// hlsltool.py -I ../.. --fix-unity-reflection --only-autofixed --fxc /home/Ryan/fxc.exe c098e28b6ee22c15-ps_replace.txt
// 3DMigoto: c098e28b6ee22c15 |    Unity headers extracted from SpecGrayscaleAdvReflWaterfallAdvSF.shader
//    Shader "Shader Forge/SpecGrayscaleAdvReflWaterfallAdvSF" {
//      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
//       _node_1155 ("node_1155", Float) = 1
//       _Transparent ("Transparent", 2D) = "white" { }
//       _Uflow ("Uflow", Float) = 0.1
//       _Vflow ("Vflow", Float) = 0.1
//       _AdditionalNormalMap ("AdditionalNormalMap", 2D) = "bump" { }
//       _WaweBlendMask ("WaweBlendMask", 2D) = "white" { }
//       _AddNormalsTimeScale ("AddNormalsTimeScale", Float) = 2
//       _node_1460 ("node_1460", 2D) = "white" { }
//       _node_1460_copy ("node_1460_copy", 2D) = "white" { }
//      [HideInInspector]  _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
//      }
//      Fallback "Diffuse"
//      SubShader 1/1 {
//        Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
//        Pass 1/3 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="Transparent" }
//          ZWrite Off
//          Blend SrcAlpha OneMinusSrcAlpha
//          GpuProgramID 50785
//          Program "fp" {
//            SubProgram "d3d11 " {
//              GpuProgramIndex 53
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from SpecGrayscaleAdvReflWaterfallAdvSF.shader.decompressed:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 144 12 5
//   Keywords { "DIRECTIONAL" "SHADOWS_OFF" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "FOG_LINEAR" }
//   undeciphered2: 1 14 5 14 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 480
//   Vector 48 [unity_ColorSpaceLuminance]
//   Vector 96 [_LightColor0]
//   Vector 128 [_TimeEditor]
//   Float 144 [_GlossLow]
//   Vector 160 [_Diffuse_ST]
//   Vector 176 [_LowSpecColor]
//   Vector 192 [_NormalMap_ST]
//   Vector 208 [_CubeColor]
//   Vector 224 [_Shining_ST]
//   Vector 240 [_DiffColor]
//   Vector 256 [_HighSpecColor]
//   Float 272 [_GlossHigh]
//   Vector 288 [_IllumText_ST]
//   Vector 304 [_IllumColor]
//   Float 320 [_HighSpecMultiplayerN]
//   Float 324 [_RoughContrast]
//   Float 328 [_MetCubeMultiplayer]
//   Vector 336 [_MetallnessMap_ST]
//   Float 352 [_MetallnessMultiplayer]
//   Float 356 [_node_1155]
//   Vector 368 [_Transparent_ST]
//   Float 384 [_Uflow]
//   Float 388 [_Vflow]
//   Vector 400 [_AdditionalNormalMap_ST]
//   Vector 416 [_WaweBlendMask_ST]
//   Float 432 [_AddNormalsTimeScale]
//   Vector 448 [_node_1460_ST]
//   Vector 464 [_node_1460_copy_ST]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 0 [_Time]
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 720
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 608 [unity_SHAr]
//   Vector 624 [unity_SHAg]
//   Vector 640 [unity_SHAb]
//   ConstBuffer "UnityFog" 32
//   Vector 0 [unity_FogColor]
//   Vector 16 [unity_FogParams]
//   ConstBuffer "UnityReflectionProbes" 128
//   Vector 0 [unity_SpecCube0_BoxMax]
//   Vector 16 [unity_SpecCube0_BoxMin]
//   Vector 32 [unity_SpecCube0_ProbePosition]
//   Vector 48 [unity_SpecCube0_HDR]
//   Vector 64 [unity_SpecCube1_BoxMax]
//   Vector 80 [unity_SpecCube1_BoxMin]
//   Vector 96 [unity_SpecCube1_ProbePosition]
//   Vector 112 [unity_SpecCube1_HDR]
//   SetTexture 0 [_NormalMap] 2D 4
//   SetTexture 1 [_AdditionalNormalMap] 2D 10
//   SetTexture 2 [_WaweBlendMask] 2D 11
//   SetTexture 3 [_node_1460] 2D 12
//   SetTexture 4 [_node_1460_copy] 2D 13
//   SetTexture 5 [_Transparent] 2D 9
//   SetTexture 6 [_Shining] 2D 5
//   SetTexture 7 [_Diffuse] 2D 3
//   SetTexture 8 [_MetallnessMap] 2D 8
//   SetTexture 9 [_CubemapBlured] CUBE 7
//   SetTexture 10 [_Cubemap] CUBE 2
//   SetTexture 11 [_IllumText] 2D 6
//   SetTexture 12 [unity_SpecCube0] CUBE 0
//   SetTexture 13 [unity_SpecCube1] CUBE 1
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityFog" 3
//   BindCB "UnityReflectionProbes" 4
//
// 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 03:38:13 2016
TextureCube<float4> t13 : register(t13);

