// hlsltool.py -I ../.. --fix-unity-reflection --only-autofixed --fxc /home/Ryan/fxc.exe 83a6c5ea02978904-ps_replace.txt
// 3DMigoto: 83a6c5ea02978904 |    Unity headers extracted from TransparentMapedWind.shader
//    Shader "Shader Forge/TransparentMapedWindSF" {
//      Properties {
//       _WindDirection ("WindDirection", Vector) = (1,0,0,0)
//       _DiffuseMap ("DiffuseMap", 2D) = "white" { }
//       _DiffColor ("DiffColor", Color) = (1,1,1,1)
//       _CutoutRange ("CutoutRange", Range(-0.55,0.55)) = 0.282051
//       _SpecColor ("SpecColor", Color) = (0.176471,0.176471,0.176471,1)
//       _GlossRange ("GlossRange", Range(0,1)) = 0.538462
//       _NormalMap ("NormalMap", 2D) = "bump" { }
//       _node_230 ("node_230", 2D) = "white" { }
//       _Time1 ("Time1", Float) = 5
//       _node_343 ("node_343", 2D) = "black" { }
//       _Time2 ("Time2", Float) = 5
//       _node_343_copy ("node_343_copy", 2D) = "black" { }
//       _node_416 ("node_416", Float) = 1
//      [HideInInspector]  _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
//      }
//      Fallback "Diffuse"
//      SubShader 1/1 {
//        Tags { "QUEUE"="Transparent+50" "RenderType"="Opaque" }
//        Pass 2/3 {
//          Name "FORWARD_DELTA"
//          Tags { "LIGHTMODE"="ForwardAdd" "QUEUE"="Transparent+50" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
//          Cull Off
//          Blend One One
//          GpuProgramID 130647
//          Program "fp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 249
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from TransparentMapedWind.shader.decompressed:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 67 4 0
//   Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "SHADOWS_NATIVE" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
//   undeciphered2: 1 5 4 5 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 448
//   Vector 96 [_ShadowOffsets0]
//   Vector 112 [_ShadowOffsets1]
//   Vector 128 [_ShadowOffsets2]
//   Vector 144 [_ShadowOffsets3]
//   Vector 224 [_LightColor0]
//   Vector 240 [_SpecColor]
//   Vector 288 [_DiffuseMap_ST]
//   Vector 304 [_DiffColor]
//   Float 320 [_CutoutRange]
//   Float 324 [_GlossRange]
//   Vector 336 [_NormalMap_ST]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 720
//   Vector 0 [_WorldSpaceLightPos0]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   SetTexture 0 [_NormalMap] 2D 4
//   SetTexture 1 [_DiffuseMap] 2D 3
//   SetTexture 2 [_LightTexture0] 2D 1
//   SetTexture 3 [_LightTextureB0] 2D 2
//   SetTexture 4 [_ShadowMapTexture] 2D 0
//   BindCB "$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 03:40:13 2016
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 s4_s : register(s4);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerComparisonState s0_s : register(s0);

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

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

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

cbuffer cb0 : register(b0)
{
  float4 cb0[22];
}




// 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,
  float4 v8 : TEXCOORD8,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4;
  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 83a6c5ea02978904-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[18].xy + cb0[18].zw;
  r0.xyzw = t1.Sample(s3_s, r0.xy).xyzw;
  r0.w = cb0[20].x + r0.w;
  r0.xyz = cb0[19].xyz * r0.xyz;
  r0.w = -0.5 + r0.w;
  r0.w = cmp(r0.w < 0);
  if (r0.w != 0) discard;
  r1.xy = v1.xy * cb0[21].xy + cb0[21].zw;
  r1.xyzw = t0.Sample(s4_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);
  r1.x = dot(v4.xyz, v4.xyz);
  r1.x = rsqrt(r1.x);
  r1.xyz = v4.xyz * r1.xxx;
  r2.xyz = r0.www * r1.xyz + r2.xyz;
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = r2.xyz * r0.www;
  r3.xyz = _WorldSpaceCameraPos.xyz + -v3.xyz;
  r0.w = dot(r3.xyz, r3.xyz);
  r0.w = rsqrt(r0.w);
  r4.xyz = r3.xyz * r0.www;
  r1.x = dot(r4.xyz, r1.xyz);
  r1.y = cmp(0 < r1.x);
  r1.x = cmp(r1.x < 0);
  r1.x = (int)-r1.y + (int)r1.x;
  r1.x = (int)r1.x;
  r1.xyz = r2.xyz * r1.xxx;
  r2.xyz = cb2[0].www * -v3.xyz + cb2[0].xyz;
  r1.w = dot(r2.xyz, r2.xyz);
  r1.w = rsqrt(r1.w);
  r2.xyz = r2.xyz * r1.www;
  r3.xyz = r3.xyz * r0.www + r2.xyz;
  r0.w = dot(r1.xyz, r2.xyz);
  r0.w = max(0, r0.w);
  r1.w = dot(r3.xyz, r3.xyz);
  r1.w = rsqrt(r1.w);
  r2.xyz = r3.xyz * r1.www;
  r1.x = dot(r2.xyz, r1.xyz);
  r1.x = max(0, r1.x);
  r1.x = log2(r1.x);
  r1.y = cb0[20].y * 10 + 1;
  r1.y = exp2(r1.y);
  r1.x = r1.y * r1.x;
  r1.x = exp2(r1.x);
  r1.y = 1 + -cb3[24].x;
  r2.xyz = v8.xyz / v8.www;
  r3.xyz = cb0[6].xyz + r2.xyz;
  r3.x = t4.SampleCmpLevelZero(s0_s, r3.xy, r3.z).x;
  r4.xyz = cb0[7].xyz + r2.xyz;
  r3.y = t4.SampleCmpLevelZero(s0_s, r4.xy, r4.z).x;
  r4.xyz = cb0[8].xyz + r2.xyz;
  r2.xyz = cb0[9].xyz + r2.xyz;
  r3.w = t4.SampleCmpLevelZero(s0_s, r2.xy, r2.z).x;
  r3.z = t4.SampleCmpLevelZero(s0_s, r4.xy, r4.z).x;
  r2.xyzw = r3.xyzw * r1.yyyy + cb3[24].xxxx;
  r1.y = dot(r2.xyzw, float4(0.25,0.25,0.25,0.25));
  r1.zw = v7.xy / v7.ww;
  r1.zw = float2(0.5,0.5) + r1.zw;
  r2.xyzw = t2.Sample(s1_s, r1.zw).xyzw;
  r1.z = cmp(0 < v7.z);
  r1.z = r1.z ? 1.000000 : 0;
  r1.z = r1.z * r2.w;
  r1.w = dot(v7.xyz, v7.xyz);
  r2.xyzw = t3.Sample(s2_s, r1.ww).xyzw;
  r1.z = r2.x * r1.z;
  r1.y = r1.z * r1.y;
  r1.yzw = cb0[14].xyz * r1.yyy;
  r2.xyz = r1.yzw * r1.xxx;
  r1.xyz = r1.yzw * r0.www;
  r2.xyz = cb0[15].xyz * r2.xyz;
  o0.xyz = r1.xyz * r0.xyz + r2.xyz;
  o0.w = 0;
  return;
}
