// hlsltool.py -I ../.. --fix-unity-reflection --only-autofixed --fxc /home/Ryan/fxc.exe 326a0afeccf930c3-ps_replace.txt
// 3DMigoto: 326a0afeccf930c3 |    Unity headers extracted from SpecGrayscaleAdvReflSkinBurnMobSF.shader
//    Shader "Shader Forge/SpecGrayscaleAdvReflSkinBurnMobSF" {
//      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(0,6)) = 1
//       _TranslucentText ("TranslucentText", 2D) = "black" { }
//       _TranslucentRange ("TranslucentRange", Range(-5,5)) = 0
//       _PushFactor ("PushFactor", Float) = 0
//       _BurnTexture ("BurnTexture", 2D) = "black" { }
//       _BurnRangeMax ("BurnRangeMax", Float) = 3.7
//       _BurnRangeMin ("BurnRangeMin", Float) = -8
//       _BurnMask ("BurnMask", 2D) = "black" { }
//       _CoalTexture ("CoalTexture", 2D) = "white" { }
//       _CoalMaskRange ("CoalMaskRange", Float) = 1.6
//       _LifeSpan ("LifeSpan", Float) = 0
//       _LifespanSpeed ("LifespanSpeed", Float) = 1
//       _Dissolve ("Dissolve", Float) = 0.3
//       _BloodMask ("BloodMask", 2D) = "white" { }
//       _Bloodest ("Bloodest", Float) = 0
//       _BloodBump ("BloodBump", 2D) = "bump" { }
//       _PartCutMask ("PartCutMask", 2D) = "black" { }
//       _PartPushFactor ("PartPushFactor", Float) = 0
//       _CutRange ("CutRange", Float) = 0.5
//       _BloodColor ("BloodColor", Color) = (0.323529,0,0,1)
//       _CutBloodest ("CutBloodest", Float) = 0.33
//       _DissColor ("DissColor", Color) = (1,0.475862,0,1)
//      [HideInInspector]  _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
//      }
//      Fallback "Diffuse"
//      SubShader 1/1 {
//        Tags { "QUEUE"="Transparent" "RenderType"="TransparentCutout" }
//        Pass 2/3 {
//          Name "FORWARD_DELTA"
//          Tags { "LIGHTMODE"="ForwardAdd" "QUEUE"="Transparent" "SHADOWSUPPORT"="true" "RenderType"="TransparentCutout" }
//          Blend One One
//          GpuProgramID 127053
//          Program "fp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 231
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from SpecGrayscaleAdvReflSkinBurnMobSF.shader.decompressed:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 146 12 0
//   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
//   undeciphered2: 1 12 3 12 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 608
//   Vector 96 [_LightColor0]
//   Float 128 [_GlossLow]
//   Vector 144 [_Diffuse_ST]
//   Vector 160 [_LowSpecColor]
//   Vector 176 [_NormalMap_ST]
//   Vector 192 [_CubeColor]
//   Vector 208 [_Shining_ST]
//   Vector 224 [_DiffColor]
//   Vector 240 [_HighSpecColor]
//   Float 256 [_GlossHigh]
//   Float 304 [_HighSpecMultiplayerN]
//   Float 308 [_RoughContrast]
//   Float 312 [_MetCubeMultiplayer]
//   Vector 320 [_MetallnessMap_ST]
//   Float 336 [_MetallnessMultiplayer]
//   Vector 352 [_Translucent]
//   Float 368 [_TranslucentIntens]
//   Float 372 [_TranslucentRange]
//   Vector 384 [_BurnTexture_ST]
//   Float 400 [_BurnRangeMax]
//   Vector 416 [_BurnMask_ST]
//   Vector 432 [_CoalTexture_ST]
//   Float 448 [_CoalMaskRange]
//   Float 452 [_BurnRangeMin]
//   Float 456 [_LifeSpan]
//   Float 460 [_LifespanSpeed]
//   Float 464 [_Dissolve]
//   Vector 480 [_BloodMask_ST]
//   Float 496 [_Bloodest]
//   Vector 512 [_BloodBump_ST]
//   Vector 528 [_PartCutMask_ST]
//   Float 548 [_CutRange]
//   Vector 560 [_BloodColor]
//   Float 576 [_CutBloodest]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 720
//   Vector 0 [_WorldSpaceLightPos0]
//   SetTexture 0 [_NormalMap] 2D 2
//   SetTexture 1 [_BloodBump] 2D 10
//   SetTexture 2 [_MetallnessMap] 2D 5
//   SetTexture 3 [_BurnTexture] 2D 6
//   SetTexture 4 [_BurnMask] 2D 7
//   SetTexture 5 [_Shining] 2D 3
//   SetTexture 6 [_BloodMask] 2D 9
//   SetTexture 7 [_Diffuse] 2D 1
//   SetTexture 8 [_CubemapBlured] CUBE 4
//   SetTexture 9 [_Cubemap] CUBE 0
//   SetTexture 10 [_CoalTexture] 2D 8
//   SetTexture 11 [_PartCutMask] 2D 11
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//
// 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 03:37:59 2016
Texture2D<float4> t11 : register(t11);