TextureCube<float4> t12 : register(t12);

Texture2D<float4> t11 : register(t11);

TextureCube<float4> t10 : register(t10);

TextureCube<float4> t9 : register(t9);

Texture2D<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 s13_s : register(s13);

SamplerState s12_s : register(s12);

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 cb4 : register(b4)
{
  float4 cb4[8];
}

cbuffer cb3 : register(b3)
{
  float4 cb3[2];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[41];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[30];
}




// 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,
  float2 v2 : TEXCOORD2,
  float w2 : TEXCOORD7,
  float4 v3 : TEXCOORD3,
  float4 v4 : TEXCOORD4,
  float4 v5 : TEXCOORD5,
  float4 v6 : TEXCOORD6,
  float4 v7 : TEXCOORD8,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11;
  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 c098e28b6ee22c15-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.xyz = _WorldSpaceCameraPos.xyz + -v3.xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = r1.xyz * r0.www;
  r1.w = cb1[0].y + cb0[8].y;
  r3.xy = r1.ww * cb0[24].xy + v1.xy;
  r3.zw = r3.xy * cb0[12].xy + cb0[12].zw;
  r4.xyzw = t0.Sample(s4_s, r3.zw).xyzw;
  r4.xy = r4.wy * float2(2,2) + float2(-1,-1);
  r2.w = dot(r4.xy, r4.xy);
  r2.w = min(1, r2.w);
  r2.w = 1 + -r2.w;
  r4.z = sqrt(r2.w);
  r3.zw = cb0[27].xx * r3.xy;
  r3.zw = r3.zw * cb0[25].xy + cb0[25].zw;
  r5.xyzw = t1.Sample(s10_s, r3.zw).xyzw;
  r5.xy = r5.wy * float2(2,2) + float2(-1,-1);
  r2.w = dot(r5.xy, r5.xy);
  r2.w = min(1, r2.w);
  r2.w = 1 + -r2.w;
  r5.z = sqrt(r2.w);
  r6.xyzw = r1.wwww * float4(0.100000001,0.0900000036,0.200000003,0.0700000003) + v1.xyxy;
  r3.zw = r6.xy * cb0[26].xy + cb0[26].zw;
  r7.xyzw = t2.Sample(s11_s, r3.zw).xyzw;
  r3.zw = r6.zw * cb0[28].xy + cb0[28].zw;
  r6.xyzw = t3.Sample(s12_s, r3.zw).xyzw;
  r3.zw = r1.ww * float2(0.100000001,0.100000001) + v1.xy;
  r3.zw = r3.zw * cb0[29].xy + cb0[29].zw;
  r8.xyzw = t4.Sample(s13_s, r3.zw).xyzw;
  r6.xyz = r6.xyz + -r7.xyz;
  r6.xyz = r8.xyz * r6.xyz + r7.xyz;
  r5.xyz = r5.xyz + -r4.xyz;
  r4.xyz = r6.xyz * r5.xyz + r4.xyz;
  r5.xyz = v6.xyz * r4.yyy;
