// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed d1f0d55372361c3c-ps.txt
// 3DMigoto: d1f0d55372361c3c |    Unity headers extracted from Internal-PrePassLighting.shader
//    Shader "Hidden/Internal-PrePassLighting" {
//      Properties {
//       _LightTexture0 ("", any) = "" { }
//       _LightTextureB0 ("", 2D) = "" { }
//       _ShadowMapTexture ("", any) = "" { }
//      }
//      Fallback Off
//      SubShader 1/1 {
//        Pass 1/3 {
//          Tags { "SHADOWSUPPORT"="true" }
//          ZWrite Off
//          Blend DstColor Zero
//          GpuProgramID 57115
//          Program "fp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 39
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Internal-PrePassLighting.shader.decompressed:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201509030 49 3 0
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
//   undeciphered2: 1 3 4 3 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 240
//   Vector 48 [unity_ColorSpaceLuminance]
//   Vector 112 [_LightDir]
//   Vector 144 [_LightColor]
//   Vector 160 [unity_LightmapFade]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 112 [_ZBufferParams]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerCamera2" 64
//   Matrix 0 [_CameraToWorld]
//   SetTexture 0 [_CameraDepthTexture] 2D 0
//   SetTexture 1 [_ShadowMapTexture] 2D 1
//   SetTexture 2 [_CameraNormalsTexture] 2D 2
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityShadows" 2
//   BindCB "UnityPerCamera2" 3
//
// 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 23:47:30 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[11], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[26], immediateIndexed
dcl_constantbuffer cb3[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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_input_ps linear v1.xyw
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 9

// 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) r4.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 d1f0d55372361c3c-ps.txt

mul r4.w, -r4.x, r4.y
ne r6.x, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r6.x
  mul r4.w, r4.w, v2.w
  mad r5.xyz, -r4.wwww, cb3[0].xyzw, cb1[4].xyzw
else
  mad r5.xyz, -r4.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 r2.xyz, r0.wwww, r0.xyzx

// copy depth from r2.z to r7.x:
mov r7.x, r2.z


// Unity light/shadow fix (pixel shader stage) inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed d1f0d55372361c3c-ps.txt

add r8.x, r7.x, -r4.y
mul r8.x, r4.x, r8.x
ne r4.w, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r4.w
  mad r2.x, -r8.x, v2.w, r2.x
endif

mul r3.xyz, r2.yyyy, cb3[1].xyzx
mad r2.xyw, cb3[0].xyxz, r2.xxxx, r3.xyxz
mad r2.xyw, cb3[2].xyxz, r2.zzzz, r2.xyxw
add r2.xyw, r2.xyxw, cb3[3].xyxz

if_z r4.w
  mad r2.xyw, -r8.xxxx, cb10[0].xyxz, r2.xyzw
endif

add r3.xyz, r2.xywx, -r5.xyzx
add r2.xyw, r2.xyxw, -cb2[25].xyxz
dp3 r0.x, r2.xywx, r2.xywx
sqrt r0.x, r0.x
mad r0.x, -r0.z, r0.w, r0.x
mad r0.x, cb2[25].w, r0.x, r2.z
dp3 r0.y, r3.xyzx, r3.xyzx
rsq r0.y, r0.y
mad r0.yzw, -r3.xxyz, r0.yyyy, -cb0[7].xxyz
dp3 r1.z, r0.yzwy, r0.yzwy
rsq r1.z, r1.z
mul r0.yzw, r0.yyzw, r1.zzzz
sample r2.xyzw, r1.xyxx, t2.xyzw, s2
sample r1.xyzw, r1.xyxx, t1.xyzw, s1
mad r1.yzw, r2.xxyz, l(0.000000, 2.000000, 2.000000, 2.000000), l(0.000000, -1.000000, -1.000000, -1.000000)
mul r2.x, r2.w, l(128.000000)
dp3 r2.y, r1.yzwy, r1.yzwy
rsq r2.y, r2.y
mul r1.yzw, r1.yyzw, r2.yyyy
dp3 r0.y, r0.yzwy, r1.yzwy
dp3 r0.z, -cb0[7].xyzx, r1.yzwy
max r0.yz, r0.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
log r0.y, r0.y
mul r0.y, r0.y, r2.x
exp r0.y, r0.y
mad_sat r0.w, r0.x, cb2[24].z, cb2[24].w
mad r0.x, r0.x, cb0[10].z, cb0[10].w
add_sat r0.x, -r0.x, l(1.000000)
add_sat r0.w, r0.w, r1.x
mul r0.yz, r0.wwww, r0.yyzy
mul r1.xyz, r0.zzzz, cb0[9].xyzx
mul r2.xyz, cb0[3].xyzx, cb0[9].xyzx
add r0.zw, r2.yyyz, r2.xxxx
mul r0.w, r0.w, r2.y
mad r0.z, cb0[9].z, cb0[3].z, r0.z
sqrt r0.w, r0.w
dp2 r0.w, cb0[3].wwww, r0.wwww
add r0.z, r0.w, r0.z
mul r1.w, r0.z, r0.y
mul r0.xyzw, r0.xxxx, r1.xyzw
exp o0.xyzw, -r0.xyzw
ret
// Approximately 0 instruction slots used