// CRC32: E3386D4D | 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 { "DIRECTIONAL" "SHADOWS_OFF" }
//           Matrix 0 [_CameraToWorld] 3
//           Vector 9 [_LightColor]
//           Vector 8 [_LightDir]
//           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 [_CameraNormalsTexture] 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
    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

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/E3386D4D.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

    rcp r0.x, v1.z
    mul r0.x, r0.x, c4.z
    mul r0.xyz, r0.x, v1
    rcp r0.w, v0.w
    mul r1.xy, r0.w, v0
    texld r2, r1, s0
    texld_pp r1, r1, s1
    mad r0.w, c5.x, r2.x, c5.y
    rcp r0.w, r0.w
    mul r2.xyz, r0.w, r0
    mov r2.w, c11.x
    dp4 r3.x, c0, r2
    dp4 r3.y, c1, r2
    dp4 r3.z, c2, r2 // depth in r2.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/E3386D4D.txt
mov r29, c220.x
add r29.x, r2.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 r3.xyz, r3, -r29

    add r2.xyw, r3.xyzz, -c6.xyzz
    add r3.xyz, r3, -r30
    dp3 r0.x, r2.xyww, r2.xyww
    rsq r0.x, r0.x
    rcp r0.x, r0.x
    mad r0.x, r0.z, -r0.w, r0.x
    mad r0.x, c6.w, r0.x, r2.z
    mad r0.x, r0.x, c10.z, c10.w
    add_sat r0.x, -r0.x, c11.x
    dp3 r0.y, r3, r3
    rsq r0.y, r0.y
    mad r0.yzw, r3.xxyz, -r0.y, -c8.xxyz
    nrm_pp r2.xyz, r0.yzww
    mad_pp r0.yzw, r1.xxyz, c11.y, c11.z
    mul_pp r1.x, r1.w, c12.x
    nrm_pp r3.xyz, r0.yzww
    dp3_pp r0.y, r2, r3
    dp3_pp r0.z, -c8, r3
    max_pp r1.y, r0.y, c11.w
    pow r0.y, r1.y, r1.x
    mov r1.xyz, c9
    mul_pp r1.xyw, r1.xyzz, c7.xyzz
    add_pp r1.xw, r1.yyzw, r1.x
    mul_pp r0.w, r1.w, r1.y
    mad_pp r1.x, r1.z, c7.z, r1.x
    rsq_pp r0.w, r0.w
    rcp_pp r0.w, r0.w
    dp2add_pp r0.w, c7.w, r0.w, r1.x
    mul_pp r1.w, r0.w, r0.y
    mul_pp r2.xyz, r0.z, c9
    cmp_pp r1.xyz, r0.z, r2, c11.w
    mul_pp oC0, r0.x, r1
