// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed 8308f5c7d6da86ed-ps.txt
// 3DMigoto: 8308f5c7d6da86ed |    Unity headers extracted from Internal-DeferredShading.shader
//    Shader "Hidden/Internal-DeferredShading" {
//      Properties {
//       _LightTexture0 ("", any) = "" { }
//       _LightTextureB0 ("", 2D) = "" { }
//       _ShadowMapTexture ("", any) = "" { }
//       _SrcBlend ("", Float) = 1
//       _DstBlend ("", Float) = 1
//      }
//      Fallback Off
//      SubShader 1/1 {
//        Pass 1/2 {
//          Tags { "SHADOWSUPPORT"="true" }
//          ZWrite Off
//          Blend [_SrcBlend] [_DstBlend]
//          GpuProgramID 36028
//          Program "fp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 101
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Internal-DeferredShading.shader.decompressed:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201509030 96 9 0
//   Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_HDR_ON" }
//   undeciphered2: 1 6 5 6 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 272
//   Vector 48 [unity_ColorSpaceLuminance]
//   Vector 128 [_LightPos]
//   Vector 144 [_LightColor]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 112 [_ZBufferParams]
//   ConstBuffer "UnityLighting" 720
//   Vector 16 [_LightPositionRange]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   ConstBuffer "UnityPerCamera2" 64
//   Matrix 0 [_CameraToWorld]
//   SetTexture 0 [_CameraDepthTexture] 2D 0
//   SetTexture 1 [_LightTextureB0] 2D 1
//   SetTexture 2 [_ShadowMapTexture] CUBE 2
//   SetTexture 3 [_CameraGBufferTexture0] 2D 3
//   SetTexture 4 [_CameraGBufferTexture1] 2D 4
//   SetTexture 5 [_CameraGBufferTexture2] 2D 5
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityShadows" 3
//   BindCB "UnityPerCamera2" 4
//
// 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 23:45:25 2018
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy w
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 3      w        2     NONE   float      w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[10], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[2], immediateIndexed
dcl_constantbuffer cb3[25], immediateIndexed
dcl_constantbuffer cb4[4], 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_texturecube (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.xyw
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 14

// New input from vertex shader with unity_CameraInvProjection[0].x:
dcl_input_ps linear v2.w
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r9.xyzw, l(0, 0, 0, 0), t125.xyzw


// Unity reflection/specular fix inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed 8308f5c7d6da86ed-ps.txt

mul r9.w, -r9.x, r9.y
ne r11.x, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r11.x
  mul r9.w, r9.w, v2.w
  mad r10.xyz, -r9.wwww, cb4[0].xyzw, cb1[4].xyzw
else
  mad r10.xyz, -r9.wwww, cb10[0].xyzw, cb1[4].xyzw
endif

div r0.x, cb1[5].z, v2.z
mul r0.xyz, r0.xxxx, v2.xyzx
div r1.xy, v1.xyxx, v1.wwww
sample r2.xyzw, r1.xyxx, t0.xyzw, s0
mad r0.w, cb1[7].x, r2.x, cb1[7].y
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul r0.xyz, r0.wwww, r0.xyzx

// copy depth from r0.z to r12.x:
mov r12.x, r0.z


// Unity light/shadow fix (pixel shader stage) inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed 8308f5c7d6da86ed-ps.txt

add r13.x, r12.x, -r9.y
mul r13.x, r9.x, r13.x
ne r9.w, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r9.w
  mad r0.x, -r13.x, v2.w, r0.x
endif

mul r2.xyz, r0.yyyy, cb4[1].xyzx
mad r0.xyw, cb4[0].xyxz, r0.xxxx, r2.xyxz
mad r0.xyz, cb4[2].xyzx, r0.zzzz, r0.xywx
add r0.xyz, r0.xyzx, cb4[3].xyzx