Texture2D<float4> t10 : register(t10);

TextureCube<float4> t9 : register(t9);

TextureCube<float4> t8 : register(t8);

Texture2D<float4> t7 : register(t7);

Texture2D<float4> t6 : register(t6);

Texture2D<float4> t5 : register(t5);

Texture2D<float4> t4 : register(t4);

Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s11_s : register(s11);

SamplerState s10_s : register(s10);

SamplerState s9_s : register(s9);

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 cb2 : register(b2)
{
  float4 cb2[1];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[37];
}




// 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,
  float3 v6 : TEXCOORD6,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9;
  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 326a0afeccf930c3-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.xy = v1.xy * cb0[24].xy + cb0[24].zw;
  r0.xyzw = t3.Sample(s6_s, r0.xy).xyzw;
  r0.x = log2(r0.x);
  r0.yz = v1.xy * cb0[26].xy + cb0[26].zw;
  r1.xyzw = t4.Sample(s7_s, r0.yz).xyzw;
  r0.y = 1 + -r1.x;
  r0.z = 0.100000001 + r1.x;
  r0.x = r0.y * r0.x;
  r0.x = exp2(r0.x);
  r0.x = max(0.00100000005, r0.x);
  r0.x = min(0.899999976, r0.x);
  r0.x = 1 + -r0.x;
  r0.x = log2(r0.x);
  r0.y = saturate(cb0[29].x);
  r0.w = cb0[28].y + -cb0[25].x;
  r0.y = r0.y * r0.w + cb0[25].x;
  r0.y = -1.44269502 * r0.y;
  r0.y = exp2(r0.y);
  r0.x = r0.y * r0.x;
  r0.x = exp2(r0.x);
  r0.x = -0.5 + r0.x;
  r0.x = cmp(r0.x < 0);
  if (r0.x != 0) discard;
  r0.x = -0.699999988 + cb0[31].x;
  r0.x = max(0, r0.x);
  r0.x = min(0.899999976, r0.x);
  r0.x = cb0[34].y + r0.x;
  r0.x = max(0, r0.x);
  r0.x = min(0.980000019, r0.x);
  r0.x = 1 + -r0.x;
  r0.yw = v1.xy * cb0[33].xy + cb0[33].zw;
  r1.xyzw = t11.Sample(s11_s, r0.yw).xyzw;
  r0.xyw = r1.xyz + -r0.xxx;
  r0.xyw = saturate(r0.xyw * float3(10,10,10) + float3(0.200000003,0.200000003,0.200000003));
  r1.x = saturate(cb0[28].w * cb0[28].z);
  r1.x = cb0[28].x * r1.x;
  r0.z = saturate(r1.x * r0.z);
  r1.xy = v1.xy * cb0[32].xy + cb0[32].zw;
