// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed c7197d7985409d38-ps.txt
// 3DMigoto: c7197d7985409d38 |    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 81
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Internal-DeferredShading.shader.decompressed:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201509030 79 4 0
//   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "UNITY_HDR_ON" }
//   undeciphered2: 1 4 3 4 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 272
//   Vector 48 [unity_ColorSpaceLuminance]
//   Vector 112 [_LightDir]
//   Vector 144 [_LightColor]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 112 [_ZBufferParams]
//   ConstBuffer "UnityPerCamera2" 64
//   Matrix 0 [_CameraToWorld]
//   SetTexture 0 [_CameraDepthTexture] 2D 0
//   SetTexture 1 [_CameraGBufferTexture0] 2D 1
//   SetTexture 2 [_CameraGBufferTexture1] 2D 2
//   SetTexture 3 [_CameraGBufferTexture2] 2D 3
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 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 23:47:14 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[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, 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_input_ps linear v1.xyw
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 11

// 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) r6.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 c7197d7985409d38-ps.txt

mul r6.w, -r6.x, r6.y
ne r8.x, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r8.x
  mul r6.w, r6.w, v2.w
  mad r7.xyz, -r6.wwww, cb2[0].xyzw, cb1[4].xyzw
else
  mad r7.xyz, -r6.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 r9.x:
mov r9.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 c7197d7985409d38-ps.txt

add r10.x, r9.x, -r6.y
mul r10.x, r6.x, r10.x
ne r6.w, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r6.w
  mad r0.x, -r10.x, v2.w, r0.x
endif

mul r2.xyz, r0.yyyy, cb2[1].xyzx
mad r0.xyw, cb2[0].xyxz, r0.xxxx, r2.xyxz
mad r0.xyz, cb2[2].xyzx, r0.zzzz, r0.xywx
add r0.xyz, r0.xyzx, cb2[3].xyzx

if_z r6.w
  mad r0.xyz, -r10.xxxx, cb10[0].xyzx, r0.xyzw
endif

add r0.xyz, r0.xyzx, -r7.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r0.xyzx
mad r0.xyz, -r0.xyzx, r0.wwww, -cb0[7].xyzx
sample r3.xyzw, r1.xyxx, t3.xyzw, s3
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
max r0.w, r0.w, l(0.001000)
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r0.w, r3.xyzx, r0.xyzx
dp3 r0.x, -cb0[7].xyzx, r0.xyzx
max r0.xy, r0.xwxx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r0.y, r0.y, r0.y
sample r4.xyzw, r1.xyxx, t2.xyzw, s2
sample r1.xyzw, r1.xyxx, t1.xyzw, s1
add r5.xyzw, -r4.wxyz, l(1.000000, 1.000000, 1.000000, 1.000000)
mul r0.z, r5.x, r5.x
mad r0.w, r0.z, r0.z, l(-1.000000)
mad r0.y, r0.y, r0.w, l(1.000000)
mul r0.w, r0.y, l(3.14159274)
mul r0.y, r0.y, r0.w
mul r0.w, r0.z, r0.z
div r0.y, r0.w, r0.y
dp3 r0.w, r3.xyzx, -r2.xyzx
dp3 r1.w, r3.xyzx, -cb0[7].xyzx
max r1.w, r1.w, l(0.000000)
max r0.w, r0.w, l(0.000000)
mad r2.x, -r5.x, r5.x, l(1.000000)
mad r2.y, r0.w, r2.x, r0.z
mad r0.z, r1.w, r2.x, r0.z
mul r0.z, r0.z, r0.w
mad r0.z, r1.w, r2.y, r0.z
add r0.z, r0.z, l(0.000010)
div r0.z, l(2.000000), r0.z
mul r0.y, r0.y, r0.z
mul r0.y, r0.y, l(0.785398185)
max r0.z, r0.y, l(0.000100)
sqrt r0.z, r0.z
eq r2.x, cb0[3].w, l(0.000000)
movc r0.y, r2.x, r0.z, r0.y
mul r0.y, r1.w, r0.y
max r0.y, r0.y, l(0.000000)
mul r2.xyz, r0.yyyy, cb0[9].xyzx
add r0.yw, -r0.xxxw, l(0.000000, 1.000000, 0.000000, 1.000000)
mul r0.xz, r0.xxyx, r0.xxyx
dp2 r0.x, r0.xxxx, r5.xxxx
add r0.x, r0.x, l(-0.500000)
mul r0.z, r0.z, r0.z
mul r0.y, r0.y, r0.z
mad r3.xyz, r5.yzwy, r0.yyyy, r4.xyzx
mul r2.xyz, r2.xyzx, r3.xyzx
mul r0.y, r0.w, r0.w
mul r0.y, r0.y, r0.y
mul r0.y, r0.w, r0.y
mad r0.y, r0.x, r0.y, l(1.000000)
add r0.z, -r1.w, l(1.000000)
mul r0.w, r0.z, r0.z
mul r0.w, r0.w, r0.w
mul r0.z, r0.z, r0.w
mad r0.x, r0.x, r0.z, l(1.000000)
mul r0.x, r0.y, r0.x
mul r0.x, r1.w, r0.x
mul r0.xyz, r0.xxxx, cb0[9].xyzx
mad o0.xyz, r1.xyzx, r0.xyzx, r2.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used