// CRC32: 150006E4 | 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 "d3d9 " {
//           Keywords { "POINT" "SHADOWS_OFF" }
//           Matrix 0 [_CameraToWorld] 3
//           Vector 9 [_LightColor]
//           Vector 8 [_LightPos]
//           Vector 4 [_ProjectionParams]
//           Vector 3 [_WorldSpaceCameraPos]
//           Vector 5 [_ZBufferParams]
//           Vector 7 [unity_ColorSpaceLuminance]
//           Vector 10 [unity_LightmapFade]
//           Vector 6 [unity_ShadowFadeCenterAndType]
//           SetTexture 0 [_CameraDepthTexture] 2D 0
//           SetTexture 1 [_LightTextureB0] 2D 1
//           SetTexture 2 [_CameraNormalsTexture] 2D 2
//         }
//       }
//     }
//   }
// }
// 
// 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 c11, 1, 2, -1, 0
    def c12, 128, 0, 0, 0
    dcl_texcoord v0.xyw
    dcl_texcoord1 v1.xyz
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2

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/150006E4.txt
mov r30, c3
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.xyz, c9
    mul_pp r0.xyw, r0.xyzz, c7.xyzz
    add_pp r0.xw, r0.yyzw, r0.x
    mul_pp r0.y, r0.w, r0.y
    mad_pp r0.x, r0.z, c7.z, r0.x
    rsq_pp r0.y, r0.y
    rcp_pp r0.y, r0.y
    dp2add_pp r0.x, c7.w, r0.y, r0.x
    rcp r0.y, v1.z
    mul r0.y, r0.y, c4.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, s2
    mad r2.x, c5.x, r2.x, c5.y
    rcp r2.x, r2.x
    mul r3.xyz, r0.yzww, r2.x
    mov r3.w, c11.x
    dp4 r4.x, c0, r3
    dp4 r4.y, c1, r3
    dp4 r4.z, c2, 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/150006E4.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

    add r2.yzw, r4.xxyz, -r30.xxyz
    dp3 r0.y, r2.yzww, r2.yzww
    rsq r0.y, r0.y
    add r3.xyw, r4.xyzz, -c8.xyzz
    add r4.xyz, r4, -c6
    dp3 r0.z, r4, r4
    rsq r0.z, r0.z
    rcp r0.z, r0.z
    mad r0.z, r0.w, -r2.x, r0.z
    mad r0.z, c6.w, r0.z, r3.z
    mad r0.z, r0.z, c10.z, c10.w
    add_sat r0.z, -r0.z, c11.x
    dp3 r0.w, r3.xyww, r3.xyww
    rsq r2.x, r0.w
    mul r0.w, r0.w, c8.w
    texld r4, r0.w, s1
    mul_pp r3.xyz, r2.x, r3.xyww
    mad r2.xyz, r2.yzww, -r0.y, -r3
    nrm_pp r5.xyz, r2
    mad_pp r1.xyz, r1, c11.y, c11.z
    mul_pp r0.y, r1.w, c12.x
    nrm_pp r2.xyz, r1
    dp3_pp r0.w, r5, r2
    dp3_pp r1.x, -r3, r2
    max_pp r1.y, r0.w, c11.w
    pow r2.x, r1.y, r0.y
    mov_sat r0.y, r4.x
    mul r0.w, r4.x, r1.x
    mul_pp r1.yzw, r0.w, c9.xxyz
    cmp_pp r1.yzw, r1.x, r1, c11.w
    mul r0.y, r0.y, r2.x
    mul_pp r1.x, r0.x, r0.y
    mul_pp oC0, r0.z, r1
