerThirdMaskTexture] 2D 3
//      BindCB "$Globals" 0
//      BindCB "UnityPerCamera" 1
//
// Headers extracted with DarkStarSword's extract_unity53_shaders.py
// https://github.com/DarkStarSword/3d-fixes

//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.2 on Mon Jul 23 23:42:25 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     NONE   float   xy
// TEXCOORD                 3   xyzw        4     NONE   float   xyzw
// TEXCOORD                 4   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[35], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, 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_input_ps linear v1.xy
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xy
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_output o0.xyzw
dcl_temps 5
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r3.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 1908b5fa234ddd42-ps.txt

mul r3.w, -r3.x, r3.y
mad r4.xyz, -r3.wwww, cb10[0].xyzw, cb1[4].xyzw

mov_sat r0.xy, v1.yxyy
add r0.xy, r0.xyxx, -cb0[22].yxyy
div_sat r0.xy, r0.xyxx, cb0[22].wzww
mul r0.zw, r0.xxxy, cb0[8].yyyy
add r1.x, -cb0[8].y, l(1.000000)
mad r0.xy, r0.yxyy, r1.xxxx, r0.zwzz
mad r0.xy, r0.xyxx, cb0[21].zwzz, cb0[21].xyxx
sample r0.xyzw, r0.xyxx, t0.xyzw, s0
dp4_sat r1.x, r0.xyzw, cb0[9].xyzw
mad r0.xyzw, r1.xxxx, cb0[10].xyzw, r0.xyzw
div r0.xyz, r0.xyzx, r0.wwww
mul r0.xyzw, r0.xyzw, cb0[23].xyzw
add r0.xyzw, r0.xyzw, r0.xyzw
sample r1.xyzw, v2.zwzz, t2.xyzw, s2
mul r1.xyz, r0.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, cb0[34].xyzx
mad r1.xyz, r1.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000), -r0.xyzx
add r2.xy, -cb0[33].zwzz, r4.xyxx
mad r2.xy, r2.xyxx, cb0[33].xxxx, v3.xyxx
sample r2.xyzw, r2.xyxx, t3.xyzw, s3
mul r1.w, r2.w, cb0[34].w
mad r0.xyz, r1.wwww, r1.xyzx, r0.xyzx
add r1.xyz, -r0.xyzx, v5.xyzx
mad r0.xyz, v5.wwww, r1.xyzx, r0.xyzx
add r1.xyz, -r0.xyzx, v4.xyzx
mad o0.xyz, v4.wwww, r1.xyzx, r0.xyzx
sample r1.xyzw, v2.xyxx, t1.xyzw, s1
add r0.x, r1.w, l(-1.000000)
mad r0.x, cb0[27].x, r0.x, l(1.000000)
mul o0.w, r0.x, r0.w
ret
// Approximately 0 instruction slots used