  r4.xyw = r4.xxx * v5.xyz + r5.xyz;
  r0.xyz = r4.zzz * r0.xyz + r4.xyw;
  r1.w = dot(r0.xyz, r0.xyz);
  r1.w = rsqrt(r1.w);
  r4.xyz = r1.www * r0.xyz;
  r0.x = dot(-r2.xyz, r4.xyz);
  r0.x = r0.x + r0.x;
  r0.xyz = r4.xyz * -r0.xxx + -r2.xyz;
  r2.xy = r3.xy * cb0[23].xy + cb0[23].zw;
  r2.xyzw = t5.Sample(s9_s, r2.xy).xyzw;
  r1.w = 1 + -r2.w;
  r2.x = cb0[22].y * r1.w;
  r1.w = r1.w * cb0[22].y + -0.5;
  r1.w = cmp(r1.w < 0);
  if (r1.w != 0) discard;
  r1.w = dot(cb2[0].xyz, cb2[0].xyz);
  r1.w = rsqrt(r1.w);
  r2.yzw = cb2[0].xyz * r1.www;
  r1.xyz = r1.xyz * r0.www + r2.yzw;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  r3.zw = r3.xy * cb0[14].xy + cb0[14].zw;
  r5.xyzw = t6.Sample(s5_s, r3.zw).xyzw;
  r0.w = r5.x * cb0[17].x + cb0[9].x;
  r1.w = r0.w * 10 + 1;
  r1.w = exp2(r1.w);
  r0.w = 1 + -r0.w;
  r4.w = 1;
  r6.x = dot(cb2[38].xyzw, r4.xyzw);
  r6.y = dot(cb2[39].xyzw, r4.xyzw);
  r6.z = dot(cb2[40].xyzw, r4.xyzw);
  r6.xyz = v7.xyz + r6.xyz;
  r6.xyz = max(float3(0,0,0), r6.xyz);
  r3.z = cmp(cb0[3].w == 0.000000);
  r7.xyz = log2(r6.xyz);
  r7.xyz = float3(0.416666657,0.416666657,0.416666657) * r7.xyz;
  r7.xyz = exp2(r7.xyz);
  r7.xyz = r7.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
  r7.xyz = max(float3(0,0,0), r7.xyz);
  r6.xyz = r3.zzz ? r7.xyz : r6.xyz;
  r3.z = cmp(0 < cb4[2].w);
  if (r3.z != 0) {
    r7.xyz = cb4[0].xyz + -v3.xyz;
    r7.xyz = r7.xyz / r4.xyz;
    r8.xyz = cb4[1].xyz + -v3.xyz;
    r8.xyz = r8.xyz / r4.xyz;
    r9.xyz = cmp(float3(0,0,0) < r4.xyz);
    r7.xyz = r9.xyz ? r7.xyz : r8.xyz;
    r3.z = min(r7.x, r7.y);
    r3.z = min(r3.z, r7.z);
    r7.xyz = -cb4[2].xyz + v3.xyz;
    r7.xyz = r4.xyz * r3.zzz + r7.xyz;
  } else {
    r7.xyz = r4.xyz;
  }
  r3.z = -r0.w * 0.699999988 + 1.70000005;
  r0.w = r3.z * r0.w;
  r0.w = 6 * r0.w;
  r7.xyzw = t12.SampleLevel(s0_s, r7.xyz, r0.w).xyzw;
  r3.z = log2(r7.w);
  r3.z = cb4[3].y * r3.z;
  r3.z = exp2(r3.z);
  r3.z = cb4[3].x * r3.z;
  r8.xyz = r3.zzz * r7.xyz;
  r3.w = cmp(cb4[1].w < 0.999989986);
  if (r3.w != 0) {
    r3.w = cmp(0 < cb4[6].w);
    if (r3.w != 0) {
      r9.xyz = cb4[4].xyz + -v3.xyz;
      r9.xyz = r9.xyz / r4.xyz;
      r10.xyz = cb4[5].xyz + -v3.xyz;
