// asmtool.py -I ../.. --fix-unity-lighting-ps=TEXCOORD4 --only-autofixed bda80b9e562d5031-ps.txt
// 3DMigoto: bda80b9e562d5031 |    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 61
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Internal-PrePassCollectShadows.shader.decompressed:
//   API d3d11_9x
//   Shader model ps_4_0_level_9_1
//   undeciphered1: 201509030 24 1 0
//   Keywords { "SHADOWS_SPLIT_SPHERES" "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]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   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 23:46:56 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         2  ( FLT, FLT, FLT, FLT)
// c8         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 c12, 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, c9
    mad r1, c8, r0.x, r1
    mad r0, c10, r0.z, r1
    add r0, r0, c11
    mul r1.xyz, r0.y, c3
    mad r1.xyz, c2, r0.x, r1
    mad r1.xyz, c4, r0.z, r1
    mad r1.xyz, c5, r0.w, r1
    add r0.xyz, r0, -c7
    dp3 r1.w, r0, r0
    rsq r1.w, r1.w
    rcp r1.w, r1.w
    mad_sat_pp r1.w, r1.w, c6.z, c6.w
    texld_pp r0, r1, s0
    mov r1.x, c6.x
    add_pp r0.y, -r1.x, c12.x
    mad_pp r0.x, r0.x, r0.y, c6.x
    add_pp r0, r1.w, r0.x
    mov_pp oC0, r0

// approximately 29 instruction slots used (2 texture, 27 arithmetic)
ps_4_0
dcl_constantbuffer cb0[9], immediateIndexed
dcl_constantbuffer cb1[26], 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 bda80b9e562d5031-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 r0.xyzw, cb2[2].xyzw, r0.zzzz, r1.xyzw
add r0.xyzw, r0.xyzw, cb2[3].xyzw

if_z r2.w
  mad r0.xyz, -r4.xxxx, cb10[0].xyzx, r0.xyzw
endif

mul r1.xyz, r0.yyyy, cb1[9].xyzx
mad r1.xyz, cb1[8].xyzx, r0.xxxx, r1.xyzx
mad r1.xyz, cb1[10].xyzx, r0.zzzz, r1.xyzx
mad r1.xyz, cb1[11].xyzx, r0.wwww, r1.xyzx
add r0.xyz, r0.xyzx, -cb1[25].xyzx
dp3 r0.x, r0.xyzx, r0.xyzx
sqrt r0.x, r0.x
mad_sat r0.x, r0.x, cb1[24].z, cb1[24].w
sample_c_lz r0.y, r1.xyxx, t15.xxxx, s15, r1.z
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