// hlsltool.py -I ../.. --fix-unity-reflection --only-autofixed --fxc /home/Ryan/fxc.exe 1aaa93218524f684-ps_replace.txt
// 3DMigoto: 1aaa93218524f684 |    Unity headers extracted from SpecGrayscaleAdvReflSkinedGGSF.shader
//    Shader "Shader Forge/Spec/SpecGrayscaleAdvReflSkinedGGSF" {
//      Properties {
//       _Diffuse ("Diffuse", 2D) = "white" { }
//       _DiffColor ("DiffColor", Color) = (1,1,1,1)
//       _NormalMap ("NormalMap", 2D) = "bump" { }
//       _Shining ("Shining", 2D) = "black" { }
//       _Cubemap ("Cubemap", CUBE) = "_Skybox" { }
//       _CubeColor ("CubeColor", Color) = (0.5,0.5,0.5,1)
//       _GlossHigh ("GlossHigh", Range(0,1)) = 0.71696
//       _HighSpecColor ("HighSpecColor", Color) = (1,1,1,1)
//       _GlossLow ("GlossLow", Range(0,1)) = 0.166634
//       _LowSpecColor ("LowSpecColor", Color) = (0.0735294,0.0735294,0.0735294,1)
//       _IllumText ("IllumText", 2D) = "white" { }
//       _IllumColor ("IllumColor", Color) = (0,0,0,1)
//       _HighSpecMultiplayerN ("HighSpecMultiplayerN", Range(0,6)) = 1
//       _CubemapBlured ("CubemapBlured", CUBE) = "_Skybox" { }
//       _RoughContrast ("RoughContrast", Float) = 1
//       _MetCubeMultiplayer ("MetCubeMultiplayer", Float) = 4
//       _MetallnessMap ("MetallnessMap", 2D) = "white" { }
//       _MetallnessMultiplayer ("MetallnessMultiplayer", Float) = 0
//       _Translucent ("Translucent", Color) = (1,0,0,1)
//       _TranslucentIntens ("TranslucentIntens", Range(0,60)) = 1.07692
//       _TranslucentText ("TranslucentText", 2D) = "black" { }
//       _TranslucentRange ("TranslucentRange", Range(-5,5)) = 0
//       _IllumIntens ("IllumIntens", Float) = 1
//       _Saturation ("Saturation", Float) = 1
//       _Contrast ("Contrast", Float) = 2
//       _NetGGValue ("NetGGValue", Float) = 0
//      }
//      Fallback "Diffuse"
//      SubShader 1/1 {
//        Tags { "RenderType"="Opaque" }
//        Pass 2/2 {
//          Name "FORWARD_DELTA"
//          Tags { "LIGHTMODE"="ForwardAdd" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
//          Blend One One
//          GpuProgramID 89645
//          Program "fp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 247
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from SpecGrayscaleAdvReflSkinedGGSF.shader.decompressed:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 97 9 0
//   Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
//   undeciphered2: 1 9 4 9 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 464
//   Vector 160 [_LightColor0]
//   Float 192 [_GlossLow]
//   Vector 208 [_Diffuse_ST]
//   Vector 224 [_LowSpecColor]
//   Vector 240 [_NormalMap_ST]
//   Vector 256 [_CubeColor]
//   Vector 272 [_Shining_ST]
//   Vector 288 [_DiffColor]
//   Vector 304 [_HighSpecColor]
//   Float 320 [_GlossHigh]
//   Float 368 [_HighSpecMultiplayerN]
//   Float 372 [_RoughContrast]
//   Float 376 [_MetCubeMultiplayer]
//   Vector 384 [_MetallnessMap_ST]
//   Float 400 [_MetallnessMultiplayer]
//   Vector 416 [_Translucent]
//   Float 432 [_TranslucentIntens]
//   Float 436 [_TranslucentRange]
//   Float 444 [_Saturation]
//   Float 448 [_Contrast]
//   Float 452 [_NetGGValue]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 720
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 16 [_LightPositionRange]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   SetTexture 0 [_NormalMap] 2D 5
//   SetTexture 1 [_LightTextureB0] 2D 2
//   SetTexture 2 [_LightTexture0] CUBE 1
//   SetTexture 3 [_ShadowMapTexture] CUBE 0
//   SetTexture 4 [_Shining] 2D 6
//   SetTexture 5 [_Diffuse] 2D 4
//   SetTexture 6 [_MetallnessMap] 2D 8
//   SetTexture 7 [_CubemapBlured] CUBE 7
//   SetTexture 8 [_Cubemap] CUBE 3
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityShadows" 3
//
// Headers extracted with DarkStarSword's extract_unity53_shaders.py
// https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/extract_unity53_shaders.py

