// CRC32: 71BEF0CC | 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 { "DIRECTIONAL_COOKIE" "SHADOWS_OFF" }
//           Matrix 0 [_CameraToWorld] 3
//           Matrix 3 [_LightMatrix0] 2
//           Vector 11 [_LightColor]
//           Vector 10 [_LightDir]
//           Vector 6 [_ProjectionParams]
//           Vector 5 [_WorldSpaceCameraPos]
//           Vector 7 [_ZBufferParams]
//           Vector 9 [unity_ColorSpaceLuminance]
//           Vector 12 [unity_LightmapFade]
//           Vector 8 [unity_ShadowFadeCenterAndType]
//           SetTexture 0 [_CameraDepthTexture] 2D 0
//           SetTexture 1 [_LightTexture0] 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 c13, 1, 2, -1, 0
    def c14, 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/71BEF0CC.txt
mov r30, c5
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, c11
    mul_pp r0.xyw, r0.xyzz, c9.xyzz
    add_pp r0.xw, r0.yyzw, r0.x
    mul_pp r0.y, r0.w, r0.y
    mad_pp r0.x, r0.z, c9.z, r0.x
    rsq_pp r0.y, r0.y
    rcp_pp r0.y, r0.y
    dp2add_pp r0.x, c9.w, r0.y, r0.x
    rcp r0.y, v0.w
    mul r0.yz, r0.y, v0.xxyw
    texld_pp r1, r0.yzzw, s2
    texld r2, r0.yzzw, s0
    mad r0.y, c7.x, r2.x, c7.y
    rcp r0.y, r0.y
    mul_pp r0.z, r1.w, c14.x
    mad_pp r1.xyz, r1, c13.y, c13.z
    nrm_pp r2.xyz, r1
    rcp r0.w, v1.z
    mul r0.w, r0.w, c6.z
    mul r1.xyz, r0.w, v1
    mul r3.xyz, r0.y, r1
    mov r3.w, c13.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/71BEF0CC.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 r1.xyw, r4.xyzz, -r30.xyzz
    dp3 r0.w, r1.xyww, r1.xyww
    rsq r0.w, r0.w
    mad r1.xyw, r1, -r0.w, -c10.xyzz
    nrm_pp r5.xyz, r1.xyww
    dp3_pp r0.w, r5, r2
    dp3_pp r1.x, -c10, r2
    max_pp r1.y, r0.w, c13.w
    pow r2.x, r1.y, r0.z
    mov r4.w, c13.x
    dp4 r3.x, c3, r4
    dp4 r3.y, c4, r4
    add r2.yzw, r4.xxyz, -c8.xxyz
    dp3 r0.z, r2.yzww, r2.yzww
    rsq r0.z, r0.z
    rcp r0.z, r0.z
    mad r0.y, r1.z, -r0.y, r0.z
    mad r0.y, c8.w, r0.y, r3.z
    mad r0.y, r0.y, c12.z, c12.w
    add_sat r0.y, -r0.y, c13.x
    texld r3, r3, s1
    mov_sat r0.z, r3.w
    mul r0.w, r1.x, r3.w
    mul_pp r1.yzw, r0.w, c11.xxyz
    cmp_pp r1.yzw, r1.x, r1, c13.w
    mul r0.z, r0.z, r2.x
    mul_pp r1.x, r0.x, r0.z
    mul_pp oC0, r0.y, r1