  r1.xyzw = t1.Sample(s10_s, r1.xy).xyzw;
  r1.xz = r1.wy * float2(2,2) + float2(-1,-1);
  r2.xy = r1.wy + r1.wy;
  r1.x = dot(r1.xz, r1.xz);
  r1.x = min(1, r1.x);
  r1.x = 1 + -r1.x;
  r2.z = sqrt(r1.x);
  r1.xyz = float3(-1,-1,-1) + r2.xyz;
  r2.xy = v1.xy * cb0[20].xy + cb0[20].zw;
  r2.xyzw = t2.Sample(s5_s, r2.xy).xyzw;
  r1.w = cmp(0.800000012 >= r2.x);
  r2.x = cb0[21].x * r2.x;
  r1.w = r1.w ? 1.000000 : 0;
  r2.y = cb0[34].y * cb0[36].x + cb0[31].x;
  r1.w = r2.y * r1.w;
  r1.w = max(0, r1.w);
  r1.w = min(0.899999976, r1.w);
  r2.y = cb0[28].z + -r1.w;
  r1.w = 1 + -r1.w;
  r1.xyz = r2.yyy * r1.xyz + float3(0,0,1);
  r2.yzw = float3(-1,-1,1) * r1.xyz;
  r3.xy = v1.xy * cb0[11].xy + cb0[11].zw;
  r3.xyzw = t0.Sample(s2_s, r3.xy).xyzw;
  r3.xz = r3.wy * float2(2,2) + float2(-1,-1);
  r4.xy = r3.wy + r3.wy;
  r3.x = dot(r3.xz, r3.xz);
  r3.x = min(1, r3.x);
  r3.x = 1 + -r3.x;
  r4.z = sqrt(r3.x);
  r3.xyz = float3(-1,-1,1) + r4.xyz;
  r2.y = dot(r3.xyz, r2.yzw);
  r2.yzw = r3.xyz * r2.yyy;
  r2.yzw = r2.yzw / r3.zzz;
  r1.xyz = -r1.xyz * float3(-1,-1,1) + r2.yzw;
  r2.yzw = v6.xyz * r1.yyy;
  r2.yzw = r1.xxx * v5.xyz + r2.yzw;
  r1.x = dot(v4.xyz, v4.xyz);
  r1.x = rsqrt(r1.x);
  r3.xyz = v4.xyz * r1.xxx;
  r1.xyz = r1.zzz * r3.xyz + r2.yzw;
  r2.y = dot(r1.xyz, r1.xyz);
  r2.y = rsqrt(r2.y);
  r1.xyz = r2.yyy * r1.xyz;
  r2.yzw = _WorldSpaceCameraPos.xyz + -v3.xyz;
  r3.x = dot(r2.yzw, r2.yzw);
  r3.x = rsqrt(r3.x);
  r3.yzw = r3.xxx * r2.yzw;
  r4.x = dot(-r3.yzw, r1.xyz);
  r4.x = r4.x + r4.x;
  r3.yzw = r1.xyz * -r4.xxx + -r3.yzw;
  r4.xyzw = t9.Sample(s0_s, r3.yzw).xyzw;
  r5.xyzw = t8.Sample(s4_s, r3.yzw).xyzw;
  r3.yzw = cb0[12].xyz * r5.xyz;
  r4.xyz = cb0[12].xyz * r4.xyz + -r3.yzw;
  r5.xy = v1.xy * cb0[13].xy + cb0[13].zw;
  r5.xyzw = t5.Sample(s3_s, r5.xy).xyzw;
  r6.xyz = log2(r5.xyz);
  r6.xyz = cb0[19].yyy * r6.xyz;
  r6.xyz = exp2(r6.xyz);
  r6.xyz = saturate(cb0[19].yyy * r6.xyz);
  r3.yzw = r6.xyz * r4.xyz + r3.yzw;
  r3.yzw = cb0[19].zzz * r3.yzw;
