// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 31c51b832b35e871-ps.txt
// 3DMigoto: 31c51b832b35e871 | Matched 4 variants of 4 shaders: Hidden/UberShader/51E6B633BFBBC6D24106BF5A8B270D3E, Hidden/UberShader/580F567A5B885A36CF8457B76FBEEE7E, Hidden/UberShader/9C4EB914E1F17C91D8A8A493A8AE4D5A, Hidden/UberShader/ED647E86760CE5197FB4CCD8D76A1C20
//
// 2:    Unity headers extracted from 51E6B633BFBBC6D24106BF5A8B270D3E.shader
// 4:    Unity headers extracted from 580F567A5B885A36CF8457B76FBEEE7E.shader
// 8:    Unity headers extracted from 9C4EB914E1F17C91D8A8A493A8AE4D5A.shader
// 1:    Unity headers extracted from ED647E86760CE5197FB4CCD8D76A1C20.shader
// 2:    Shader "Hidden/UberShader/51E6B633BFBBC6D24106BF5A8B270D3E" {
// 4:    Shader "Hidden/UberShader/580F567A5B885A36CF8457B76FBEEE7E" {
// 8:    Shader "Hidden/UberShader/9C4EB914E1F17C91D8A8A493A8AE4D5A" {
// 1:    Shader "Hidden/UberShader/ED647E86760CE5197FB4CCD8D76A1C20" {
//         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)
//          _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)
// 7:       _MaskStrength ("Mask Strength", Float) = 0
// 8:       _MaskStrengthExtra ("Mask Strength Extra", Float) = 0
// 7:       _MaskTexture ("Mask Texture", 2D) = "white" { }
// 8:       _MaskTextureExtra ("Mask Texture Extra", 2D) = "white" { }
// 8:       _MaskTextureExtra_US_ST ("Mask Texture Extra_US_ST", Vector) = (0,0,0,0)
// 7:       _MaskTexture_US_ST ("Mask Texture_US_ST", Vector) = (0,0,0,0)
// b:       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
// 4:       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
// 4:       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
// b:       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
// 4:       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
// b:       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
// 4:       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
// b:       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
// 4:       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
// b:       _MultiplyLayerTexture_US_ST ("Multiply Layer 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
//             Blend SrcAlpha [_UberShaderBlendModeDst], One OneMinusSrcAlpha
//             ColorMask [_UberShaderColorMask]
// 1:          GpuProgramID 23166
// 2:          GpuProgramID 31555
// 8:          GpuProgramID 34997
// 4:          GpuProgramID 38842
//             Program "fp" {
//               SubProgram "d3d11 " {
//                 GpuProgramIndex 3
//               }
//             }
//           }
//         }
//       }
//
// 2: Unity 5.3 headers extracted from 51E6B633BFBBC6D24106BF5A8B270D3E.shader.decompressed:
// 4: Unity 5.3 headers extracted from 580F567A5B885A36CF8457B76FBEEE7E.shader.decompressed:
// 8: Unity 5.3 headers extracted from 9C4EB914E1F17C91D8A8A493A8AE4D5A.shader.decompressed:
// 1: Unity 5.3 headers extracted from ED647E86760CE5197FB4CCD8D76A1C20.shader.decompressed:
//      API d3d11
//      Shader model ps_4_0
//      undeciphered1: 201509030 31 7 0
//      undeciphered2: 1 7 2 7 0
//      undeciphered3: 0 0
//      ConstBuffer "$Globals" 736
//      Vector 128 [_DepthFlipScreen]
//      Vector 144 [_Screen]
//      Vector 160 [_ScreenMask]
//      Vector 336 [_MainTex_US_ATLAS]
//      Vector 352 [_MainTex_US_ATLAS_ST]
//      Vector 368 [_Color]
// 8:   Float 432 [_MaskStrengthExtra]
// 7:   Float 432 [_MaskStrength]
// b:   Vector 544 [_MultiplyLayerColor]
// 4:   Vector 544 [_MultiplyLayerExtraColor]
//      Vector 592 [_AdditiveLayerDistortTexture_Parralax]
//      Vector 704 [_AdditiveLayerDistortColor]
//      Vector 720 [_AdditiveLayerDistortStrength]
//      ConstBuffer "UnityPerCamera" 144
//      Vector 64 [_WorldSpaceCameraPos] 3
//      SetTexture 0 [_MainTex] 2D 0
// 8:   SetTexture 1 [_MaskTextureExtra] 2D 1
// 7:   SetTexture 1 [_MaskTexture] 2D 1
// 4:   SetTexture 2 [_MultiplyLayerExtraTexture] 2D 2
// b:   SetTexture 2 [_MultiplyLayerTexture] 2D 2
// 4:   SetTexture 3 [_MultiplyLayerExtraMaskTexture] 2D 3
// b:   SetTexture 3 [_MultiplyLayerMaskTexture] 2D 3
//      SetTexture 4 [_AdditiveLayerDistortDistortTexture] 2D 6
//      SetTexture 5 [_AdditiveLayerDistortTexture] 2D 4
//      SetTexture 6 [_AdditiveLayerDistortMaskTexture] 2D 5
//      BindCB "$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 23:43:11 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   xyzw
// TEXCOORD                 4   xyzw        5     NONE   float   xyzw
// TEXCOORD                 5   xyzw        6     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[46], 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_sampler s6, 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_resource_texture2d (float,float,float,float) t6
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v6.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 31c51b832b35e871-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
add r1.xyzw, cb0[23].xyzw, cb0[23].xyzw
mul r0.xyzw, r0.xyzw, r1.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
sample r2.xyzw, v3.xyxx, t3.xyzw, s3
mul r1.w, r2.w, cb0[34].w
mad r0.xyz, r1.wwww, r1.xyzx, r0.xyzx
sample r1.xyzw, v4.zwzz, t4.xyzw, s6
mad r1.xy, r1.zwzz, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mad r1.xy, r1.xyxx, cb0[45].xyxx, v3.zwzz
add r1.zw, -cb0[37].zzzw, r4.xxxy
mad r1.xy, r1.zwzz, cb0[37].xxxx, r1.xyxx
sample r1.xyzw, r1.xyxx, t5.xyzw, s4
mul r1.xyz, r1.xyzx, cb0[44].xyzx
sample r2.xyzw, v4.xyxx, t6.xyzw, s5
mul r1.xyz, r1.xyzx, r2.wwww
mul r1.xyz, r1.xyzx, cb0[44].wwww
mad r0.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), r0.xyzx
add r1.xyz, -r0.xyzx, v6.xyzx
mad r0.xyz, v6.wwww, r1.xyzx, r0.xyzx
add r1.xyz, -r0.xyzx, v5.xyzx
mad o0.xyz, v5.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