      r10.xyz = r10.xyz / r4.xyz;
      r11.xyz = cmp(float3(0,0,0) < r4.xyz);
      r9.xyz = r11.xyz ? r9.xyz : r10.xyz;
      r3.w = min(r9.x, r9.y);
      r3.w = min(r3.w, r9.z);
      r9.xyz = -cb4[6].xyz + v3.xyz;
      r9.xyz = r4.xyz * r3.www + r9.xyz;
    } else {
      r9.xyz = r4.xyz;
    }
    r9.xyzw = t13.SampleLevel(s1_s, r9.xyz, r0.w).xyzw;
    r0.w = log2(r9.w);
    r0.w = cb4[7].y * r0.w;
    r0.w = exp2(r0.w);
    r0.w = cb4[7].x * r0.w;
    r9.xyz = r0.www * r9.xyz;
    r7.xyz = r3.zzz * r7.xyz + -r9.xyz;
    r8.xyz = cb4[1].www * r7.xyz + r9.xyz;
  }
  r7.xyz = cb0[16].xyz * r5.xyz;
  r7.xyz = r7.xyz * cb0[20].xxx + cb0[11].xyz;
  r3.zw = r3.xy * cb0[10].xy + cb0[10].zw;
  r9.xyzw = t7.Sample(s3_s, r3.zw).xyzw;
  r3.xy = r3.xy * cb0[21].xy + cb0[21].zw;
  r3.xyzw = t8.Sample(s8_s, r3.xy).xyzw;
  r0.w = cb0[22].x * r3.x;
  r3.xyz = r9.xyz * r7.xyz + -r7.xyz;
  r3.xyz = r0.www * r3.xyz + r7.xyz;
  r1.x = dot(r1.xyz, r4.xyz);
  r1.x = max(0, r1.x);
  r1.x = log2(r1.x);
  r1.x = r1.w * r1.x;
  r1.x = exp2(r1.x);
  r1.yzw = r8.xyz * r3.xyz;
  r1.xyz = r1.xxx * r3.xyz + r1.yzw;
  r1.w = dot(r4.xyz, r2.yzw);
  r1.w = max(0, r1.w);
  r2.yzw = cb0[15].xyz * r9.xyz;
  r3.xyzw = t9.Sample(s7_s, r0.xyz).xyzw;
  r3.xyz = cb0[13].xyz * r3.xyz;
  r4.xyzw = t10.Sample(s2_s, r0.xyz).xyzw;
  r0.xyz = log2(r5.xyz);
  r0.xyz = cb0[20].yyy * r0.xyz;
  r0.xyz = exp2(r0.xyz);
  r0.xyz = saturate(cb0[20].yyy * r0.xyz);
  r4.xyz = cb0[13].xyz * r4.xyz + -r3.xyz;
  r0.xyz = r0.xyz * r4.xyz + r3.xyz;
  r3.xyz = cb0[20].zzz * r0.xyz;
  r3.xyz = r3.xyz * r2.yzw + -r2.yzw;
  r3.xyz = r0.www * r3.xyz + r2.yzw;
  r4.xyz = r1.www * cb0[6].xyz + r6.xyz;
  r0.xyz = r0.xyz * r5.xyz;
  r5.xy = v1.xy * cb0[18].xy + cb0[18].zw;
  r5.xyzw = t11.Sample(s6_s, r5.xy).xyzw;
  r2.yzw = r0.xyz * r2.yzw;
  r2.yzw = r2.yzw * cb0[20].zzz + -r0.xyz;
  r0.xyz = r0.www * r2.yzw + r0.xyz;
  r2.yzw = cb0[19].xyz * r5.www;
  r0.xyz = r9.xyz * r2.yzw + r0.xyz;
  r1.xyz = r4.xyz * r3.xyz + r1.xyz;
  r0.xyz = r1.xyz + r0.xyz;
  r0.w = saturate(w2.x * cb3[1].z + cb3[1].w);
  r0.xyz = -cb3[0].xyz + r0.xyz;
  o0.xyz = r0.www * r0.xyz + cb3[0].xyz;
  o0.w = r2.x;
  return;
}