if_z r9.w
  mad r0.xyz, -r13.xxxx, cb10[0].xyzx, r0.xyzw
endif

add r2.xyz, r0.xyzx, -r10.xyzx
add r0.xyz, r0.xyzx, -cb0[8].xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
sample r3.xyzw, r1.xyxx, t5.xyzw, s5
mad r3.xyz, r3.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.w, r3.xyzx, r3.xyzx
rsq r0.w, r0.w
mul r3.xyz, r0.wwww, r3.xyzx
dp3 r0.w, r3.xyzx, -r2.xyzx
add r1.z, -r0.w, l(0.000010)
lt r0.w, r0.w, l(0.000000)
mad r4.xyz, -r2.xyzx, r1.zzzz, r3.xyzx
movc r3.xyz, r0.wwww, r4.xyzx, r3.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r1.z, r0.w
mad r4.xyz, -r0.xyzx, r1.zzzz, -r2.xyzx
dp3 r1.w, r3.xyzx, -r2.xyzx
mul r2.xyz, r0.xyzx, r1.zzzz
dp3 r1.z, r4.xyzx, r4.xyzx
max r1.zw, r1.zzzw, l(0.000000, 0.000000, 0.001000, 0.000000)
rsq r1.z, r1.z
mul r4.xyz, r1.zzzz, r4.xyzx
dp3 r1.z, r3.xyzx, r4.xyzx
dp3 r2.w, r3.xyzx, -r2.xyzx
dp3 r2.x, -r2.xyzx, r4.xyzx
max r2.xy, r2.xwxx, l(0.000000, 0.000000, 0.000000, 0.000000)
max r1.z, r1.z, l(0.000000)
mul r1.z, r1.z, r1.z
sample r3.xyzw, r1.xyxx, t4.xyzw, s4
sample r4.xyzw, r1.xyxx, t3.xyzw, s3
add r5.xyzw, -r3.wxyz, l(1.000000, 1.000000, 1.000000, 1.000000)
mul r1.x, r5.x, r5.x
mad r1.y, r1.x, r1.x, l(-1.000000)
mad r1.y, r1.z, r1.y, l(1.000000)
mul r1.z, r1.y, l(3.14159274)
mul r1.y, r1.y, r1.z
mul r1.z, r1.x, r1.x
div r1.y, r1.z, r1.y
mad r1.z, -r5.x, r5.x, l(1.000000)
mad r2.z, r1.w, r1.z, r1.x
mad r1.x, r2.y, r1.z, r1.x
mul r1.x, r1.x, r1.w
add r1.z, -r1.w, l(1.000000)
mad r1.x, r2.y, r2.z, r1.x
add r1.x, r1.x, l(0.000010)
div r1.x, l(2.000000), r1.x
mul r1.x, r1.y, r1.x
mul r1.x, r1.x, l(0.785398185)
max r1.y, r1.x, l(0.000100)
sqrt r1.y, r1.y
eq r1.w, cb0[3].w, l(0.000000)
movc r1.x, r1.w, r1.y, r1.x
mul r1.x, r2.y, r1.x
max r1.x, r1.x, l(0.000000)
add r6.xyz, r0.xyzx, l(0.00781250000, 0.00781250000, 0.00781250000, 0.000000)
sample r6.xyzw, r6.xyzx, t2.xyzw, s2
add r7.xyz, r0.xyzx, l(-0.00781250000, -0.00781250000, 0.00781250000, 0.000000)
sample r7.xyzw, r7.xyzx, t2.xyzw, s2
mov r6.y, r7.x
add r7.xyz, r0.xyzx, l(-0.00781250000, 0.00781250000, -0.00781250000, 0.000000)
add r0.xyz, r0.xyzx, l(0.00781250000, -0.00781250000, -0.00781250000, 0.000000)
sample r8.xyzw, r0.xyzx, t2.xyzw, s2
mov r6.w, r8.x
sample r7.xyzw, r7.xyzx, t2.xyzw, s2
mov r6.z, r7.x
sqrt r0.x, r0.w
mul r0.y, r0.w, cb0[8].w
sample r7.xyzw, r0.yyyy, t1.xyzw, s1
mul r0.x, r0.x, cb2[1].w
mul r0.x, r0.x, l(0.970000)
lt r0.xyzw, r6.xyzw, r0.xxxx
movc r0.xyzw, r0.xyzw, cb3[24].xxxx, l(1.000000,1.000000,1.000000,1.000000)
dp4 r0.x, r0.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
mul r0.x, r0.x, r7.x
mul r0.xyz, r0.xxxx, cb0[9].xyzx
mul r1.xyw, r0.xyxz, r1.xxxx
add r0.w, -r2.x, l(1.000000)
mul r2.x, r2.x, r2.x
dp2 r2.x, r2.xxxx, r5.xxxx
add r2.x, r2.x, l(-0.500000)
mul r2.z, r0.w, r0.w
mul r2.z, r2.z, r2.z
mul r0.w, r0.w, r2.z
mad r3.xyz, r5.yzwy, r0.wwww, r3.xyzx
mul r1.xyw, r1.xyxw, r3.xyxz
mul r0.w, r1.z, r1.z
mul r0.w, r0.w, r0.w
mul r0.w, r1.z, r0.w
mad r0.w, r2.x, r0.w, l(1.000000)
add r1.z, -r2.y, l(1.000000)
mul r2.z, r1.z, r1.z
mul r2.z, r2.z, r2.z
mul r1.z, r1.z, r2.z
mad r1.z, r2.x, r1.z, l(1.000000)
mul r0.w, r0.w, r1.z
mul r0.w, r2.y, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mad o0.xyz, r4.xyzx, r0.xyzx, r1.xywx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used