// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed fc2cec69e3f3ba5a-ps.txt
// 3DMigoto: fc2cec69e3f3ba5a |    Unity headers extracted from Internal-PrePassLighting.shader
//    Shader "Hidden/Internal-PrePassLighting" {
//      Properties {
//       _LightTexture0 ("", any) = "" { }
//       _LightTextureB0 ("", 2D) = "" { }
//       _ShadowMapTexture ("", any) = "" { }
//      }
//      Fallback Off
//      SubShader 1/1 {
//        Pass 3/3 {
//          Tags { "SHADOWSUPPORT"="true" }
//          ZWrite Off
//          Blend One One
//          GpuProgramID 155461
//          Program "fp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 83
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Internal-PrePassLighting.shader.decompressed:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201509030 62 3 0
//   Keywords { "SPOT" "SHADOWS_OFF" }
//   undeciphered2: 1 4 4 4 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 240
//   Vector 48 [unity_ColorSpaceLuminance]
//   Vector 128 [_LightPos]
//   Vector 144 [_LightColor]
//   Vector 160 [unity_LightmapFade]
//   Matrix 176 [_LightMatrix0]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   Vector 80 [_ProjectionParams]
//   Vector 112 [_ZBufferParams]
//   ConstBuffer "UnityShadows" 416
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerCamera2" 64
//   Matrix 0 [_CameraToWorld]
//   SetTexture 0 [_CameraDepthTexture] 2D 0
//   SetTexture 1 [_LightTexture0] 2D 2
//   SetTexture 2 [_LightTextureB0] 2D 1
//   SetTexture 3 [_CameraNormalsTexture] 2D 3
//   BindCB "$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 23:48:45 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[15], 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_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 12

// 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) r7.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 fc2cec69e3f3ba5a-ps.txt

mul r7.w, -r7.x, r7.y
ne r9.x, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r9.x
  mul r7.w, r7.w, v2.w
  mad r8.xyz, -r7.wwww, cb3[0].xyzw, cb1[4].xyzw
else
  mad r8.xyz, -r7.wwww, cb10[0].xyzw, cb1[4].xyzw
endif

mul r0.xyz, cb0[3].xyzx, cb0[9].xyzx
add r0.xz, r0.yyzy, r0.xxxx
mul r0.y, r0.z, r0.y
mad r0.x, cb0[9].z, cb0[3].z, r0.x
sqrt r0.y, r0.y
dp2 r0.y, cb0[3].wwww, r0.yyyy
add r0.x, r0.y, r0.x
div r0.yz, v1.xxyx, v1.wwww
sample r1.xyzw, r0.yzyy, t0.xyzw, s0
sample r2.xyzw, r0.yzyy, t3.xyzw, s3
mad r0.y, cb1[7].x, r1.x, cb1[7].y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
div r0.z, cb1[5].z, v2.z
mul r1.xyz, r0.zzzz, v2.xyzx
mul r1.xyw, r0.yyyy, r1.xyxz

// copy depth from r1.w to r10.x:
mov r10.x, r1.w


// Unity light/shadow fix (pixel shader stage) inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --fix-unity-lighting-ps --only-autofixed fc2cec69e3f3ba5a-ps.txt

add r11.x, r10.x, -r7.y
mul r11.x, r7.x, r11.x
ne r7.w, l(0.0, 0.0, 0.0, 0.0), v2.w
if_nz r7.w
  mad r1.x, -r11.x, v2.w, r1.x
endif

mul r3.xyz, r1.yyyy, cb3[1].xyzx
mad r3.xyz, cb3[0].xyzx, r1.xxxx, r3.xyzx
mad r3.xyz, cb3[2].xyzx, r1.wwww, r3.xyzx
add r3.xyz, r3.xyzx, cb3[3].xyzx

if_z r7.w
  mad r3.xyz, -r11.xxxx, cb10[0].xyzx, r3.xyzw
endif

add r4.xyz, r3.xyzx, -r8.xyzx
dp3 r0.z, r4.xyzx, r4.xyzx
rsq r0.z, r0.z
add r5.xyz, -r3.xyzx, cb0[8].xyzx
dp3 r0.w, r5.xyzx, r5.xyzx
rsq r1.x, r0.w
mul r0.w, r0.w, cb0[8].w
sample r6.xyzw, r0.wwww, t2.xyzw, s1
mul r5.xyz, r1.xxxx, r5.xyzx
mad r4.xyz, -r4.xyzx, r0.zzzz, r5.xyzx
dp3 r0.z, r4.xyzx, r4.xyzx
rsq r0.z, r0.z
mul r4.xyz, r0.zzzz, r4.xyzx
mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r0.z, r2.w, l(128.000000)
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
dp3 r0.w, r4.xyzx, r2.xyzx
dp3 r1.x, r5.xyzx, r2.xyzx
max r1.x, r1.x, l(0.000000)
max r0.w, r0.w, l(0.000000)
log r0.w, r0.w
mul r0.z, r0.w, r0.z
exp r0.z, r0.z
mul r2.xyz, r3.yyyy, cb0[12].xywx
mad r2.xyz, cb0[11].xywx, r3.xxxx, r2.xyzx
mad r2.xyz, cb0[13].xywx, r3.zzzz, r2.xyzx
add r3.xyz, r3.xyzx, -cb2[25].xyzx
dp3 r0.w, r3.xyzx, r3.xyzx
sqrt r0.w, r0.w
mad r0.y, -r1.z, r0.y, r0.w
mad r0.y, cb2[25].w, r0.y, r1.w
mad r0.y, r0.y, cb0[10].z, cb0[10].w
add_sat r0.y, -r0.y, l(1.000000)
add r1.yzw, r2.xxyz, cb0[14].xxyw
div r1.yz, r1.yyzy, r1.wwww
lt r0.w, r1.w, l(0.000000)
and r0.w, r0.w, l(0x3f800000)
sample_b r2.xyzw, r1.yzyy, t1.xyzw, s2, l(-8.000000)
mul r0.w, r0.w, r2.w
mul r0.w, r6.x, r0.w
mov_sat r1.y, r0.w
mul r0.w, r0.w, r1.x
mul r2.yzw, r0.wwww, cb0[9].xxyz
mul r0.z, r0.z, r1.y
mul r2.x, r0.x, r0.z
mul o0.xyzw, r0.yyyy, r2.xyzw
ret
// Approximately 0 instruction slots used