// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed a3370ed4e0d49c3e-ps.txt
// 3DMigoto: a3370ed4e0d49c3e |    Unity headers extracted from 3D28EFC3F4B32B4F340208A3A524C538.shader
//    Shader "Hidden/UberShader/3D28EFC3F4B32B4F340208A3A524C538" {
//      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)
//       _MaskStrength ("Mask Strength", Float) = 0
//       _MaskStrengthExtra ("Mask Strength Extra", Float) = 0
//       _MaskTexture ("Mask Texture", 2D) = "white" { }
//       _MaskTexture_US_ST ("Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MaskTextureExtra ("Mask Texture Extra", 2D) = "white" { }
//       _MaskTextureExtra_US_ST ("Mask Texture Extra_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerColor ("Multiply Layer Color", Color) = (1,1,1,1)
//       _MultiplyLayerExtraColor ("Multiply Layer Extra Color", Color) = (1,1,1,1)
//       _MultiplyLayerExtraMaskTexture ("Multiply Layer Extra Mask Texture", 2D) = "white" { }
//       _MultiplyLayerExtraMaskTexture_US_ST ("Multiply Layer Extra Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerExtraTexture ("Multiply Layer Extra Texture", 2D) = "white" { }
//       _MultiplyLayerExtraTexture_US_ST ("Multiply Layer Extra Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerMaskTexture ("Multiply Layer Mask Texture", 2D) = "white" { }
//       _MultiplyLayerMaskTexture_US_ST ("Multiply Layer Mask Texture_US_ST", Vector) = (0,0,0,0)
//       _MultiplyLayerTexture ("Multiply Layer Texture", 2D) = "white" { }
//       _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]
//          GpuProgramID 16684
//          Program "fp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 3
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from 3D28EFC3F4B32B4F340208A3A524C538.shader.decompressed:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201509030 39 10 0
//   undeciphered2: 1 10 2 10 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 912
//   Vector 128 [_DepthFlipScreen]
//   Vector 144 [_Screen]
//   Vector 160 [_ScreenMask]
//   Vector 336 [_MainTex_US_ATLAS]
//   Vector 352 [_MainTex_US_ATLAS_ST]
//   Vector 368 [_Color]
//   Float 432 [_MaskStrength]
//   Float 496 [_MaskStrengthExtra]
//   Vector 608 [_MultiplyLayerColor]
//   Vector 720 [_MultiplyLayerExtraColor]
//   Vector 768 [_AdditiveLayerDistortTexture_Parralax]
//   Vector 880 [_AdditiveLayerDistortColor]
//   Vector 896 [_AdditiveLayerDistortStrength]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   SetTexture 0 [_MainTex] 2D 0
//   SetTexture 1 [_MaskTexture] 2D 1
//   SetTexture 2 [_MaskTextureExtra] 2D 2
//   SetTexture 3 [_MultiplyLayerTexture] 2D 3
//   SetTexture 4 [_MultiplyLayerMaskTexture] 2D 4
//   SetTexture 5 [_MultiplyLayerExtraTexture] 2D 5
//   SetTexture 6 [_MultiplyLayerExtraMaskTexture] 2D 6
//   SetTexture 7 [_AdditiveLayerDistortDistortTexture] 2D 9
//   SetTexture 8 [_AdditiveLayerDistortTexture] 2D 7
//   SetTexture 9 [_AdditiveLayerDistortMaskTexture] 2D 8
//   BindCB "$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 23:46:18 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   xy
// TEXCOORD                 6   xyzw        7     NONE   float   xyzw
// TEXCOORD                 7   xyzw        8     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[57], 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_sampler s7, mode_default
dcl_sampler s8, mode_default
dcl_sampler s9, 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_resource_texture2d (float,float,float,float) t7
dcl_resource_texture2d (float,float,float,float) t8
dcl_resource_texture2d (float,float,float,float) t9
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.xy
dcl_input_ps linear v7.xyzw
dcl_input_ps linear v8.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 a3370ed4e0d49c3e-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, v3.xyxx, t3.xyzw, s3
mul r1.xyz, r0.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, cb0[38].xyzx
mad r1.xyz, r1.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000), -r0.xyzx
sample r2.xyzw, v3.zwzz, t4.xyzw, s4
mul r1.w, r2.w, cb0[38].w
mad r0.xyz, r1.wwww, r1.xyzx, r0.xyzx
sample r1.xyzw, v4.xyxx, t5.xyzw, s5
mul r1.xyz, r0.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, cb0[45].xyzx
mad r1.xyz, r1.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000), -r0.xyzx
sample r2.xyzw, v4.zwzz, t6.xyzw, s6
mul r1.w, r2.w, cb0[45].w
mad r0.xyz, r1.wwww, r1.xyzx, r0.xyzx
sample r1.xyzw, v6.xyxx, t7.xyzw, s9
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[56].xyxx, v5.xyxx
add r1.zw, -cb0[48].zzzw, r4.xxxy
mad r1.xy, r1.zwzz, cb0[48].xxxx, r1.xyxx
sample r1.xyzw, r1.xyxx, t8.xyzw, s7
mul r1.xyz, r1.xyzx, cb0[55].xyzx
sample r2.xyzw, v5.zwzz, t9.xyzw, s8
mul r1.xyz, r1.xyzx, r2.wwww
mul r1.xyz, r1.xyzx, cb0[55].wwww
mad r0.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), r0.xyzx
add r1.xyz, -r0.xyzx, v8.xyzx
mad r0.xyz, v8.wwww, r1.xyzx, r0.xyzx
add r1.xyz, -r0.xyzx, v7.xyzx
mad o0.xyz, v7.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 r0.x, r0.x, r0.w
sample r1.xyzw, v2.zwzz, t2.xyzw, s2
add r0.y, r1.w, l(-1.000000)
mad r0.y, cb0[31].x, r0.y, l(1.000000)
mul o0.w, r0.y, r0.x
ret
// Approximately 0 instruction slots used