  r4.xy = v1.xy * cb0[9].xy + cb0[9].zw;
  r4.xyzw = t7.Sample(s1_s, r4.xy).xyzw;
  r6.xyz = cb0[14].xyz * r4.xyz;
  r3.yzw = r3.yzw * r6.xyz + -r6.xyz;
  r3.yzw = r2.xxx * r3.yzw + r6.xyz;
  r6.xy = v1.xy * cb0[27].xy + cb0[27].zw;
  r6.xyzw = t10.Sample(s8_s, r6.xy).xyzw;
  r7.xyz = cb0[35].xyz * r6.xxx;
  r8.xyz = r7.xyz * float3(5,5,5) + -r3.yzw;
  r9.xy = v1.xy * cb0[30].xy + cb0[30].zw;
  r9.xyzw = t6.Sample(s9_s, r9.xy).xyzw;
  r9.xyz = saturate(r9.xyz + -r1.www);
  r9.xyz = float3(1000,1000,1000) * r9.xyz;
  r9.xyz = min(float3(1,1,1), r9.xyz);
  r3.yzw = r9.xyz * r8.xyz + r3.yzw;
  r6.xyz = r6.xyz + -r3.yzw;
  r3.yzw = r0.zzz * r6.xyz + r3.yzw;
  r6.xyz = r7.xyz * float3(5,5,5) + -r3.yzw;
  r0.xyz = r0.xyw * r6.xyz + r3.yzw;
  r3.yzw = cb2[0].www * -v3.xyz + cb2[0].xyz;
  r0.w = dot(r3.yzw, r3.yzw);
  r0.w = rsqrt(r0.w);
  r3.yzw = r3.yzw * r0.www;
  r0.w = dot(r1.xyz, r3.yzw);
  r2.yzw = r2.yzw * r3.xxx + r3.yzw;
  r1.w = log2(abs(r0.w));
  r3.x = 1.44269502 * cb0[23].y;
  r3.x = exp2(r3.x);
  r1.w = r3.x * r1.w;
  r1.w = exp2(r1.w);
  r1.w = 1 + -r1.w;
  r3.xyz = cb0[23].xxx * cb0[22].xyz;
  r3.xyz = r3.xyz * r1.www;
  r6.xyz = float3(0.5,0.5,0.5) * r3.xyz;
  r3.xyz = -r3.xyz * float3(0.5,0.5,0.5) + float3(1,1,1);
  r3.xyz = r0.www * r3.xyz + r6.xyz;
  r3.xyz = max(float3(0,0,0), r3.xyz);
  r3.xyz = cb0[6].xyz * r3.xyz;
  r5.yzw = cb0[15].xyz * r5.xyz;
  r0.w = r5.x * cb0[16].x + cb0[8].x;
  r5.xyz = r5.yzw * cb0[19].xxx + cb0[10].xyz;
  r4.xyz = r4.xyz * r5.xyz + -r5.xyz;
  r4.xyz = r2.xxx * r4.xyz + r5.xyz;
  r5.xyz = cb0[35].xyz + -r4.xyz;
  r4.xyz = r9.xyz * r5.xyz + r4.xyz;
  r1.w = cb0[35].x + -r0.w;
  r0.w = r9.x * r1.w + r0.w;
  r0.w = r0.w * 10 + 1;
  r0.w = exp2(r0.w);
  r1.w = dot(r2.yzw, r2.yzw);
  r1.w = rsqrt(r1.w);
  r2.xyz = r2.yzw * r1.www;
  r1.x = dot(r2.xyz, r1.xyz);
  r1.x = max(0, r1.x);
  r1.x = log2(r1.x);
  r0.w = r1.x * r0.w;
  r0.w = exp2(r0.w);
  r1.xyz = cb0[6].xyz * r0.www;
  r1.xyz = r1.xyz * r4.xyz;
  o0.xyz = r3.xyz * r0.xyz + r1.xyz;
  o0.w = 0;
  return;
}
