// CRC32: 6E0BD3D4 | Unity headers extracted from Internal-PrePassCollectShadows.shader
// Shader "Hidden/Internal-PrePassCollectShadows" {
//   Properties {
//    _ShadowMapTexture ("", any) = "" { }
//   }
//   Fallback Off
//   SubShader 1/2 {
//     Pass 1/1 {
//       ZTest Always
//       ZWrite Off
//       Cull Off
//       GpuProgramID 58189
//       Program "fp" {
//         SubProgram "d3d9 " {
//           Keywords { "SHADOWS_NATIVE" "SHADOWS_SPLIT_SPHERES" }
//           Matrix 19 [_CameraToWorld]
//           Matrix 0 [unity_World2Shadow0]
//           Matrix 4 [unity_World2Shadow1]
//           Matrix 8 [unity_World2Shadow2]
//           Matrix 12 [unity_World2Shadow3] 3
//           Vector 26 [_LightShadowData]
//           Vector 23 [_ZBufferParams]
//           Vector 24 [unity_OrthoParams]
//           Vector 27 [unity_ShadowFadeCenterAndType]
//           Vector 15 [unity_ShadowSplitSpheres0]
//           Vector 16 [unity_ShadowSplitSpheres1]
//           Vector 17 [unity_ShadowSplitSpheres2]
//           Vector 18 [unity_ShadowSplitSpheres3]
//           Vector 25 [unity_ShadowSplitSqRadii]
//           SetTexture 0 [_CameraDepthTexture] 2D 0
//           SetTexture 1 [_ShadowMapTexture] 2D 1
//         }
//       }
//     }
//   }
// }
// 
// Headers extracted with DarkStarSword's extract_unity_shaders.py
// https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/extract_unity_shaders.py

    ps_3_0 // Converted from ps_2_0 with DarkStarSword's shadertool.py
    def c28, 1, 0, -0, -1
    dcl_texcoord v0.xy
    dcl_texcoord1 v1.xyz
    dcl_texcoord2 v2
    dcl_2d s0
    dcl_2d s1

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

texldl r31, c220.z, s13

    texld r0, v0, s0
    mov r1.xy, v2
    mad r1.w, c23.x, r0.x, c23.y
    rcp r1.w, r1.w
    lrp r2.w, c24.w, r0.x, r1.w
    lrp r1.z, r0.x, v2.w, v2.z
    mad r0.xyz, v1, -r2.w, r1
    mul r1.xyz, r2.w, v1
    mad r0.xyz, c24.w, r0, r1
    mov r0.w, c28.x
    dp4 r1.x, c19, r0
    dp4 r1.y, c20, r0
    dp4 r1.z, c21, r0 // depth in r0.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-PrePassCollectShadows/fp/6E0BD3D4.txt
mov r29, c220.x
add r29.x, r0.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 r1.xyz, r1, -r29

    dp4 r1.w, c22, r0
    add r0.xyz, r1, -c15
    dp3 r0.x, r0, r0
    add r2.xyz, r1, -c16
    dp3 r0.y, r2, r2
    add r2.xyz, r1, -c17
    dp3 r0.z, r2, r2
    add r2.xyz, r1, -c18
    dp3 r0.w, r2, r2
    add r0, r0, -c25
    cmp r2.xyz, r0, c28.z, c28.w
    cmp r0, r0, c28.y, c28.x
    add_pp r3.xy, r2, r0.yzxw
    add_pp r3.z, r2.z, r0.w
    max_pp r0.yzw, r3.wzyx, c28.y
    dp4 r2.x, c4, r1
    dp4 r2.y, c5, r1
    dp4 r2.z, c6, r1
    mul r2.xyz, r0.w, r2
    dp4 r3.x, c0, r1
    dp4 r3.y, c1, r1
    dp4 r3.z, c2, r1
    mad r2.xyz, r3, r0.x, r2
    dp4 r3.x, c8, r1
    dp4 r3.y, c9, r1
    dp4 r3.z, c10, r1
    mad r2.xyz, r3, r0.z, r2
    dp4 r3.x, c12, r1
    dp4 r3.y, c13, r1
    dp4 r3.z, c14, r1
    add r1.xyz, r1, -c27
    dp3 r2.w, r1, r1
    rsq r2.w, r2.w
    rcp r2.w, r2.w
    mad_sat_pp r2.w, r2.w, c26.z, c26.w
    mad r0.xyz, r3, r0.y, r2
    mov r0.w, c28.x
    texldp_pp r0, r0, s1
    mov r1.x, c28.x
    lrp_pp r2.x, r0.x, r1.x, c26.x
    add_pp r0, r2.w, r2.x
    mov_pp oC0, r0
