// asmtool.py -I ../.. --fix-unity-lighting-ps=TEXCOORD4 --only-autofixed 44904e567e587cab-ps.txt
// 3DMigoto: 44904e567e587cab |    Unity headers extracted from Internal-PrePassCollectShadows.shader
//    Shader "Hidden/Internal-PrePassCollectShadows" {
//      Properties {
//       _ShadowMapTexture ("", any) = "" { }
//      }
//      Fallback Off
//      SubShader 1/2 {
//        Pass 1/1 {
//          ZTest Always
//          ZWrite Off
//          Cull Off
//          GpuProgramID 23332
//          Program "fp" {
//            SubProgram "d3d11_9x " {
//              GpuProgramIndex 53
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Internal-PrePassCollectShadows.shader.decompressed:
//   API d3d11_9x
//   Shader model ps_4_0_level_9_1
//   undeciphered1: 201509030 21 1 0
//   Keywords { "SHADOWS_NATIVE" "SHADOWS_SINGLE_CASCADE" }
//   undeciphered2: 1 16 3 16 0
//   undeciphered3: 0 0
//   ConstBuffer "UnityPerCamera" 144
//   Vector 112 [_ZBufferParams]
//   Vector 128 [unity_OrthoParams]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Matrix 128 [unity_World2Shadow0]
//   Matrix 192 [unity_World2Shadow1]
//   Matrix 256 [unity_World2Shadow2]
//   Matrix 320 [unity_World2Shadow3]
//   ConstBuffer "UnityPerCamera2" 64
//   Matrix 0 [_CameraToWorld]
//   SetTexture 0 [_CameraDepthTexture] 2D 0
//   SetTexture 15 [_ShadowMapTexture] 2D 15
//   BindCB "UnityPerCamera" 0
//   BindCB "UnityShadows" 1
//   BindCB "UnityPerCamera2" 2
//
// 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 23:43:42 2018
//
//
// Note: shader requires additional functionality:
//       Comparison filtering for feature level 9
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 1   xyz         1     NONE   float   xyz
// TEXCOORD                 2   xyz         2     NONE   float   xyz
// TEXCOORD                 3   xyz         3     NONE   float   xyz
// TEXCOORD                 4      w        3     NONE   float      w
// SV_POSITION              0   xyzw        4      POS   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
//
// Constant buffer to DX9 shader constant mappings:
//
// Target Reg Buffer  Start Reg # of Regs        Data Conversion
// ---------- ------- --------- --------- ----------------------
// c0         cb0             7         2  ( FLT, FLT, FLT, FLT)
// c2         cb1             8         4  ( FLT, FLT, FLT, FLT)
// c6         cb1            24         1  ( FLT, FLT, FLT, FLT)
// c7         cb2             0         4  ( FLT, FLT, FLT, FLT)
//
//
// Sampler/Resource to DX9 shader sampler mappings:
//
// Target Sampler Source Sampler  Source Resource
// -------------- --------------- ----------------
// s0             s15             t15
// s1             s0              t0
//
//
// Level9 shader bytecode:
//
    ps_2_0
    def c11, 1, 0, 0, 0
    dcl t0.xyz
    dcl t1.xyz
    dcl t2.xyz
    dcl t3.xyz
    dcl_2d s0
    dcl_2d s1
    texld r0, t0, s1
    mad r0.y, c0.x, r0.x, c0.y
    rcp r0.y, r0.y
    lrp r1.w, c1.w, r0.x, r0.y
    mov r1.xyz, t2
    add r0.yzw, -r1.wzyx, t3.wzyx
    mad r0.xyz, r0.x, r0.wzyx, t2
    mad r0.xyz, t1, -r1.w, r0
    mul r1.xyz, r1.w, t1
    mad r0.xyz, c1.w, r0, r1
    mul r1, r0.y, c8
    mad r1, c7, r0.x, r1
    mad r1, c9, r0.z, r1
    mad_sat r0.x, r0.z, c6.z, c6.w
    add r1, r1, c10
    mul r0.yzw, r1.y, c3.wzyx
    mad r0.yzw, c2.wzyx, r1.x, r0
    mad r0.yzw, c4.wzyx, r1.z, r0
    mad r1.xyz, c5, r1.w, r0.wzyx
    texld_pp r1, r1, s0
    mov r2.w, c6.x
    add_pp r0.y, -r2.w, c11.x
    mad_pp r0.y, r1.x, r0.y, c6.x
    add_pp r0, r0.x, r0.y
    mov_pp oC0, r0

// approximately 25 instruction slots used (2 texture, 23 arithmetic)
ps_4_0
dcl_constantbuffer cb0[9], immediateIndexed
dcl_constantbuffer cb1[25], immediateIndexed
dcl_constantbuffer cb2[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s15, mode_comparison
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t15
dcl_input_ps linear v0.xy
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_output o0.xyzw
dcl_temps 5

// New input from vertex shader with unity_CameraInvProjection[0].x:
dcl_input_ps linear v3.w
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r2.xyzw, l(0, 0, 0, 0), t125.xyzw

sample r0.xyzw, v0.xyxx, t0.xyzw, s0
mad r0.y, cb0[7].x, r0.x, cb0[7].y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
add r0.z, -r0.y, r0.x
mad r0.y, cb0[8].w, r0.z, r0.y
add r1.xyz, -v2.xyzx, v3.xyzx
mad r0.xzw, r0.xxxx, r1.xxyz, v2.xxyz
mad r0.xzw, -v1.xxyz, r0.yyyy, r0.xxzw
mul r1.xyz, r0.yyyy, v1.xyzx
mad r0.xyz, cb0[8].wwww, r0.xzwx, r1.xyzx

// copy depth from r0.z to r3.x:
mov r3.x, r0.z


// Unity light/shadow fix (pixel shader stage) inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --fix-unity-lighting-ps=TEXCOORD4 --only-autofixed 44904e567e587cab-ps.txt

add r4.x, r3.x, -r2.y
mul r4.x, r2.x, r4.x
ne r2.w, l(0.0, 0.0, 0.0, 0.0), v3.w
if_nz r2.w
  mad r0.x, -r4.x, v3.w, r0.x
endif

mul r1.xyzw, r0.yyyy, cb2[1].xyzw
mad r1.xyzw, cb2[0].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb2[2].xyzw, r0.zzzz, r1.xyzw
mad_sat r0.x, r0.z, cb1[24].z, cb1[24].w
add r1.xyzw, r1.xyzw, cb2[3].xyzw

if_z r2.w
  mad r1.xyz, -r4.xxxx, cb10[0].xyzx, r1.xyzw
endif

mul r0.yzw, r1.yyyy, cb1[9].xxyz
mad r0.yzw, cb1[8].xxyz, r1.xxxx, r0.yyzw
mad r0.yzw, cb1[10].xxyz, r1.zzzz, r0.yyzw
mad r0.yzw, cb1[11].xxyz, r1.wwww, r0.yyzw
sample_c_lz r0.y, r0.yzyy, t15.xxxx, s15, r0.w
add r0.z, -cb1[24].x, l(1.000000)
mad r0.y, r0.y, r0.z, cb1[24].x
add o0.xyzw, r0.xxxx, r0.yyyy
ret
// Approximately 0 instruction slots used