// ---- Created with 3Dmigoto v1.2.30 on Thu Aug 18 03:39:04 2016
TextureCube<float4> t8 : register(t8);

TextureCube<float4> t7 : register(t7);

Texture2D<float4> t6 : register(t6);

Texture2D<float4> t5 : register(t5);

Texture2D<float4> t4 : register(t4);

TextureCube<float4> t3 : register(t3);

TextureCube<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s8_s : register(s8);

SamplerState s7_s : register(s7);

SamplerState s6_s : register(s6);

SamplerState s5_s : register(s5);

SamplerState s4_s : register(s4);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
  float4 cb3[25];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[2];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[9];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[29];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);



cbuffer UnityPerDraw : register(b11) {
	float4x4 glstate_matrix_mvp;
	float4x4 glstate_matrix_modelview0;
	float4x4 glstate_matrix_invtrans_modelview0;
	#define UNITY_MATRIX_MVP glstate_matrix_mvp
	#define UNITY_MATRIX_MV glstate_matrix_modelview0
	#define UNITY_MATRIX_IT_MV glstate_matrix_invtrans_modelview0

	uniform float4x4 _Object2World;
	uniform float4x4 _World2Object;
	uniform float4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels
	uniform float4 unity_WorldTransformParams; // w is usually 1.0, or -1.0 for odd-negative scale transforms
}


#include <matrix.hlsl>

void main( 
  float4 v0 : SV_POSITION0,
  float2 v1 : TEXCOORD0,
  float2 w1 : TEXCOORD1,
  float4 v2 : TEXCOORD2,
  float4 v3 : TEXCOORD3,
  float4 v4 : TEXCOORD4,
  float4 v5 : TEXCOORD5,
  float4 v6 : TEXCOORD6,
  float4 v7 : TEXCOORD7,
  float3 v8 : TEXCOORD8,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
  uint4 bitmask, uiDest;
  float4 fDest;

float4 stereo = StereoParams.Load(0);
float separation = stereo.x, convergence = stereo.y, eye = stereo.z;

// Unity reflection/specular fix inserted with DarkStarSword's hlsltool.py:
// hlsltool.py -I ../.. --fix-unity-reflection --only-autofixed --fxc /home/Ryan/fxc.exe 1aaa93218524f684-ps_replace.txt
float4 _WorldSpaceCameraPos = cb1[4];
float4 clip_space_adj = float4(-separation * convergence, 0, 0, 0);
float4 local_space_adj = mul(inverse(glstate_matrix_mvp), clip_space_adj);
float4 world_space_adj = mul(_Object2World, local_space_adj);
_WorldSpaceCameraPos.xyz -= world_space_adj.xyz;

