// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 2e2dedfb13a8075f-ps.txt
// 3DMigoto: 2e2dedfb13a8075f | Matched 2 variants of 2 shaders: Hidden/UberShader/A8DA3A776D876B0E6D75F7681D9E32EE, Hidden/UberShader/EE8ABE39B7BBB2A6C6BDCC55AEC204CC
//
// 2:    Unity headers extracted from A8DA3A776D876B0E6D75F7681D9E32EE.shader
// 1:    Unity headers extracted from EE8ABE39B7BBB2A6C6BDCC55AEC204CC.shader
// 2:    Shader "Hidden/UberShader/A8DA3A776D876B0E6D75F7681D9E32EE" {
// 1:    Shader "Hidden/UberShader/EE8ABE39B7BBB2A6C6BDCC55AEC204CC" {
//         Properties {
//          _UberShaderColorMask ("Uber color mask", Float) = 15
//          _UberShaderBlendModeDst ("Uber shader blend  mode dst", Float) = 10
//          _AdditiveLayerDistortColor ("Additive Layer Distort Color", Color) = (1,1,1,1)
//          _AdditiveLayerDistortDistortTexture ("Additive Layer Distort Distort Texture", 2D) = "white" { }
//          _AdditiveLayerDistortDistortTexture_US_ST ("Additive Layer Distort Distort Texture_US_ST", Vector) = (0,0,0,0)
//          _AdditiveLayerDistortMaskTexture ("Additive Layer Distort Mask Texture", 2D) = "white" { }
//          _AdditiveLayerDistortMaskTexture_US_ST ("Additive Layer Distort Mask Texture_US_ST", Vector) = (0,0,0,0)
//          _AdditiveLayerDistortStrength ("Additive Layer Distort Strength", Vector) = (0,0,0,0)
//          _AdditiveLayerDistortTexture ("Additive Layer Distort Texture", 2D) = "white" { }
//          _AdditiveLayerDistortTexture_Parralax ("Additive Layer Distort Texture_Parralax", Vector) = (0,0,0,0)
//          _AdditiveLayerDistortTexture_US_ST ("Additive Layer Distort Texture_US_ST", Vector) = (0,0,0,0)
//          _Color ("Color", Color) = (1,1,1,1)
//          _DepthFlipScreen ("Depth Flip Screen", Vector) = (0,0,0,0)
//          _DistortionMaskTex ("Distortion Mask Tex", 2D) = "white" { }
//          _DistortionMaskTex_US_ST ("Distortion Mask Tex_US_ST", Vector) = (0,0,0,0)
//          _DistortionSettings ("Distortion Settings", Vector) = (0,0,0,0)
//          _DistortionTex ("Distortion Tex", 2D) = "white" { }
//          _DistortionTex_US_ST ("Distortion Tex_US_ST", 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)
//          _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
//             Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
//             ColorMask [_UberShaderColorMask]
// 2:          GpuProgramID 21282
// 1:          GpuProgramID 35432
//             Program "fp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 3
//               }
//             }
//           }
//         }
//       }
//
// 2: Unity 5.3 headers extracted from A8DA3A776D876B0E6D75F7681D9E32EE.shader.decompressed:
// 1: Unity 5.3 headers extracted from EE8ABE39B7BBB2A6C6BDCC55AEC204CC.shader.decompressed:
//      API d3d11
//      Shader model ps_4_0
//      undeciphered1: 201509030 24 6 0
//      undeciphered2: 1 6 2 6 0
//      undeciphered3: 0 0
//      ConstBuffer "$Globals" 672
//      Vector 128 [_DepthFlipScreen]
//      Vector 336 [_MainTex_US_ATLAS]
//      Vector 352 [_MainTex_US_ATLAS_ST]
//      Vector 368 [_Color]
//      Vector 384 [_DistortionSettings]
//      Vector 528 [_AdditiveLayerDistortTexture_Parralax]
//      Vector 640 [_AdditiveLayerDistortColor]
//      Vector 656 [_AdditiveLayerDistortStrength]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      SetTexture 0 [_DistortionTex] 2D 1
//      SetTexture 1 [_DistortionMaskTex] 2D 2
//      SetTexture 2 [_MainTex] 2D 0
//      SetTexture 3 [_AdditiveLayerDistortDistortTexture] 2D 5
//      SetTexture 4 [_AdditiveLayerDistortTexture] 2D 3
//      SetTexture 5 [_AdditiveLayerDistortMaskTexture] 2D 4
//      BindCB "$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 23:43:04 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   xyzw
// TEXCOORD                 3   xyzw        4     NONE   float   xy
// COLOR                    0   xyzw        5     NONE   float   xyzw
// TEXCOORD                 4   xyzw        6     NONE   float   xyzw
// TEXCOORD                 5   xyzw        7     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[42], 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_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_texture2d (float,float,float,float) t5
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xy
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v6.xyzw
dcl_input_ps linear v7.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 2e2dedfb13a8075f-ps.txt

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

sample r0.xyzw, v4.xyxx, t3.xyzw, s5
mad r0.xy, r0.zwzz, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mad r0.xy, r0.xyxx, cb0[41].xyxx, v3.xyxx
add r0.zw, -cb0[33].zzzw, r4.xxxy
mad r0.xy, r0.zwzz, cb0[33].xxxx, r0.xyxx
sample r0.xyzw, r0.xyxx, t4.xyzw, s3
mul r0.xyz, r0.xyzx, cb0[40].xyzx
sample r1.xyzw, v3.zwzz, t5.xyzw, s4
mul r0.xyz, r0.xyzx, r1.wwww
mul r0.xyz, r0.xyzx, cb0[40].wwww
sample r1.xyzw, v2.xyxx, t0.xyzw, s1
mad r1.xy, r1.wzww, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r1.xy, r1.xyxx, cb0[24].yxyy
sample r2.xyzw, v2.zwzz, t1.xyzw, s2
mad_sat r1.xy, r1.xyxx, r2.wwww, v1.yxyy
add r1.xy, r1.xyxx, -cb0[22].yxyy
div_sat r1.xy, r1.xyxx, cb0[22].wzww
mul r1.zw, r1.xxxy, cb0[8].yyyy
add r0.w, -cb0[8].y, l(1.000000)
mad r1.xy, r1.yxyy, r0.wwww, r1.zwzz
mad r1.xy, r1.xyxx, cb0[21].zwzz, cb0[21].xyxx
sample r1.xyzw, r1.xyxx, t2.xyzw, s0
add r2.xyzw, cb0[23].xyzw, cb0[23].xyzw
mul r1.xyzw, r1.xyzw, r2.xyzw
mad r1.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), r1.xyzx
mul r0.xyzw, r1.xyzw, v5.xyzw
mad r1.xyz, -r1.xyzx, v5.xyzx, v7.xyzx
mad r0.xyz, v7.wwww, r1.xyzx, r0.xyzx
mov o0.w, r0.w
add r1.xyz, -r0.xyzx, v6.xyzx
mad o0.xyz, v6.wwww, r1.xyzx, r0.xyzx
ret
// Approximately 0 instruction slots used