// CRC32: 0DDB5BF6 | Unity headers extracted from Internal-PrePassLighting.shader
// Shader "Hidden/Internal-PrePassLighting" {
//   Properties {
//    _LightTexture0 ("", any) = "" { }
//    _LightTextureB0 ("", 2D) = "" { }
//    _ShadowMapTexture ("", any) = "" { }
//   }
//   Fallback Off
//   SubShader 1/1 {
//     Pass 2/3 {
//       Tags { "SHADOWSUPPORT"="true" }
//       ZWrite Off
//       Blend One One
//       GpuProgramID 113408
//       Program "fp" {
//         SubProgram "d3d9 " {
//           Keywords { "SHADOWS_DEPTH" "SHADOWS_NATIVE" "SPOT" }
//           Matrix 8 [_CameraToWorld] 3
//           Matrix 4 [_LightMatrix0]
//           Matrix 0 [unity_World2Shadow0]
//           Vector 18 [_LightColor]
//           Vector 17 [_LightPos]
//           Vector 14 [_LightShadowData]
//           Vector 12 [_ProjectionParams]
//           Vector 11 [_WorldSpaceCameraPos]
//           Vector 13 [_ZBufferParams]
//           Vector 16 [unity_ColorSpaceLuminance]
//           Vector 19 [unity_LightmapFade]
//           Vector 15 [unity_ShadowFadeCenterAndType]
//           SetTexture 0 [_CameraDepthTexture] 2D 0
//           SetTexture 1 [_LightTextureB0] 2D 1
//           SetTexture 2 [_LightTexture0] 2D 2
//           SetTexture 3 [_ShadowMapTexture] 2D 3
//           SetTexture 4 [_CameraNormalsTexture] 2D 4
//         }
//       }
//     }
//   }
// }
// 
// Headers extracted with DarkStarSword's extract_unity_shaders.py
// https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/extract_unity_shaders.py

    ps_3_0
    def c20, 1, 0, 2, -1
    def c21, 128, 0, 0, 0
    dcl_texcoord v0.xyw
    dcl_texcoord1 v1.xyz
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4

def c220, 0, 1, 0.0625, 0.5
dcl_2d s13

texldl r31, c220.z, s13

// Unity reflection/specular fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -I ../.. --fix-unity-lighting-ps-world --only-autofixed ./Hidden_Internal-PrePassLighting/fp/0DDB5BF6.txt
mov r30, c11
mov r29, c220.x
mul r29.x, r31.x, -r31.y
dp4 r28.x, c180, r29
dp4 r28.y, c181, r29
dp4 r28.z, c182, r29
dp4 r28.w, c183, r29
dp4 r29.x, c190, r28
dp4 r29.y, c191, r28
dp4 r29.z, c192, r28
add r30.xyz, r30, -r29

    mov r0.x, c20.x
    rcp r0.y, v1.z
    mul r0.y, r0.y, c12.z
    mul r0.yzw, r0.y, v1.xxyz
    rcp r1.x, v0.w
    mul r1.xy, r1.x, v0
    texld r2, r1, s0
    texld_pp r1, r1, s4
    mad r2.x, c13.x, r2.x, c13.y
    rcp r2.x, r2.x
    mul r3.xyz, r0.yzww, r2.x
    mov r3.w, c20.x
    dp4 r4.x, c8, r3
    dp4 r4.y, c9, r3
    dp4 r4.z, c10, r3 // depth in r3.z

// Unity light/shadow fix (pixel shader stage, world-space variant) inserted with DarkStarSword's shadertool.py:
// shadertool.py -I ../.. --fix-unity-lighting-ps-world --only-autofixed ./Hidden_Internal-PrePassLighting/fp/0DDB5BF6.txt
mov r29, c220.x
add r29.x, r3.z, -r31.y
mul r29.x, r29.x, r31.x
dp4 r28.x, c180, r29
dp4 r28.y, c181, r29
dp4 r28.z, c182, r29
dp4 r28.w, c183, r29
dp4 r29.x, c190, r28
dp4 r29.y, c191, r28
dp4 r29.z, c192, r28
add r4.xyz, r4, -r29

    mov r4.w, c20.x
    dp4 r5.x, c0, r4
    dp4 r5.y, c1, r4
    dp4 r5.z, c2, r4
    dp4 r5.w, c3, r4
    texldp_pp r5, r5, s3
    lrp_pp r2.y, r5.x, r0.x, c14.x
    add r0.xyz, r4, -c15
    dp3 r0.x, r0, r0
    rsq r0.x, r0.x
    rcp r0.x, r0.x
    mad r0.x, r0.w, -r2.x, r0.x
    mad r0.x, c15.w, r0.x, r3.z
    mad_sat r0.y, r0.x, c14.z, c14.w
    mad r0.x, r0.x, c19.z, c19.w
    add_sat r0.x, -r0.x, c20.x
    add_sat_pp r0.y, r0.y, r2.y
    dp4 r2.x, c4, r4
    dp4 r2.y, c5, r4
    dp4 r2.z, c6, r4
    dp4 r2.w, c7, r4
    texldp r3, r2, s2
    add r2.xyz, -r4, c17
    add r3.xyz, r4, -r30
    dp3 r0.z, r2, r2
    mul r0.w, r0.z, c17.w
    rsq r0.z, r0.z
    mul_pp r2.xyz, r0.z, r2
    texld r4, r0.w, s1
    mul r0.z, r3.w, r4.x
    mul r0.y, r0.y, r0.z
    cmp r0.y, r2.w, c20.y, r0.y
    mov_sat r0.z, r0.y
    dp3 r0.w, r3, r3
    rsq r0.w, r0.w
    mad r3.xyz, r3, -r0.w, r2
    nrm_pp r4.xyz, r3
    mad_pp r1.xyz, r1, c20.z, c20.w
    mul_pp r0.w, r1.w, c21.x
    nrm_pp r3.xyz, r1
    dp3_pp r1.x, r4, r3
    dp3_pp r1.y, r2, r3
    max_pp r2.x, r1.y, c20.y
    mul r0.y, r0.y, r2.x
    mul_pp r2.xyz, r0.y, c18
    max_pp r0.y, r1.x, c20.y
    pow r1.x, r0.y, r0.w
    mul r0.y, r0.z, r1.x
    mov r1.xyz, c18
    mul_pp r1.xyw, r1.xyzz, c16.xyzz
    add_pp r0.zw, r1.xyyw, r1.x
    mul_pp r0.w, r0.w, r1.y
    mad_pp r0.z, r1.z, c16.z, r0.z
    rsq_pp r0.w, r0.w
    rcp_pp r0.w, r0.w
    dp2add_pp r0.z, c16.w, r0.w, r0.z
    mul_pp r2.w, r0.z, r0.y
    mul_pp oC0, r0.x, r2