  r0.x = dot(v4.xyz, v4.xyz);
  r0.x = rsqrt(r0.x);
  r0.xyz = v4.xyz * r0.xxx;
  r1.xy = v1.xy * cb0[15].xy + cb0[15].zw;
  r1.xyzw = t0.Sample(s5_s, r1.xy).xyzw;
  r1.xy = r1.wy * float2(2,2) + float2(-1,-1);
  r2.xyz = v6.xyz * r1.yyy;
  r2.xyz = r1.xxx * v5.xyz + r2.xyz;
  r0.w = dot(r1.xy, r1.xy);
  r0.w = min(1, r0.w);
  r0.w = 1 + -r0.w;
  r0.w = sqrt(r0.w);
  r0.xyz = r0.www * r0.xyz + r2.xyz;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  r1.xyz = cb2[0].www * -v3.xyz + cb2[0].xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  r0.w = dot(r0.xyz, r1.xyz);
  r1.w = log2(abs(r0.w));
  r2.x = 1.44269502 * cb0[27].y;
  r2.x = exp2(r2.x);
  r1.w = r2.x * r1.w;
  r1.w = exp2(r1.w);
  r1.w = 1 + -r1.w;
  r2.xyz = cb0[27].xxx * cb0[26].xyz;
  r3.xyz = r2.xyz * r1.www;
  r2.w = dot(r3.xyz, float3(0.300000012,0.589999974,0.109999999));
  r2.xyz = -r2.xyz * r1.www + r2.www;
  r2.xyz = cb0[27].www * r2.xyz;
  r2.xyz = cb0[28].yyy * r2.xyz + r3.xyz;
  r3.xyz = float3(0.5,0.5,0.5) * r2.xyz;
  r2.xyz = -r2.xyz * float3(0.5,0.5,0.5) + float3(1,1,1);
  r2.xyz = r0.www * r2.xyz + r3.xyz;
  r2.xyz = max(float3(0,0,0), r2.xyz);
  r0.w = dot(v8.xyz, v8.xyz);
  r0.w = sqrt(r0.w);
  r0.w = cb2[1].w * r0.w;
  r0.w = 0.970000029 * r0.w;
  r3.xyzw = t3.Sample(s0_s, v8.xyz).xyzw;
  r0.w = cmp(r3.x < r0.w);
  r0.w = r0.w ? cb3[24].x : 1;
  r1.w = dot(v7.xyz, v7.xyz);
  r3.xyzw = t1.Sample(s2_s, r1.ww).xyzw;
  r4.xyzw = t2.Sample(s1_s, v7.xyz).xyzw;
  r1.w = r4.w * r3.x;
  r0.w = r1.w * r0.w;
  r3.xyz = cb0[10].xyz * r0.www;
  r2.xyz = r3.xyz * r2.xyz;
  r4.xyz = _WorldSpaceCameraPos.xyz + -v3.xyz;
  r0.w = dot(r4.xyz, r4.xyz);
  r0.w = rsqrt(r0.w);
  r5.xyz = r4.xyz * r0.www;
  r1.xyz = r4.xyz * r0.www + r1.xyz;
  r0.w = dot(-r5.xyz, r0.xyz);
  r0.w = r0.w + r0.w;
  r4.xyz = r0.xyz * -r0.www + -r5.xyz;
  r5.xyzw = t8.Sample(s3_s, r4.xyz).xyzw;
  r4.xyzw = t7.Sample(s7_s, r4.xyz).xyzw;
  r4.xyz = cb0[16].xyz * r4.xyz;
  r5.xyz = cb0[16].xyz * r5.xyz + -r4.xyz;
  r6.xy = v1.xy * cb0[17].xy + cb0[17].zw;
  r6.xyzw = t4.Sample(s6_s, r6.xy).xyzw;
  r7.xyz = log2(r6.xyz);
  r7.xyz = cb0[23].yyy * r7.xyz;
  r7.xyz = exp2(r7.xyz);
  r7.xyz = saturate(cb0[23].yyy * r7.xyz);
  r4.xyz = r7.xyz * r5.xyz + r4.xyz;
  r4.xyz = cb0[23].zzz * r4.xyz;
  r5.xy = v1.xy * cb0[13].xy + cb0[13].zw;
  r5.xyzw = t5.Sample(s4_s, r5.xy).xyzw;
  r7.xyz = cb0[18].xyz * r5.xyz;
  r4.xyz = r4.xyz * r7.xyz + -r7.xyz;
  r8.xy = v1.xy * cb0[24].xy + cb0[24].zw;
  r8.xyzw = t6.Sample(s8_s, r8.xy).xyzw;
  r0.w = cb0[25].x * r8.x;
  r4.xyz = r0.www * r4.xyz + r7.xyz;
  r1.w = dot(r4.xyz, float3(0.300000012,0.589999974,0.109999999));
  r1.w = r1.w + -r4.x;
  r1.w = cb0[27].w * r1.w + r4.x;
  r1.w = cb0[28].x * r1.w;
  r1.w = log2(r1.w);
  r1.w = cb0[28].x * r1.w;
  r1.w = exp2(r1.w);
  r1.w = min(1, r1.w);
  r7.xyz = r1.www + -r4.xyz;
  r4.xyz = cb0[28].yyy * r7.xyz + r4.xyz;
  r6.yzw = cb0[19].xyz * r6.xyz;
  r1.w = r6.x * cb0[20].x + cb0[12].x;
  r1.w = r1.w * 10 + 1;
  r1.w = exp2(r1.w);
  r6.xyz = r6.yzw * cb0[23].xxx + cb0[14].xyz;
  r5.xyz = r5.xyz * r6.xyz + -r6.xyz;
  r5.xyz = r0.www * r5.xyz + r6.xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  r0.x = dot(r1.xyz, r0.xyz);
  r0.x = max(0, r0.x);
  r0.x = log2(r0.x);
  r0.x = r1.w * r0.x;
  r0.x = exp2(r0.x);
  r0.xyz = r3.xyz * r0.xxx;
  r0.xyz = r0.xyz * r5.xyz;
  o0.xyz = r2.xyz * r4.xyz + r0.xyz;
  o0.w = 0;
  return;
}
